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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Knight movement.... " how to output all possible moves. "

    - by josh kant
    The following is the code i wrote.. I have to write it for nXn but for easyness i tried to test it for 5X5. It does not display my output... could anybody tell me whats wrong with the following code: { #include <iostream> #include <iomanip> using namespace std; void knight ( int startx, int starty, int n, int p[][5], int used [][5], int &count); int main ( ) { const int n = 5; // no. of cloumns and rows int startx = 0; int starty = 0; int p[5][5]; int used[5][5]; int count = 1; int i= 0; int j = 0; //initializing the array for ( i = 0; i < 5; i++) { for ( j = 0; j < 5; j++) { p[i][j] = 0; used [i][j] = 0; } } //outputting the initialized array.. i=0; while ( i< 5) { for ( j = 0; j < 5; j++) { cout << setw(3) << p[i][j]; } i++; cout << endl; } knight (startx,starty,n,p,used,count); return 0; } void knight ( int x, int y, int n, int p[][5], int used [][5], int &count) { int i = 0; //knight (x,y,n,p,used,count) for ( i = 0; i < n*n; i++) { if ( used [x][y] == 0 ) { used[x][y] = 1; // mark it used; p[x][y] += count; //inserting step no. into the solution //go for the next possible steps; //move 1 //2 squares up and 1 to the left if (x-1 < 0 && y+2 < n && p[x-1][y+2] == 0) { used[x-1][y+2] = 1; p[x-1][y+2] += count; knight (x-1,y+2,n,p,used,count); used[x-1][y+2] = 0; } //move 2 //2 squares up and 1 to the right if ( x+1 < n && y+2 < n && p[x+1][y+2] == 0 ) { used[x+1][y+2] = 1; p[x+1][y+2] += count; knight (x+1,y+2,n,p,used,count); used[x+1][y+2] = 0; } //move 3 //1 square up and 2 to the right if ( x+2 < n && y+1 < n && p[x+2][y+1] == 0 ) { used[x+2][y+1] = 1; p[x+2][y+1] += count; knight (x+2,y+1,n,p,used,count); used[x+2][y+1] = 0; } //move 4 //1 square down and 2 to the right if ( x+2 < n && y-1 < n && p[x+2][y-1] == 0 ) { used[x+2][y-1] = 1; p[x+2][y-1] += count; knight (x+2,y-1,n,p,used,count); used[x+2][y-1] = 0; } //move 5 //2 squares down and 1 to the right if ( x+1 < n && y-2 < n && p[x+1][y-2] == 0 ) { used[x+1][y-2] = 1; p[x+1][y-2] += count; knight (x+1,y-2,n,p,used,count); used[x+1][y-2] = 0; } //move 6 //2 squares down and 1 to the left if ( x-1 < n && y-2 < n && p[x-1][y-2] == 0 ) { used[x-1][y-2] = 1; p[x-1][y-2] += count; knight (x-1,y-2,n,p,used,count); used[x-1][y-2] = 0; } //move 7 //1 square down and 2 to the left if ( x-2 < n && y-1 < n && p[x-2][y-1] == 0 ) { used[x-2][y-1] = 1; p[x-2][y-1] += count; knight (x-2,y-1,n,p,used,count); used[x-2][y-1] = 0; } //move 8 //one square up and 2 to the left if ( x-2 < n && y+1< n && p[x-2][y+1] == 0 ) { used[x-2][y+1] = 1; p[x-2][y+1] += count; knight (x-2,y+1,n,p,used,count); used[x-2][y+1] = 0; } } } if ( x == n-1 && y == n-1) { while ( i != n) { for ( int j = 0; j < n; j++) cout << setw(3) << p[i][j]; i++; } } } Thank you!!

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  • VLC without border/window decoration in Windows

    - by timberwo7ves
    I'm trying to run VLC (2.1, 64 bit) without any chrome on Windows 7. You can achieve it by going to Preferences, and in the Interface tab, unchecking Integrate video in interface, and also in the Video tab, unchecking Window decorations. The problem lies in the fact that without Window decorations there is no apparent way to move or resize the video window - in GOM player, for example, you can move window by dragging on the video itself; is there an option for this in VLC? Ideally, I would like to move the window by the method described above (by dragging the video), and would like the Window decorations to reappear on mouseover, to allow resizing; I'm a new VLC user, but unsure how far the customisation goes. - I'd settle with just the moving of the window via dragging the video if this is possible by advanced setting. There is a similar question here, but not exactly, and no solution to that particular question.

