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  • how do i design a high pass filters in matlab without using the builtin function?

    - by noura
    hello everyone, i'm just not sure how to draw the frequency response (H) of the high pass filter? after drawing the frequency response i can get the b coefficient by taking the ifft of (H). so yeah, for a low pass filter, with a cutoff frequency of say pi/2 : the frequency response code will be H = exp(-1*j*w*4).*(((0 <= w) & (w<= pi/2)) | ((2*pi - pi/2 <= w) & (w<=2*pi)); sincr the response is "1" between 0 and pi/2 and between (2*pi - pi/2) and 2*pi. can you help me write H for a high pass filter? thanx in advance.

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  • how to exit recursive math formula and still get an answer

    - by calccrypto
    i wrote this python code, which from wolfram alpha says that its supposed to return the factorial of any positive value (i probably messed up somewhere), integer or not: from math import * def double_factorial(n): if int(n) == n: n = int(n) if [0,1].__contains__(n): return 1 a = (n&1) + 2 b = 1 while a<=n: b*=a a+= 2 return float(b) else: return factorials(n/2) * 2**(n/2) *(pi/2)**(.25 *(-1+cos(n * pi))) def factorials(n): return pi**(.5 * sin(n*pi)**2) * 2**(-n + .25 * (-1 + cos(2*n*pi))) * double_factorial(2*n) the problem is , say i input pi to 6 decimal places. 2*n will not become a float with 0 as its decimals any time soon, so the equation turns out to be pi**(.5 * sin(n*pi)**2) * 2**(-n + .25 * (-1 + cos(2*n*pi))) * double_factorial(loop(loop(loop(...))))) how would i stop the recursion and still get the answer? ive had suggestions to add an index to the definitions or something, but the problem is, if the code stops when it reaches an index, there is still no answer to put back into the previous "nests" or whatever you call them

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  • How to permanently add wireless interfaces with iw

    - by walli
    How can I permanently add virtual wireless interfaces to my network configuration with iw? I created the following interfaces: iw phy phy0 interface add vwlan0 type station iw phy phy0 interface add vwlan1 type __ap The first is configured as a wifi client connecting to an existing network (wpa_supplicant) The second is configured as wireless hotspot (hostapd + dnsmasq) The setup works, but now I can't quite figure out what the best strategy is to save this configuration permanently. Have made an init script for wpa_supplicant Have made an init script for the hotspot Virtual adaptor network settings set in /etc/network/interfaces But all this depends on the wireless interfaces being created. What would be the best way to make sure these interfaces are created before the network is set up and the services are run? As a bonus, since this wireless interface is a usb device, would it be possible to have the interfaces created (and the services started) when the interface is hotplugged? I know you can execute code after a network interface is up, but the wlan0 interface that is hotplugged should never be up. Operating system is raspbian

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  • Mounting NFS share between OSX and Centos VM

    - by Adam
    I'm having issues mounting an NFS share I've made on my Mac host (server) from a Centos VM (client). I'm getting a permission denied error. I have this line in /etc/exports on server: /Users/adam/Sites/ 192.168.1.223(rw) and in /etc/fstab on client: 192.168.1.186:/Users/adam/Sites/ /home/adam/Sites/ nfs rw 0 0 I'm sure this is a simple configuration issue, but I've never set up NFS properly before. Extra info: # mount -v 192.168.1.186:/Users/adam/Sites/ /home/adam/Sites/ mount: no type was given - I'll assume nfs because of the colon mount.nfs: timeout set for Mon Nov 26 07:31:40 2012 mount.nfs: trying text-based options 'vers=4,addr=192.168.1.186,clientaddr=192.168.1.223' mount.nfs: mount(2): Protocol not supported mount.nfs: trying text-based options 'addr=192.168.1.186' mount.nfs: prog 100003, trying vers=3, prot=6 mount.nfs: trying 192.168.1.186 prog 100003 vers 3 prot TCP port 2049 mount.nfs: prog 100005, trying vers=3, prot=17 mount.nfs: trying 192.168.1.186 prog 100005 vers 3 prot UDP port 958 mount.nfs: mount(2): Permission denied mount.nfs: access denied by server while mounting 192.168.1.186:/Users/adam/Sites/

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  • Can't ping through default gateway

    - by Andrew G.H.
    I have the following configuration: Routing table on M3 is: Destination Gateway Genmask Flags MSS Window irtt Iface 0.0.0.0 192.168.2.1 0.0.0.0 UG 0 0 0 eth1 192.168.2.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 192.168.3.0 0.0.0.0 255.255.255.192 U 0 0 0 eth0 Routing table on M1 is: Destination Gateway Genmask Flags MSS Window irtt Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth1 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 192.168.2.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 So basically M3's gateway is M1, and M1's gateway is M2's wireless internet interface. If I ping 8.8.8.8 from M1, everything is ok, replies are received. Pinging from M1 to M3 and viceversa is also possible. I have configured M1 as gateway trafic forwarder using firestarter package and stopped firewall with it. iptables policies are ACCEPT for everything. Problem: I have tried ping-ing ip 8.8.8.8 from M3 but without success. What could be the source of this problem?

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  • Bootable SD card still has small memory, even after formating

    - by Inazuma
    I have an SD card which I used to run my RaspberryPi. I wanted to update the copy of raspbian on it, so I formated the card using the software from www.sdcard.com. I followed all the instructions correctly, however the size of my SD card didn't go back to it's default. It is a 4gb SD card, which after it's spell in the RaspberryPi had shrunken to 52mb, which I understand is normal. After formatting, the size rose to 3.69gb. This means that there is not enough space to install a new OS, so how can I make my SD card 4gb again? Any help would be much appreciated!

