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  • Moving Character in C# XNA Not working

    - by Matthew Stenquist
    I'm having trouble trying to get my character to move for a game I'm making in my sparetime for the Xbox. However, I can't seem to figure out what I'm doing wrong , and I'm not even sure if I'm doing it right. I've tried googling tutorials on this but I haven't found any helpful ones. Mainly, ones on 3d rotation on the XNA creators club website. My question is : How can I get the character to walk towards the right in the MoveInput() function? What am I doing wrong? Did I code it wrong? The problem is : The player isn't moving. I think the MoveInput() class isn't working. Here's my code from my character class : using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; namespace Jumping { class Character { Texture2D texture; Vector2 position; Vector2 velocity; int velocityXspeed = 2; bool jumping; public Character(Texture2D newTexture, Vector2 newPosition) { texture = newTexture; position = newPosition; jumping = true; } public void Update(GameTime gameTime) { JumpInput(); MoveInput(); } private void MoveInput() { //Move Character right GamePadState gamePad1 = GamePad.GetState(PlayerIndex.One); velocity.X = velocity.X + (velocityXspeed * gamePad1.ThumbSticks.Right.X); } private void JumpInput() { position += velocity; if (GamePad.GetState(PlayerIndex.One).Buttons.A == ButtonState.Pressed && jumping == false) { position.Y -= 1f; velocity.Y = -5f; jumping = true; } if (jumping == true) { float i = 1.6f; velocity.Y += 0.15f * i; } if (position.Y + texture.Height >= 1000) jumping = false; if (jumping == false) velocity.Y = 0f; } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(texture, position, Color.White); } } }

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  • following a moving sprite

    - by iQue
    Im trying to get my enemies to follow my main-character of the game (2D), but for some reason the game starts lagging like crazy when I do it the way I want to do it, and the following-part dosnt work 100% either, its just 1/24 enemies that comes to my sprite, the other 23 move towards it but stay at a certain point. Might be a poor explenation but dont know how else to put it. Code for moving my enemies: private int enemyX(){ int x = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.x > enemies.get(i).getX()){//pointerPosition is the position of my main-sprite. x = 5; } else{ x=-5; } Log.d(TAG, "happyX HERE: " + controls.pointerPosition.x); Log.d(TAG, "enemyX HERE: " + enemies.get(i).getX()); } return x; } private int enemyY(){ int y = 0; for (int i = 0; i < enemies.size(); i++){ if (controls.pointerPosition.y > enemies.get(i).getY()){ y = 5; } else{ y=-5; } } return y; } I send it to the update-method in my Enemy-class: private void drawEnemy(Canvas canvas){ addEnemies(); // a method where I add enemies to my arrayList, no parameters except bitmap. for(int i = 0; i < enemies.size(); i++){ enemies.get(i).update(enemyX(), enemyY()); } for(int i = 0; i < enemies.size(); i++){ enemies.get(i).draw(canvas); } } and finally, the update-method itself, located in my Enemy-class: public void update(int velX, int velY) { x += velX; //sets x before I draw y += velY; //sets y before I draw currentFrame = ++currentFrame % BMP_COLUMNS; } So can any1 figure out why it starts lagging so much and how I can fix it? Thanks for your time!

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  • Low load average with plenty of cpu-intersive processes