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  • What's the most efficient method for moving and transcoding HD video from my Tivo to iTunes on OS X

    - by Bryan Schuetz
    I've got a Tivo with some HD recordings on it. I'd like to move those files over to my Mac and add them into iTunes. I'd like the move and transcoding to be as painless as possible, and I'd like to preserve the quality of the original HD recording. I've got a network connection to the Tivo and can move the files over but the real problem seems to be transcoding. I tried using MEncoder to transcode to H.264 but the quality really suffered. I was doing the conversion at 10mbps so I'm not sure why the quality was so bad, lots of artifacting, etc.

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  • Considerations for a business looking to transition from PSTN to IP Telephony

    - by Bryce Thomas
    Full disclosure - This is related to a homework assignment question. I am not asking you to do my work for me, I am merely looking for some pointers and considerations to direct me in my further research. I have an assignment I'm working on where I've been given a scenario where a business wants to look into transitioning to using "Internet Telephone" as opposed to a traditional PSTN/PBX system and I need to write a report on it. I'm after some high level pointers from people, especially anyone that has been involved in a real life transition of this nature, on what some of the most important considerations are. These can be financial considerations, initial setup considerations, ongoing administrative considerations, quality of service considerations or anything else that is pertinent to performing such a transition.

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  • How to dump only a certain part of SVN repository?

    - by dehmann
    How to you move a part of an SVN repository into a new repository? To move the contents of a complete SVN repository into a new repository, one has to dump the old repository first: svnadmin dump /path/to/repository > repository-name.dmp and then load it into the new one using svnadmin load. But I'm not sure how to just move a part. Do I still have to dump the whole thing? Do I grep for the part that I want? To just dump myproject, I tried this, but it didn't work: svnadmin dump /path/to/repository/myproject

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  • Could a too low voltage during long periods damage my computer fan?

    - by Sopalajo de Arrierez
    Computer fans use to run at 12Volt, but most as for today they allow 9Volt or even less to slow down the fan speed (RPM, Revolutions Per Minute). In cases of too low voltage, the fan stops, but I can see it "trying to start again". For example: my Tacens 9dB fan stops at about 10 Volts, but to start it again, 10.5Volt is not enough, and the engine tries to move the fan (I can see a small movement as an "attempt" to move) each 1-5 seconds, but it does not succees, so the fan keeps at 0 RPM. Maybe that "attempt" to move could damage the internal engine of the fan when it last for hours or days?

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  • External mouse clicks not working during UAC prompt/windows or other elevated privilege programs

    - by user26453
    I have a Logitech Revolution VX, a small portable mouse. I use it on my laptop running Windows 7 64bit Professional. When a UAC prompt comes up, I can use the mouse to move the pointer, however any clicking via the external mouse is disabled. I have to use my trackpad to actually click. This continues on into whatever UAC window comes next, such as a program install. The mouse pointer can move via my external mouse, but no button clicks register except on the trackpad. This also happens if I am to right click a program and select "Run as Administrator". The external mouse will move the pointer, but no button clicks work. I've tried to google for this issue but haven't found anything. To be it seems generally a problem with my external mouse driver not running with elevated privileges itself. Any help would be appreciated.

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  • Keyboard doesn't let me press certain keys at the same time

    - by kitchen
    I'm not sure how to word the problem other than I can't use certain keys at the same time. For example, when playing games that require you to use the arrow keys to move and jump/duck I am unable to move to the left and jump (left arrow + up arrow) at the same time. As a result, I don't play many games when I get to a point where the jumps and what not are too far. This happens with other keys as well. In FPS I am unable to hold W to move forward and hit 2 to select my secondary weapon. Some information that might help you: I am using Windows 7 64-bit I am using a Micro Innovations KB565BL keyboard How can I fix this?