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  • How can I access my mini-pc (RaspberryPi / MK802 / Mele A1000 / VIA APC) via ethernet/wifi without having Monitor?

    - by sky770
    Soon I will be getting my own mini-PC (RaspberryPi / MK802 / Mele A1000 / VIA APC). But I was wondering whether is there any possibility that I can just power up and access my mini-pc's OS by connecting it to wifi/ethernet link and remotely access it over the LAN without actually needing a monitor (throughout the process?) ? I currently own a laptop and need a download box and later will be getting a HDTV for converting to a HTPC :D So, I don't really own a spare monitor now but I do have an extra keyboard and mouse. Is there exists any linux distro for the same? which I can use to directly fireup my mini-pc and hook it up across my LAN to remotely access through my laptop? Any suggestions appreciated :) Regards, sky770

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  • Web Platform Installer bundles for Visual Studio 2010 SP1 - and how you can build your own WebPI bundles

    - by Jon Galloway
    Visual Studio SP1 is  now available via the Web Platform Installer, which means you've got three options: Download the 1.5 GB ISO image Run the 750KB Web Installer (which figures out what you need to download) Install via Web PI Note: I covered some tips for installing VS2010 SP1 last week - including some that apply to all of these, such as removing options you don't use prior to installing the service pack to decrease the installation time and download size. Two Visual Studio 2010 SP1 Web PI packages There are actually two WebPI packages for VS2010 SP1. There's the standard Visual Studio 2010 SP1 package [Web PI link], which includes (quoting ScottGu's post): VS2010 2010 SP1 ASP.NET MVC 3 (runtime + tools support) IIS 7.5 Express SQL Server Compact Edition 4.0 (runtime + tools support) Web Deployment 2.0 The notes on that package sum it up pretty well: Looking for the latest everything? Look no further. This will get you Visual Studio 2010 Service Pack 1 and the RTM releases of ASP.NET MVC 3, IIS 7.5 Express, SQL Server Compact 4.0 with tooling, and Web Deploy 2.0. It's the value meal of Microsoft products. Tell your friends! Note: This bundle includes the Visual Studio 2010 SP1 web installer, which will dynamically determine the appropriate service pack components to download and install. This is typically in the range of 200-500 MB and will take 30-60 minutes to install, depending on your machine configuration. There is also a Visual Studio 2010 SP1 Core package [Web PI link], which only includes only the SP without any of the other goodies (MVC3, IIS Express, etc.). If you're doing any web development, I'd highly recommend the main pack since it the other installs are small, simple installs, but if you're working in another space, you might want the core package. Installing via the Web Platform Installer I generally like to go with the Web PI when possible since it simplifies most software installations due to things like: Smart dependency management - installing apps or tools which have software dependencies will automatically figure out which dependencies you don't have and add them to the list (which you can review before install) Simultaneous download and install - if your install includes more than one package, it will automatically pull the dependencies first and begin installing them while downloading the others Lists the latest downloads - no need to search around, as they're all listed based on a live feed Includes open source applications - a lot of popular open source applications are included as well as Microsoft software and tools No worries about reinstallation - WebPI installations detect what you've got installed, so for instance if you've got MVC 3 installed you don't need to worry about the VS2010 SP1 package install messing anything up In addition to the links I included above, you can install the WebPI from http://www.microsoft.com/web/downloads/platform.aspx, and if you have Web PI installed you can just tap the Windows key and type "Web Platform" to bring it up in the Start search list. You'll see Visual Studio SP1 listed in the spotlight list as shown below. That's the standard package, which includes MVC 3 / IIS 7.5 Express / SQL Compact / Web Deploy. If you just want the core install, you can use the search box in the upper right corner, typing in "Visual Studio SP1" as shown. Core Install: Use Web PI or the Visual Studio Web Installer? I think the big advantage of using Web PI to install VS 2010 SP1 is that it includes the other new bits. If you're going to install the SP1 core, I don't think there's as much advantage to using Web PI, as the Web PI Core install just downloads the Visual Studio Web Installer anyways. I think Web PI makes it a little easier to find the download, but not a lot. The Visual Studio Web Installer checks dependencies, so there's no big advantage there. If you do happen to hit any problems installing Visual Studio SP1 via Web PI, I'd recommend running the Visual Studio Web Installer, then running the Web PI VS 2010 SP1 package to get all the other goodies. I talked to one person who hit some random snag, recommended that, and it worked out. Custom Web Platform Installer bundles You can create links that will launch the Web Platform Installer with a custom list of tools. You can see an example of this by clicking through on the install button at http://asp.net/downloads (cancelling the installation dialog). You'll see this in the address bar: http://www.microsoft.com/web/gallery/install.aspx?appsxml=&appid=MVC3;ASPNET;NETFramework4;SQLExpress;VWD Notice that the appid querystring parameter includes a semicolon delimited list, and you can make your own custom Web PI links with your own desired app list. I can think of a lot of cases where that would be handy: linking to a recommended software configuration from a software project or product, setting up a recommended / documented / supported install list for a software development team or IT shop, etc. For instance, here's a link that installs just VS2010 SP1 Core and the SQL CE tools: http://www.microsoft.com/web/gallery/install.aspx?appsxml=&appid=VS2010SP1Core;SQLCETools Note: If you've already got all or some of the products installed, the display will reflect that. On my dev box which has the full SP1 package, here's what the above link gives me: Here's another example - on a fresh box I created a link to install MVC 3 and the Web Farm Framework (http://www.microsoft.com/web/gallery/install.aspx?appsxml=&appid=MVC3;WebFarmFramework) and got the following items added to the cart: But where do I get the App ID's? Aha, that's the trick. You can link to a list of cool packages, but you need to know the App ID's to link to them. To figure that out, I turned on tracing in Web Platform Installer  (also handy if you're ever having trouble with a WebPI install) and from the trace logs saw that the list of packages is pulled from an XML file: DownloadManager Information: 0 : Loading product xml from: https://go.microsoft.com/?linkid=9763242 DownloadManager Verbose: 0 : Connecting to https://go.microsoft.com/?linkid=9763242 with (partial) headers: Referer: wpi://2.1.0.0/Microsoft Windows NT 6.1.7601 Service Pack 1 If-Modified-Since: Wed, 09 Mar 2011 14:15:27 GMT User-Agent:Platform-Installer/3.0.3.0(Microsoft Windows NT 6.1.7601 Service Pack 1) DownloadManager Information: 0 : https://go.microsoft.com/?linkid=9763242 responded with 302 DownloadManager Information: 0 : Response headers: HTTP/1.1 302 Found Cache-Control: private Content-Length: 175 Content-Type: text/html; charset=utf-8 Expires: Wed, 09 Mar 2011 22:52:28 GMT Location: https://www.microsoft.com/web/webpi/3.0/webproductlist.xml Server: Microsoft-IIS/7.5 X-AspNet-Version: 2.0.50727 X-Powered-By: ASP.NET Date: Wed, 09 Mar 2011 22:53:27 GMT Browsing to https://www.microsoft.com/web/webpi/3.0/webproductlist.xml shows the full list. You can search through that in your browser / text editor if you'd like, open it in Excel as an XML table, etc. Here's a list of the App ID's as of today: SMO SMO32 PHP52ForIISExpress PHP53ForIISExpress StaticContent DefaultDocument DirectoryBrowse HTTPErrors HTTPRedirection ASPNET NETExtensibility ASP CGI ISAPIExtensions ISAPIFilters ServerSideIncludes HTTPLogging LoggingTools RequestMonitor Tracing CustomLogging ODBCLogging BasicAuthentication WindowsAuthentication DigestAuthentication ClientCertificateMappingAuthentication IISClientCertificateMappingAuthentication URLAuthorization RequestFiltering IPSecurity StaticContentCompression DynamicContentCompression IISManagementConsole IISManagementScriptsAndTools ManagementService MetabaseAndIIS6Compatibility WASProcessModel WASNetFxEnvironment WASConfigurationAPI IIS6WPICompatibility IIS6ScriptingTools IIS6ManagementConsole LegacyFTPServer FTPServer WebDAV LegacyFTPManagementConsole FTPExtensibility AdminPack AdvancedLogging WebFarmFrameworkNonLoc ExternalCacheNonLoc WebFarmFramework WebFarmFrameworkv2 WebFarmFrameworkv2_beta ExternalCache ECacheUpdate ARRv1 ARRv2Beta1 ARRv2Beta2 ARRv2RC ARRv2NonLoc ARRv2 ARRv2Update MVC MVCBeta MVCRC1 MVCRC2 DBManager DbManagerUpdate DynamicIPRestrictions DynamicIPRestrictionsUpdate DynamicIPRestrictionsLegacy DynamicIPRestrictionsBeta2 FTPOOB IISPowershellSnapin RemoteManager SEOToolkit VS2008RTM MySQL SQLDriverPHP52IIS SQLDriverPHP53IIS SQLDriverPHP52IISExpress SQLDriverPHP53IISExpress SQLExpress SQLManagementStudio SQLExpressAdv SQLExpressTools UrlRewrite UrlRewrite2 UrlRewrite2NonLoc UrlRewrite2RC UrlRewrite2Beta UrlRewrite10 UrlScan MVC3Installer MVC3 MVC3LocInstaller MVC3Loc MVC2 VWD VWD2010SP1Pack NETFramework4 WebMatrix WebMatrix_v1Refresh IISExpress IISExpress_v1 IIS7 AspWebPagesVS AspWebPagesVS_1_0 Plan9 Plan9Loc WebMatrix_WHP SQLCE SQLCETools SQLCEVSTools SQLCEVSTools_4_0 SQLCEVSToolsInstaller_4_0 SQLCEVSToolsInstallerNew_4_0 SQLCEVSToolsInstallerRepair_EN_4_0 SQLCEVSToolsInstallerRepair_JA_4_0 SQLCEVSToolsInstallerRepair_FR_4_0 SQLCEVSToolsInstallerRepair_DE_4_0 SQLCEVSToolsInstallerRepair_ES_4_0 SQLCEVSToolsInstallerRepair_IT_4_0 SQLCEVSToolsInstallerRepair_RU_4_0 SQLCEVSToolsInstallerRepair_KO_4_0 SQLCEVSToolsInstallerRepair_ZH_CN_4_0 SQLCEVSToolsInstallerRepair_ZH_TW_4_0 VWD2008 WebDAVOOB WDeploy WDeploy_v2 WDeployNoSMO WDeploy11 WinCache52 WinCache53 NETFramework35 WindowsImagingComponent VC9Redist NETFramework20SP2 WindowsInstaller31 PowerShell PowerShellMsu PowerShell2 WindowsInstaller45 FastCGIUpdate FastCGIBackport FastCGIIIS6 IIS51 IIS60 SQLNativeClient SQLNativeClient2008 SQLNativeClient2005 SQLCLRTypes SQLCLRTypes32 SMO_10_1 MySQLConnector PHP52 PHP53 PHPManager VSVWD2010Feature VWD2010WebFeature_0 VWD2010WebFeature_1 VWD2010WebFeature_2 VS2010SP1Prerequisite RIAServicesToolkitMay2010 Silverlight4Toolkit Silverlight4Tools VSLS SSMAMySQL WebsitePanel VS2010SP1Core VS2010SP1Installer VS2010SP1Pack MissingVWDOrVSVWD2010Feature VB2010Beta2Express VCS2010Beta2Express VC2010Beta2Express RIAServicesToolkitApr2010 VS2010Beta1 VS2010RC VS2010Beta2 VS2010Beta2Express VS2k8RTM VSCPP2k8RTM VSVB2k8RTM VSCS2k8RTM VSVWDFeature LegacyWinCache SQLExpress2005 SSMS2005