    - by sds
    I see loadavg at about 1 with at least 3 processes running at full tile. How can that be? top - 11:48:32 up 147 days, 5:38, 8 users, load average: 1.08, 1.11, 1.05 Tasks: 416 total, 4 running, 410 sleeping, 2 stopped, 0 zombie Cpu0 : 43.3%us, 13.7%sy, 0.0%ni, 43.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu1 : 48.8%us, 12.4%sy, 0.0%ni, 38.8%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu2 : 0.7%us, 0.7%sy, 0.0%ni, 98.3%id, 0.0%wa, 0.0%hi, 0.3%si, 0.0%st Cpu3 : 99.3%us, 0.7%sy, 0.0%ni, 0.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu4 : 0.0%us, 0.3%sy, 0.0%ni, 99.7%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu5 : 5.7%us, 0.7%sy, 0.0%ni, 93.6%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu6 : 2.3%us, 0.3%sy, 0.0%ni, 97.4%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu7 : 0.3%us, 0.3%sy, 0.0%ni, 99.0%id, 0.0%wa, 0.0%hi, 0.3%si, 0.0%st Cpu8 : 38.4%us, 17.4%sy, 0.0%ni, 44.2%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu9 : 43.4%us, 13.5%sy, 0.0%ni, 43.1%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu10 : 0.0%us, 0.0%sy, 0.0%ni,100.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu11 : 0.0%us, 0.0%sy, 0.0%ni,100.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu12 : 0.0%us, 0.0%sy, 0.0%ni,100.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu13 : 0.3%us, 0.3%sy, 0.0%ni, 99.3%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu14 : 0.0%us, 0.0%sy, 0.0%ni,100.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu15 : 1.0%us, 0.7%sy, 0.0%ni, 98.3%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 132145404k total, 88125080k used, 44020324k free, 516476k buffers Swap: 8388600k total, 620232k used, 7768368k free, 55729064k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 25424 jonathan 20 0 4404m 4.1g 3268 R 99.7 3.3 212:58.17 python2.7 20939 sam 20 0 908m 733m 3376 R 81.2 0.6 603:08.07 python2.7 20987 sam 20 0 908m 732m 3376 R 79.8 0.6 598:49.18 python2.7 25428 jonathan 20 0 774m 164m 15m S 14.2 0.1 24:22.60 java 20996 sam 20 0 98.4m 7780 1880 S 4.3 0.0 17:48.15 vw 20941 sam 20 0 161m 70m 1880 S 3.0 0.1 18:10.03 vw 20940 sam 20 0 98.4m 8068 1880 S 2.6 0.0 18:06.28 vw 20942 sam 20 0 98.4m 8080 1880 S 2.6 0.0 17:39.45 vw 20944 sam 20 0 161m 71m 1880 S 2.6 0.1 17:29.29 vw 20947 sam 20 0 161m 71m 1880 S 2.6 0.1 17:25.58 vw 20959 sam 20 0 161m 70m 1880 S 2.6 0.1 17:28.00 vw 20962 sam 20 0 161m 70m 1880 S 2.6 0.1 17:26.96 vw 20963 sam 20 0 98.4m 8076 1880 S 2.6 0.0 18:07.19 vw 20965 sam 20 0 161m 71m 1880 S 2.6 0.1 18:08.13 vw 20995 sam 20 0 161m 71m 1880 S 2.6 0.1 17:38.67 vw 6399 root 20 0 558m 19m 5028 S 2.3 0.0 4329:56 BESClient 20945 sam 20 0 98.4m 8068 1880 S 2.3 0.0 17:35.38 vw 20948 sam 20 0 98.4m 8068 1880 S 2.3 0.0 17:26.01 vw 20950 sam 20 0 161m 70m 1880 S 2.3 0.1 17:25.79 vw 20952 sam 20 0 98.4m 8076 1880 S 2.3 0.0 17:32.94 vw 20955 sam 20 0 161m 70m 1880 S 2.3 0.1 17:26.61 vw 20956 sam 20 0 98.4m 8072 1880 S 2.3 0.0 17:34.76 vw 20960 sam 20 0 98.4m 8072 1880 S 2.3 0.0 17:34.04 vw Adding up CPU loads gives about 300%. The top process list also adds up to about 300%. Why is load average about 1?