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  • My Tablet PC has a jog dial (typically used for scrolling up and down) but it does not work by defau

    - by techtechmo
    I have an HP Compaq TC4400 and I recently was able to make most of the Tablet PC functions work in Ubuntu 9.10. (The step-by-step guide can be found in my blog.) Unfortunately I have yet to make the jog dial work. This would be particularly useful for scrolling up and down websites and documents when the TC4400 is in slate mode (with no access to the keyboard). I would be much obliged if anybody could tell me: How to find out the input button/key assignment that Ubuntu 9.10 has for jog-up and jog-down; How to assign jog-up to scroll up (D-pad key UP, or PAGE UP) and jog-down to scroll down (D-Pad key DOWN, or PAGE DOWN). I am using xbindkeys to assign different shortcuts to the quick launch buttons, perhaps I could use the same program for the jog dial? I would have done that, except I do not know how to find the proper button/key assignment for xbindkeys to use. Thanks in advance!

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  • Transfer many Gigabytes between two servers

    - by Bernhard
    Hello, I have a big problem. I have to move data from an old Webspace which is only accessibla by ftp. The new root server is accessible by ssh of course :-) I need to move all the data from the old space but the amount is just huge. Is there a way to move all the files directly from the old ftp to the storage and not over a third station (my local machine)? I´ve tried it with ftp but it didn't work. I think I´ve used the wrong commands. Is there a way to do this? Thank you in advance Bernhard

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  • Moving users folder on Windows Vista/Seven to another partition

    - by Click Ok
    When I format the computer and reinstall Windows, my first step is move the "my documents" folder to another partition. In Windows XP it wasn't enough because the desktop folder and another user folders was in the primary partition. Now in Windows Seven and Vista we can use HardLinks to "move" the folder to another partition and Windows and another programs will think that the data is in the primary parition. What the fastest and secure steps to move the Users folder to another partition and to create the hardlinks correctly? Thank you very much!

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  • VLC without chrome in Windows

    - by timberwo7ves
    I'm trying to run VLC (2.1, 64 bit) without any chrome on Windows 7. You can achieve it by going to Preferences, and in the Interface tab, unchecking Integrate video in interface, and also in the Video tab, unchecking Window decorations. The problem lies in the fact that without Window decorations there is no apparent way to move or resize the video window - in GOM player, for example, you can move window by dragging on the video itself; is there an option for this in VLC? Ideally, I would like to move the window by the method described above (by dragging the video), and would like the Window decorations to reappear on mouseover, to allow resizing; I'm a new VLC user, but unsure how far the customisation goes. - I'd settle with just the moving of the window via dragging the video if this is possible by advanced setting. There is a similar question here, but not exactly, and no solution to that particular question.

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  • How to accept email *only* from white-listed addresses in Gmail? [migrated]

    - by Mawg
    I only want to accpet email from two addresses, the rest I want to delete immediately, unseen. I know how to make fileers and I can whitelist those two addresses. If I make 3 filter, in this order; 1) from [email protected] move to inbox, never mark as spam 2) from [email protected] move to inbox, never mark as spam 3) from *@*.* delete immediately, never move to trash can I be guaranteed that that will do what I want? For instance, can I be sure that the filters are executed in that order? I dont want to lose amy mail from those two adresses.

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  • Moving Windows 7 ProgramData folder after installation

    - by thinkzig
    I need to move my C:\ProgramData folder in a Windows 7 installation to D:\ProgramData. I understand how to make the symlinks and registry changes so this works. My problem is that I'm unable to copy the files in the ProgramData folder because the OS seems to have some of them locked. Specifically, the files in the C:\ProgramData\Microsoft\Crypto\RSA\MachineKeys folder are blocking the move. Am I out of luck here? Is there any way to move the folder, create the symlink, and update the registry without any of the files in these folders being locked?