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  • Normal pointer vs Auto pointer (std::auto_ptr)

    - by AKN
    Code snippet (normal pointer) int *pi = new int; int i = 90; pi = &i; int k = *pi + 10; cout<<k<<endl; delete pi; [Output: 100] Code snippet (auto pointer) Case 1: std::auto_ptr<int> pi(new int); int i = 90; pi = &i; int k = *pi + 10; //Throws unhandled exception error at this point while debugging. cout<<k<<endl; //delete pi; (It deletes by itself when goes out of scope. So explicit 'delete' call not required) Case 2: std::auto_ptr<int> pi(new int); int i = 90; *pi = 90; int k = *pi + 10; cout<<k<<endl; [Output: 100] Can someone please tell why it failed to work for case 1?

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  • Connecting to Active Directory Application Mode from Perl

    - by Khurram Aziz
    I am trying to connect to Active Directory Application Mode instance. The instance is conenctable from third party LDAP clients like Softerra LDAP Browser. But I am getting the following error when connecting from Perl Net::LDAP=HASH(0x876d8e4) sending: Net::LDAP=HASH(0x876d8e4) received: 30 84 00 00 00 A7 02 01 02 65 84 00 00 00 9E 0A 0........e...... 01 01 04 00 04 84 00 00 00 93 30 30 30 30 30 34 ..........000004 44 43 3A 20 4C 64 61 70 45 72 72 3A 20 44 53 49 DC: LdapErr: DSI 44 2D 30 43 30 39 30 36 32 42 2C 20 63 6F 6D 6D D-0C09062B, comm 65 6E 74 3A 20 49 6E 20 6F 72 64 65 72 20 74 6F ent: In order to 20 70 65 72 66 6F 72 6D 20 74 68 69 73 20 6F 70 perform this op 65 72 61 74 69 6F 6E 20 61 20 73 75 63 63 65 73 eration a succes 73 66 75 6C 20 62 69 6E 64 20 6D 75 73 74 20 62 sful bind must b 65 20 63 6F 6D 70 6C 65 74 65 64 20 6F 6E 20 74 e completed on t 68 65 20 63 6F 6E 6E 65 63 74 69 6F 6E 2E 2C 20 he connection., 64 61 74 61 20 30 2C 20 76 65 63 65 00 __ __ __ data 0, vece.` My directory structure is Partition: CN=Apps,DC=MyCo,DC=COM User exists as CN=myuser,CN=Apps,DC=MyCo,DC=COM I have couple of other entries of the custom class which I am interested to browse; those instances appear fine in ADSI Edit, Softerra LDAP Browser etc. I am new to Perl....My perl code is #!/usr/bin/perl use Net::LDAP; $ldap = Net::LDAP->new("127.0.0.1", debug => 2, user => "CN=myuser,CN=Apps,DC=MyCo,DC=COM", password => "secret" ) or die "$@"; $ldap->bind(version => 3) or die "$@"; print "Connected to ldap\n"; $mesg = $ldap->search( filter => "(objectClass=*)" ) or die ("Failed on search.$!"); my $max = $mesg->count; print "$max records found!\n"; for( my $index = 0 ; $index < $max ; $index++) { my $entry = $mesg->entry($index); my $dn = $entry->dn; @attrs = $entry->attributes; foreach my $var (@attrs) { $attr = $entry->get_value( $var, asref => 1 ); if ( defined($attr) ) { foreach my $value ( @$attr ) { print "$var: $value\n"; } } } } $ldap->unbind();

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  • Ragdoll continuous movement

    - by Siddharth
    I have created a ragdoll for my game but the problem I found was that the ragdoll joints are not perfectly implemented so they are continuously moving. Ragdoll does not stand at fix place. I here paste my work for that and suggest some guidance about that so that it can stand on fix place. chest = new Chest(pX, pY, gameObject.getmChestTextureRegion(), gameObject); head = new Head(pX, pY - 16, gameObject.getmHeadTextureRegion(), gameObject); leftHand = new Hand(pX - 6, pY + 6, gameObject.getmHandTextureRegion() .clone(), gameObject); rightHand = new Hand(pX + 12, pY + 6, gameObject .getmHandTextureRegion().clone(), gameObject); rightHand.setFlippedHorizontal(true); leftLeg = new Leg(pX, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg = new Leg(pX + 7, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg.setFlippedHorizontal(true); gameObject.getmScene().registerTouchArea(chest); gameObject.getmScene().attachChild(chest); gameObject.getmScene().registerTouchArea(head); gameObject.getmScene().attachChild(head); gameObject.getmScene().registerTouchArea(leftHand); gameObject.getmScene().attachChild(leftHand); gameObject.getmScene().registerTouchArea(rightHand); gameObject.getmScene().attachChild(rightHand); gameObject.getmScene().registerTouchArea(leftLeg); gameObject.getmScene().attachChild(leftLeg); gameObject.getmScene().registerTouchArea(rightLeg); gameObject.getmScene().attachChild(rightLeg); // head revolute joint revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.enableLimit = true; revoluteJointDef.initialize(head.getHeadBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0f, -0.5f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); headRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // // left leg revolute joint revoluteJointDef.initialize(leftLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right leg revolute joint revoluteJointDef.initialize(rightLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // left hand revolute joint revoluteJointDef.initialize(leftHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right hand revolute joint revoluteJointDef.initialize(rightHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef);

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  • Segmentation fault in my C program

    - by user233542
    I don't understand why this would give me a seg fault. Any ideas? This is the function that returns the signal to stop the program (plus the other function that is called within this): double bisect(double A0,double A1,double Sol[N],double tol,double c) { double Amid,shot; while (A1-A0 > tol) { Amid = 0.5*(A0+A1); shot = shoot(Sol, Amid, c); if (shot==2.*Pi) { return Amid; } if (shot > 2.*Pi){ A1 = Amid; } else if (shot < 2.*Pi){ A0 = Amid; } } return 0.5*(A1+A0); } double shoot(double Sol[N],double A,double c) { int i,j; /*Initial Conditions*/ for (i=0;i<buff;i++) { Sol[i] = 0.; } for (i=buff+l;i<N;i++) { Sol[i] = 2.*Pi; } Sol[buff]= 0; Sol[buff+1]= A*exp(sqrt(1+3*c)*dx); for (i=buff+2;i<buff+l;i++) { Sol[i] = (dx*dx)*( sin(Sol[i-1]) + c*sin(3.*(Sol[i-1])) ) - Sol[i-2] + 2.*Sol[i-1]; } return Sol[i-1]; } The values buff, l, N are defined using a #define statement. l = 401, buff = 50, N = 2000 Here is the full code: #include <stdio.h> #include <stdlib.h> #include <math.h> #define w 10 /*characteristic width of a soliton*/ #define dx 0.05 /*distance between lattice sites*/ #define s (2*w)/dx /*size of soliton shape*/ #define l (int)(s+1) /*array length for soliton*/ #define N (int)2000 /*length of field array--lattice sites*/ #define Pi (double)4*atan(1) #define buff (int)50 double shoot(double Sol[N],double A,double c); double bisect(double A0,double A1,double Sol[N],double tol,double c); void super_pos(double antiSol[N],double Sol[N],double phi[][N]); void vel_ver(double phi[][N],double v,double c,int tsteps,double dt); int main(int argc, char **argv) { double c,Sol[N],antiSol[N],A,A0,A1,tol,v,dt; int tsteps,i; FILE *fp1,*fp2,*fp3; fp1 = fopen("soliton.dat","w"); fp2 = fopen("final-phi.dat","w"); fp3 = fopen("energy.dat","w"); printf("Please input the number of time steps:"); scanf("%d",&tsteps); printf("Also, enter the time step size:"); scanf("%lf",&dt); do{ printf("Please input the parameter c in the interval [-1/3,1]:"); scanf("%lf",&c);} while(c < (-1./3.) || c > 1.); printf("Please input the inital speed of eiter soliton:"); scanf("%lf",&v); double phi[tsteps+1][N]; tol = 0.0000001; A0 = 0.; A1 = 2.*Pi; A = bisect(A0,A1,Sol,tol,c); shoot(Sol,A,c); for (i=0;i<N;i++) { fprintf(fp1,"%d\t",i); fprintf(fp1,"%lf\n",Sol[i]); } fclose(fp1); super_pos(antiSol,Sol,phi); /*vel_ver(phi,v,c,tsteps,dt); for (i=0;i<N;i++){ fprintf(fp2,"%d\t",i); fprintf(fp2,"%lf\n",phi[tsteps][i]); }*/ } double shoot(double Sol[N],double A,double c) { int i,j; /*Initial Conditions*/ for (i=0;i<buff;i++) { Sol[i] = 0.; } for (i=buff+l;i<N;i++) { Sol[i] = 2.*Pi; } Sol[buff]= 0; Sol[buff+1]= A*exp(sqrt(1+3*c)*dx); for (i=buff+2;i<buff+l;i++) { Sol[i] = (dx*dx)*( sin(Sol[i-1]) + c*sin(3.*(Sol[i-1])) ) - Sol[i-2] + 2.*Sol[i-1]; } return Sol[i-1]; } double bisect(double A0,double A1,double Sol[N],double tol,double c) { double Amid,shot; while (A1-A0 > tol) { Amid = 0.5*(A0+A1); shot = shoot(Sol, Amid, c); if (shot==2.*Pi) { return Amid; } if (shot > 2.*Pi){ A1 = Amid; } else if (shot < 2.*Pi){ A0 = Amid; } } return 0.5*(A1+A0); } void super_pos(double antiSol[N],double Sol[N],double phi[][N]) { int i; /*for (i=0;i<N;i++) { phi[i]=0; } for (i=buffer+s;i<1950-s;i++) { phi[i]=2*Pi; }*/ for (i=0;i<N;i++) { antiSol[i] = Sol[N-i]; } /*for (i=0;i<s+1;i++) { phi[buffer+j] = Sol[j]; phi[1549+j] = antiSol[j]; }*/ for (i=0;i<N;i++) { phi[0][i] = antiSol[i] + Sol[i] - 2.*Pi; } } /* This funciton will set the 2nd input array to the derivative at the time t, for all points x in the lattice */ void deriv2(double phi[][N],double DphiDx2[][N],int t) { //double SolDer2[s+1]; int x; for (x=0;x<N;x++) { DphiDx2[t][x] = (phi[buff+x+1][t] + phi[buff+x-1][t] - 2.*phi[x][t])/(dx*dx); } /*for (i=0;i<N;i++) { ptr[i] = &SolDer2[i]; }*/ //return DphiDx2[x]; } void vel_ver(double phi[][N],double v,double c,int tsteps,double dt) { int t,x; double d1,d2,dp,DphiDx1[tsteps+1][N],DphiDx2[tsteps+1][N],dpdt[tsteps+1][N],p[tsteps+1][N]; for (t=0;t<tsteps;t++){ if (t==0){ for (x=0;x<N;x++){//inital conditions deriv2(phi,DphiDx2,t); dpdt[t][x] = DphiDx2[t][x] - sin(phi[t][x]) - sin(3.*phi[t][x]); DphiDx1[t][x] = (phi[t][x+1] - phi[t][x])/dx; p[t][x] = -v*DphiDx1[t][x]; } } for (x=0;x<N;x++){//velocity-verlet phi[t+1][x] = phi[t][x] + dt*p[t][x] + (dt*dt/2)*dpdt[t][x]; p[t+1][x] = p[t][x] + (dt/2)*dpdt[t][x]; deriv2(phi,DphiDx2,t+1); dpdt[t][x] = DphiDx2[t][x] - sin(phi[t+1][x]) - sin(3.*phi[t+1][x]); p[t+1][x] += (dt/2)*dpdt[t+1][x]; } } } So, this really isn't due to my overwriting the end of the Sol array. I've commented out both functions that I suspected of causing the problem (bisect or shoot) and inserted a print function. Two things happen. When I have code like below: double A,Pi,B,c; c=0; Pi = 4.*atan(1.); A = Pi; B = 1./4.; printf("%lf",B); B = shoot(Sol,A,c); printf("%lf",B); I get a segfault from the function, shoot. However, if I take away the shoot function so that I have: double A,Pi,B,c; c=0; Pi = 4.*atan(1.); A = Pi; B = 1./4.; printf("%lf",B); it gives me a segfault at the printf... Why!?