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  • Maximizing after moving RDC window between different size monitors

    - by msorens
    My Win7 system has two monitors of different sizes. When I open a Remote Desktop Connection on one monitor set to use full screen, both the RDC window and the remote system's desktop fills the monitor. If I then move the window onto my second monitor (1-Restore Down button to make it movable; 2-Drag window to other monitor; 3-Maximize button to fill monitor) the RDC window fills the monitor, but the remote system's desktop remains the same size it was before. Thus, if I move from the larger to the smaller monitor I have scrollbars to see the whole remote desktop, while if I move from the smaller to the larger monitor the remote desktop occupies only a portion of the monitor. My workaround is to close the RDC window completely then re-establish it on the other monitor. Is there a way to avoid this overhead and just resize the remote desktop to fit?

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  • Moving windows using keyboard...faster?

    - by Alois Mahdal
    I like using keyboard shortcuts because it's faster as it does not force me to move my hands off the keyboard. In Windows I can use them to move windows around desktop: Press Alt+Space to open common windows menu Press M to choose "Move" command Navigate window position by cursor keys Confirm new position with Enter Additionally, to achieve better accuracy, I can hold Ctrl while navigating. Now the problem is that the normal "step" when moving is about 20px, and my desktop is quite large, so "walking" all the way across takes quite a long time. This kind of defeats the purpose of using keyboard for these tasks. Is it possible to change size of this step so that takes less steps to walk the same distance? (I imagine a hidden setting in Windows registry...?) I tried holding Alt while navigating, but it does not seem to have influence on speed.

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  • Moving Domain Controller Guests between Hyper-V Hosts

    - by Jim
    We're moving our domain controller to a new Hyper-V host. I read it on TechNet about not using export on a VM running as DC (although I saw a lot of answers on TechNet suggesting doing so to move DC). What we plan to do is shutdown the VM, move the VHD to the new Hyper-V host, then create a new VM using that VHD. I don't think USN rollback would occur since it's like shutting down the VM and starting it back up. We have another Hyper-V host with a DC guest that will be running during the migration. All the hosts and VMs are running Windows Server 2008 R2. Is it a good way to move virtualize DC b/t hosts? If not, how should I proceed?

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  • Moving files with batch files from one pc to a server, to a another pc - worried about disk corruption

    - by AnchientAnt
    I use scheduled tasks that calls a batch file, that calls more batch files to move about three files from a pc, to a server, then to multiple other pcs. It all happens very quickly, as they are small files. Are there any pitfalls for how fast these transfers happen? I'm just mildly concerned about causing some disk corruption somehow. I use logic like 1. Call MapToPc if files exist then move file to folder on server. Disconnect 2. Call SendtoPCs If files exist (the files just moved to the server) then MapToPCs Move all files Disconnect All of this happens in about 2 secs or less. edit: this on windows 7, server 2003, xp respectively

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  • Moving a file using PuTTY

    - by Paul Trotter
    I am newbie struggling to move a file on a Linux VPS using PuTTY. I can log in with a user in PuTTY at this point I can navigate to see the file I wish to move (~/servers/apache-solr-3.6.2/example/webapps/solr.war). By using cd .. a couple of times from the directory I begin at when I first log in to PuTTY I can then navigate to the location I wish to move the file to: usr/local/jakarta/apache-tomcat-5.5.36/webapps/ I know that I need to use cp to copy the file and have tried variations on: cp ~/servers/apache-solr-3.6.2/example/webapps/solr.war usr/local/jakarta/apache-tomcat-5.5.36/webapps However each time I get 'No such file or directory' I have tried excluding the ~/ and the start and I have tried specifying solr.war at the end of the command. Please excuse the newbie question, but I would really appreciate some advice on what I am doing wrong here.

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  • Hardware needed for 2000 users? [closed]

    - by Trcx
    I have school assignment that is fairly well defined, requiring us to come up with a plan for an environment serving dynamic web applications to 2000 users, and should be able to scale up to six thousand. I have done plenty of research as far as load balancing, redundancy, UPSs, etc, but am having a hard time figuring out how much hardware is actually needed in the way of physical servers, ram, processing power, etc. The assignment states that the server will have a lot of dynamic code, email, and a database are required, all utilizing the appropriate microsoft service (MS SQL, Exchange, IIS). I already plan on splitting them out on to separate servers, but can't even fathom the hardware requirements of something that large scale. Could someone with experience weight in on this, or point me two some good articles?