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  • Combining graphs in Mathematica

    - by pizziaolo
    Any idea how I can overlay the following two functions to compare them? ln[1]:= p1 = Plot[(E^((Pi/6)^(1/3)/x) (Pi/6)^(2/3))/((-1 + E^((Pi/6)^(1/3)/x))^2 x^2), {x, -2.2, 2.2}] ln[2]:= p2 = Plot[(E^((Pi/6)^(1/3)/t) (Pi/6)^(2/3))/((-1 + E^((Pi/6)^(1/3)/t))^2 t^2), {t, 0, 2.0}] When I try Show[p1,p2] it doesn't work

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  • How can I work around the fact that in C++, sin(3.14159265) is not 0?

    - by Adam Doyle
    In C++, const double Pi = 3.14159265; cout << sin(Pi); // displays: 3.58979e-009 it SHOULD display the number zero I understand this is because Pi is being approximated, but is there any way I can have a value of Pi hardcoded into my program that will return 0 for sin(Pi)? (a different constant maybe?) In case you're wondering what I'm trying to do: I'm converting polar to rectangular, and while there are some printf() tricks I can do to print it as "0.00", it still doesn't consistently return decent values (in some cases I get "-0.00") The lines that require sin and cosine are: x = r*sin(theta); y = r*cos(theta); BTW: My Rectangular - Polar is working fine... it's just the Polar - Rectangular Thanks! edit: I'm looking for a workaround so that I can print sin(some multiple of Pi) as a nice round number to the console (ideally without a thousand if-statements)

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  • fail2ban log parsing too slow on Raspberry Pi - options? [migrated]

    - by Gordon Morehouse
    I'm running fail2ban on a Raspberry Pi at 950MHz which I cannot overclock further. The Pi is occasionally subject to SYN floods on particular ports. I've set up iptables to throttle the rate of SYNs on the port of interest; when the throttle limits are exceeded, hosts which send SYNs are dropped into the REJECT chain and the particular SYN packet which exceeded the limit is logged. fail2ban then watches for these logged SYNs and, after seeing a few, temporarily bans the host for a short time (this is a transient issue in the app I'm working with). The problem is that the SYN floods can occasionally reach rates which are too fast for fail2ban to keep up with; I'll see 20-40 log messages per second, and eventually fail2ban falls behind and becomes ineffective. To add insult to injury, it continues consuming a LOT of CPU as it tries to catch up. I have verified that DROP chained packets from hosts already banned by fail2ban are not logged, and thus do not add to its load. What are my options here? I have a few ideas, but no clear path forward. Could I make the log-parse regex "easier" so it takes fewer cycles? Would using iptables --log-prefix to put a token near the start of the log message, and/or otherwise simplifying/altering the fail2ban regex help? Here is the current fail2ban config line containing a regex: failregex = kernel:.*?SRC=(?:::f{4,6}:)?(?P<host>[\w\-.^_]+) DST.*?SYN Is there a faster way for fail2ban to watch for the packets exceeding the limits than parsing kern.log? Could fail2ban be run under PyPy instead of CPython with minimal nonstandard wizardry (the OS is Raspbian 7, so, mostly Debian 7)? Is there something better than fail2ban that I could use to watch for the packets which exceed the SYN limits, and after N exceeds in X seconds, temporarily put the offending IP into the iptables DROP bucket, and take it out when the ban timer expires? Again, I'd vastly prefer a solution that uses as much software available in Debian as possible, though I can build Debian packages in a pinch.