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  • SDL side-scroller scrolls inconsistantly

    - by SDLFunTimes
    So I'm working on an upgrade from my previous project (that I posted here for code review) this time implementing a repeating background (like what is used on cartoons) so that SDL doesn't have to load really big images for a level. There's a strange inconsistency in the program, however: the first time the user scrolls all the way to the right 2 less panels are shown than is specified. Going backwards (left) the correct number of panels is shown (that is the panels repeat the number of times specified in the code). After that it appears that going right again (once all the way at the left) the correct number of panels is shown and same going backwards. Here's some selected code and here's a .zip of all my code constructor: Game::Game(SDL_Event* event, SDL_Surface* scr, int level_w, int w, int h, int bpp) { this->event = event; this->bpp = bpp; level_width = level_w; screen = scr; w_width = w; w_height = h; //load images and set rects background = format_surface("background.jpg"); person = format_surface("person.png"); background_rect_left = background->clip_rect; background_rect_right = background->clip_rect; current_background_piece = 1; //we are displaying the first clip rect_in_view = &background_rect_right; other_rect = &background_rect_left; person_rect = person->clip_rect; background_rect_left.x = 0; background_rect_left.y = 0; background_rect_right.x = background->w; background_rect_right.y = 0; person_rect.y = background_rect_left.h - person_rect.h; person_rect.x = 0; } and here's the move method which is probably causing all the trouble: void Game::move(SDLKey direction) { if(direction == SDLK_RIGHT) { if(move_screen(direction)) { if(!background_reached_right()) { //move background right background_rect_left.x += movement_increment; background_rect_right.x += movement_increment; if(rect_in_view->x >= 0) { //move the other rect in to fill the empty space SDL_Rect* temp; other_rect->x = -w_width + rect_in_view->x; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece++; std::cout << current_background_piece << std::endl; } if(background_overshoots_right()) { //sees if this next blit is past the surface //this is used only for re-aligning the rects when //the end of the screen is reached background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x += movement_increment; if(get_person_right_side() > w_width) { //person went too far right person_rect.x = w_width - person_rect.w; } } } else if(direction == SDLK_LEFT) { if(move_screen(direction)) { if(!background_reached_left()) { //moves background left background_rect_left.x -= movement_increment; background_rect_right.x -= movement_increment; if(rect_in_view->x <= -w_width) { //swap the rect in view SDL_Rect* temp; rect_in_view->x = w_width; temp = rect_in_view; rect_in_view = other_rect; other_rect = temp; current_background_piece--; std::cout << current_background_piece << std::endl; } if(background_overshoots_left()) { background_rect_left.x = 0; background_rect_right.x = w_width; } } } else { //move the person instead person_rect.x -= movement_increment; if(person_rect.x < 0) { //person went too far left person_rect.x = 0; } } } } without the rest of the code this doesn't make too much sense. Since there is too much of it I'll upload it here for testing. Anyway does anyone know how I could fix this inconsistency?

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  • Changes to data inside class not being shown when accessed from outside class.

    - by Hypatia
    I have two classes, Car and Person. Car has as one of its members an instance of Person, driver. I want to move a car, while keeping track of its location, and also move the driver inside the car and get its location. However, while this works from inside the class (I have printed out the values as they are calculated), when I try to access the data from main, there's nothing there. I.e. the array position[] ends up empty. I am wondering if there is something wrong with the way I have set up the classes -- could it be a problem of the scope of the object? I have tried simplifying the code so that I only give what is necessary. Hopefully that covers everything that you would need to see. The constructer Car() fills the offset array of driver with nonzero values. class Car{ public: Container(float=0,float=0,float=0); ~Container(); void move(float); void getPosition(float[]); void getDriverPosition(float[]); private: float position[3]; Person driver; float heading; float velocity; }; class Person{ public: Person(float=0,float=0,float=0); ~Person(); void setOffset(float=0,float=0,float=0); void setPosition(float=0,float=0,float=0); void getOffset(float[]); void getPosition(float[]); private: float position[3]; float offset[3]; }; Some of the functions: void Car::move(float time){ float distance = velocity*time; location[0] += distance*cos(PI/2 - heading); location[1] += distance*sin(PI/2 - heading); float driverLocation [3]; float offset[3]; driver->getOffset(offset); for (int i = 0; i < 3; i++){ driverLocation[i] = offset[i] + location[i]; } } void Car::getDriverPosition(float p[]){ driver.getPosition(p); } void Person::getPosition(float p[]){ for (int i = 0; i < 3; i++){ p[i] = position[i]; } } void Person::getOffset(float o[]){ for (int i = 0; i < 3; i++){ o[i] = offset[i]; } } In Main: Car * car = new Car(); car->move(); float p[3]; car->getDriverPosition(p); When I print driverLocation[] inside the move() function, I have actual nonzero values. When I print p[] inside main, all I get are zeros.