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • Calculating angle a segment forms with a ray

    - by kr1zz
    I am given a point C and a ray r starting there. I know the coordinates (xc, yc) of the point C and the angle theta the ray r forms with the horizontal, theta in (-pi, pi]. I am also given another point P of which I know the coordinates (xp, yp): how do I calculate the angle alpha that the segment CP forms with the ray r, alpha in (-pi, pi]? Some examples follow: I can use the the atan2 function.

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  • Some doubts about the use of usermod and groupmod command

    - by AndreaNobili
    I am not yet a true "Linux guy" and I have the following doubts about how exactly do the following shell procedure (a list of commands steps) founded in a tutorial that I am following (I want deeply understand what I am doing before do it): sudo passwd root then login again as root usermod -l miner pi usermod -m -d /home/miner miner groupmod -n miner pi exit So at the beginning it enable the root account and I have to login again in the system as root...this is perfectly clear for me. And now I have the followings doubts: 1) The usermod command: usermod -l miner pi usermod -m -d /home/miner miner Reading the official documentation of the usermod command I understand that this command modify the informations related to an existing account Reading the documentation it seems to me that the -l parmether modify the name of the user pi in miner and then the -m -d paramether move the contents of the old home directory to the new one (named miner) and use this new directory as home directory My doubt is: what exactly do the executions of these operation? I think that: Rename the existing pi user in miner Then move the content of the old home directory (the pi home directory? or what?) into a new directory (/home/miner) that now is the home directory for the miner user. Is it right? The the second doubt is related to this command groupmod -n miner pi It seems to me that change the group name from pi in miner But what exactly is a group in Linux and why is it used? Tnx

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  • Java EE Summit December 3rd-5th Cologne, Germany

    - by JuergenKress
    16 Java EE Workshops in 3 days: Track: Java EE Core Technologies · Core – JPA 2.x - Arne Limburg · Core – EJB 3.1 und 3.2 - Jens Schumann · Core – CDI 1.0 & 1.1 - Mark Struberg · Core – JSF 2.x - Lars Röwekamp Track: Best Practices · Pitfalls in Java EE - Mark Struberg · Java EE UI - Adam Bien · Modeling meets Code - Arne Limburg · Java EE Security - Adam Bien Track: Java EE Kickstart · Kickstart – Java-EE-Architekturen - Jens Schumann · Kickstart – Java Web Profile - Lars Röwekamp · Kickstart – Events und Messaging - Thilo Frotscher · Kickstart – Services: REST und WS-* Thilo Frotscher “Do it yourself” – Workshop Day · Java EE Core – Putting together - Jens Schumann, Lars Röwekamp · Java EE Core – Putting together: Extended Edition · Java EE 6/7 – Productivity with Joy: Development - Adam Bien · Java EE 6/7 – Productivity with Joy: Testing - Adam Bien >> Night Session mit Matthias Weßendorf: · Future: New School Web Apps For more information and registration please visit www.java-ee-summit.de/zeitplaner. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. BlogTwitterLinkedInMixForumWiki Technorati Tags: Java EE,Adam Bien,Java EE Summit,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Most efficient way to implement delta time

    - by Starkers
    Here's one way to implement delta time: /// init /// var duration = 5000, currentTime = Date.now(); // and create cube, scene, camera ect ////// function animate() { /// determine delta /// var now = Date.now(), deltat = now - currentTime, currentTime = now, scalar = deltat / duration, angle = (Math.PI * 2) * scalar; ////// /// animate /// cube.rotation.y += angle; ////// /// update /// requestAnimationFrame(render); ////// } Could someone confirm I know how it works? Here what I think is going on: Firstly, we set duration at 5000, which how long the loop will take to complete in an ideal world. With a computer that is slow/busy, let's say the animation loop takes twice as long as it should, so 10000: When this happens, the scalar is set to 2.0: scalar = deltat / duration scalar = 10000 / 5000 scalar = 2.0 We now times all animation by twice as much: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 2.0; angle = (Math.PI * 4) // which is 2 rotations When we do this, the cube rotation will appear to 'jump', but this is good because the animation remains real-time. With a computer that is going too quickly, let's say the animation loop takes half as long as it should, so 2500: When this happens, the scalar is set to 0.5: scalar = deltat / duration scalar = 2500 / 5000 scalar = 0.5 We now times all animation by a half: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 0.5; angle = (Math.PI * 1) // which is half a rotation When we do this, the cube won't jump at all, and the animation remains real time, and doesn't speed up. However, would I be right in thinking this doesn't alter how hard the computer is working? I mean it still goes through the loop as fast as it can, and it still has render the whole scene, just with different smaller angles! So this a bad way to implement delta time, right? Now let's pretend the computer is taking exactly as long as it should, so 5000: When this happens, the scalar is set to 1.0: angle = (Math.PI * 2) * scalar; angle = (Math.PI * 2) * 1; angle = (Math.PI * 2) // which is 1 rotation When we do this, everything is timsed by 1, so nothing is changed. We'd get the same result if we weren't using delta time at all! My questions are as follows Mostly importantly, have I got the right end of the stick here? How do we know to set the duration to 5000 ? Or can it be any number? I'm a bit vague about the "computer going too quickly". Is there a way loop less often rather than reduce the animation steps? Seems like a better idea. Using this method, do all of our animations need to be timesed by the scalar? Do we have to hunt down every last one and times it? Is this the best way to implement delta time? I think not, due to the fact the computer can go nuts and all we do is divide each animation step and because we need to hunt down every step and times it by the scalar. Not a very nice DSL, as it were. So what is the best way to implement delta time? Below is one way that I do not really get but may be a better way to implement delta time. Could someone explain please? // Globals INV_MAX_FPS = 1 / 60; frameDelta = 0; clock = new THREE.Clock(); // In the animation loop (the requestAnimationFrame callback)… frameDelta += clock.getDelta(); // API: "Get the seconds passed since the last call to this method." while (frameDelta >= INV_MAX_FPS) { update(INV_MAX_FPS); // calculate physics frameDelta -= INV_MAX_FPS; } How I think this works: Firstly we set INV_MAX_FPS to 0.01666666666 How we will use this number number does not jump out at me. We then intialize a frameDelta which stores how long the last loop took to run. Come the first loop frameDelta is not greater than INV_MAX_FPS so the loop is not run (0 = 0.01666666666). So nothing happens. Now I really don't know what would cause this to happen, but let's pretend that the loop we just went through took 2 seconds to complete: We set frameDelta to 2: frameDelta += clock.getDelta(); frameDelta += 2.00 Now we run an animation thanks to update(0.01666666666). Again what is relevance of 0.01666666666?? And then we take away 0.01666666666 from the frameDelta: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 2 - 0.01666666666 frameDelta = 1.98333333334 So let's go into the second loop. Let's say it took 2(? Why not 2? Or 12? I am a bit confused): frameDelta += clock.getDelta(); frameDelta = frameDelta + clock.getDelta(); frameDelta = 1.98333333334 + 2 frameDelta = 3.98333333334 This time we enter the while loop because 3.98333333334 = 0.01666666666 We run update We take away 0.01666666666 from frameDelta again: frameDelta -= INV_MAX_FPS; frameDelta = frameDelta - INV_MAX_FPS; frameDelta = 3.98333333334 - 0.01666666666 frameDelta = 3.96666666668 Now let's pretend the loop is super quick and runs in just 0.1 seconds and continues to do this. (Because the computer isn't busy any more). Basically, the update function will be run, and every loop we take away 0.01666666666 from the frameDelta untill the frameDelta is less than 0.01666666666. And then nothing happens until the computer runs slowly again? Could someone shed some light please? Does the update() update the scalar or something like that and we still have to times everything by the scalar like in the first example?

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  • Ethernet 802.1x client -> WiFi AP on a Raspberry Pi?

    - by Martin Janiczek
    I have an Ethernet connection that requires 802.1x authentication (TTLS, MSCHAPv2, name+password). My goal is to connect that to something that would then act as an WiFi AP, so I can use the connection on more devices (iPhone, notebook, etc.) Would it be possible/good idea to use Raspberry Pi for this purpose? Or are there better-suited devices to do this? EDIT: found some alternatives but because of low rep can't post more than two links... OpenWRT + wpa_supplicant guide Carambola - works with OpenWRT (but probably not standalone?) Hornet-UB - works with OpenWRT Asus RT-N10+ + OpenWRT how-to EDIT 2: probably going to try TP-LINK TL-WR740N. It's a classic router, but can be flashed with OpenWRT, and the price beats everything else I've seen.

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  • Ethernet 802.1x client -> WiFi AP on a Raspberry Pi?

    - by Martin Janiczek
    I have an Ethernet connection that requires 802.1x authentication (TTLS, MSCHAPv2, name+password). My goal is to connect that to something that would then act as an WiFi AP, so I can use the connection on more devices (iPhone, notebook, etc.) Would it be possible/good idea to use Raspberry Pi for this purpose? Or are there better-suited devices to do this? EDIT: found some alternatives but because of low rep can't post more than two links... OpenWRT + wpa_supplicant guide Carambola - works with OpenWRT (but probably not standalone?) Hornet-UB - works with OpenWRT Asus RT-N10+ + OpenWRT how-to

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • Need help programming with Mclauren series and Taylor series!

    - by user352258
    Ok so here's what i have so far: #include <stdio.h> #include <math.h> //#define PI 3.14159 int factorial(int n){ if(n <= 1) return(1); else return(n * factorial(n-1)); } void McLaurin(float pi){ int factorial(int); float x = 42*pi/180; int i, val=0, sign; for(i=1, sign=-1; i<11; i+=2){ sign *= -1; // alternate sign of cos(0) which is 1 val += (sign*(pow(x, i)) / factorial(i)); } printf("\nMcLaurin of 42 = %d\n", val); } void Taylor(float pi){ int factorial(int); float x; int i; float val=0.00, sign; float a = pi/3; printf("Enter x in degrees:\n"); scanf("%f", &x); x=x*pi/180.0; printf("%f",x); for(i=0, sign=-1.0; i<2; i++){ if(i%2==1) sign *= -1.0; // alternate sign of cos(0) which is 1 printf("%f",sign); if(i%2==1) val += (sign*sin(a)*(pow(x-a, i)) / factorial(i)); else val += (sign*cos(a)*(pow(x-a, i)) / factorial(i)); printf("%d",factorial(i)); } printf("\nTaylor of sin(%g degrees) = %d\n", (x*180.0)/pi, val); } main(){ float pi=3.14159; void McLaurin(float); void Taylor(float); McLaurin(pi); Taylor(pi); } and here's the output: McLaurin of 42 = 0 Enter x in degrees: 42 0.733038-1.00000011.0000001 Taylor of sin(42 degrees) = -1073741824 I suspect the reason for these outrageous numbers goes with the fact that I mixed up my floats and ints? But i just cant figure it out...!! Maybe its a math thing, but its never been a strength of mine let alone program with calculus. Also the Mclaurin fails, how does it equal zero? WTF! Please help correct my noobish code. I am still a beginner...

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