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  • Shared Development Space

    - by PatrickWalker
    Currently the company I work in gives each developer their own development virtual machine. On this machine (Windows 7) they install the entire stack of the product (minus database) this stack is normally spread amongst multiple machines of differing OS (although moving towards windows 2008 and 2008r2) So when a developer has a new project they are likely to be updating only a small piece of their stack and as such the rest of it can become out of date with the latest production code. The isolation from others means some issues won't be found until the code goes into shared test environments/production. I'm suggesting a move from functional testing on these isolated machines to plugging machines into a shared environment. The goal being to move towards a deployment thats closer to production in mechanism and server type. Developers would still make code changes on their Win7 vm and run unit/component testing locally but for functionally testing they would leverage a shared enviornment. Does anyone else use a shared development environment like this? Are there many reasons against this sort of sandbox environment? The biggest drawback is a move away from only checking in code when you've done local functional testing to checking in after static testing. I'm hoping an intelligent git branching strategy can take care of this for us.

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  • GLSL compile error when accessing an array with compile-time constant index

    - by Benlitz
    I have this shader that works well on my computer (using an ATI HD 5700). I have a loop iterating between two constant values, which is, afaik, acceptable in a glsl shader. I write stuff in two arrays in this loop. #define NB_POINT_LIGHT 2 ... varying vec3 vVertToLight[NB_POINT_LIGHT]; varying vec3 vVertToLightWS[NB_POINT_LIGHT]; ... void main() { ... for (int i = 0; i < NB_POINT_LIGHT; ++i) { if (bPointLightUse[i]) { vVertToLight[i] = ConvertToTangentSpace(ShPointLightData[i].Position - WorldPos.xyz); vVertToLightWS[i] = ShPointLightData[i].Position - WorldPos.xyz; } } ... } I tried my program on another computer equipped with an nVidia GTX 560 Ti, and it fails to compile my shader. I get the following errors (94 and 95 are the lines of the two affectations) when calling glLinkProgram: Vertex info ----------- 0(94) : error C5025: lvalue in assignment too complex 0(95) : error C5025: lvalue in assignment too complex I think my code is valid, I don't know if this comes from a compiler bug, a conversion of my shader to another format from the compiler (nvidia looks to convert it to CG), or if I just missed something. I already tried to remove the if (bPointLightUse[i]) statement and I still have the same error. However, if I just write this: vVertToLight[0] = ConvertToTangentSpace(ShPointLightData[0].Position - WorldPos.xyz); vVertToLightWS[0] = ShPointLightData[0].Position - WorldPos.xyz; vVertToLight[1] = ConvertToTangentSpace(ShPointLightData[1].Position - WorldPos.xyz); vVertToLightWS[1] = ShPointLightData[1].Position - WorldPos.xyz; Then I don't have the error anymore, but it's really unconvenient so I would prefer to keep something loop-based. Here is the more detailled config that works: Vendor: ATI Technologies Inc. Renderer: ATI Radeon HD 5700 Series Version: 4.1.10750 Compatibility Profile Context Shading Language version: 4.10 And here is the more detailed config that doesn't work (should also be compatibility profile, although not indicated): Vendor: NVIDIA Corporation Renderer: GeForce GTX 560 Ti/PCI/SSE2 Version: 4.1.0 Shading Language version: 4.10 NVIDIA via Cg compiler

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