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  • Scrolling a canvas as a shape you're moving approaches its edges

    - by Steven Sproat
    Hi, I develop a Python-based drawing program, Whyteboard. I have tools that the user can create new shapes on the canvas, such as text/images/rectangles/circles/polygons. I also have a Select tool that allows the users to modify these shapes - for example, moving a shape's position, resizing, or editing polygon's points' positions. I'm adding in a new feature where moving or resizing a point near the canvas edge will automatically scroll the canvas. I think it's a good idea in terms of program usability, and annoys me when other program's don't have this feature. I've made some good progress on coding this; below is some Python code to demonstrate what I'm doing. These functions demonstrate how some shapes calculate their "edges": def find_edges(self): """A line.""" self.edges = {EDGE_TOP: min(self.y, self.y2), EDGE_RIGHT: max(self.x, self.x2), EDGE_BOTTOM: max(self.y, self.y2), EDGE_LEFT: min(self. x, self.x2)} def find_edges(self): """An image""" self.edges = {EDGE_TOP: self.y, EDGE_RIGHT: self.x + self.image.GetWidth(), EDGE_BOTTOM: self.y + self.image.GetWidth(), EDGE_LEFT: self.x} def find_edges(self): """Get the bounding rectangle for the polygon""" xmin = min(x for x, y in self.points) ymin = min(y for x, y in self.points) xmax = max(x for x, y in self.points) ymax = max(y for x, y in self.points) self.edges = {EDGE_TOP: ymin, EDGE_RIGHT: xmax, EDGE_BOTTOM: ymax, EDGE_LEFT: xmin} And here's the code I have so far to implement the scrolling when a shape nears the edge: def check_canvas_scroll(self, x, y, moving=False): """ We check that the x/y coords are within 50px from the edge of the canvas and scroll the canvas accordingly. If the shape is being moved, we need to check specific edges of the shape (e.g. left/right side of rectangle) """ size = self.board.GetClientSizeTuple() # visible area of the canvas if not self.board.area > size: # canvas is too small to need to scroll return start = self.board.GetViewStart() # user's starting "viewport" scroll = (-1, -1) # -1 means no change if moving: if self.shape.edges[EDGE_RIGHT] > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if self.shape.edges[EDGE_BOTTOM] > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others else: if x > start[0] + size[0] - 50: scroll = (start[0] + 5, -1) if y > start[1] + size[1] - 50: scroll = (-1, start[1] + 5) # snip others self.board.Scroll(*scroll) This code actually works pretty well. If we're moving a shape, then we need to know its edges to calculate when they're coming close to the canvas edge. If we're resizing just a single point, then we just use the x/y coords of that point to see if it's close to the edge. The problem I'm having is a little tricky to describe - basically, if you move a shape to the left, and stop moving it, if you positioned the shape within the 50px from the canvas, then the next time you go to move the shape, the code that says "ok, is this shape close to the end?" gets triggered, and the canvas scrolls to the left, even if you're moving the shape to the right. Can anyone think on how to stop this? I created a youtube video to demonstrate the issue. At about 0:54, I move a polygon to the left of the canvas and position it there. The next time I move it, the canvas scrolls to the left even though I'm moving it right Another thing I'd like to add, but I'm stuck on is the scroll gaining momentum the longer a shape is scrolling? So, with a large canvas, you're not moving a shape for ages, moving 5px at a time, when you need to cover a 2000px distance. Any suggestions there? Thanks all - sorry for the super long question!

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  • postgresql weighted average?

    - by milovanderlinden
    say I have a postgresql table with the following values: id | value ---------- 1 | 4 2 | 8 3 | 100 4 | 5 5 | 7 If I use postgresql to calculate the average, it gives me an average of 24.8 because the high value of 100 has great impact on the calculation. While in fact I would like to find an average somewhere around 6 and eliminate the extreme(s). I am looking for a way to eliminate extremes and want to do this "statistically correct". The extreme's cannot be fixed. I cannot say; If a value is over X, it has to be eliminated. I have been bending my head on the postgresql aggregate functions but cannot put my finger on what is right for me to use. Any suggestions?

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  • Load average is have been high over some period

    - by user111196
    We have a dedicated MySQL server and below is the a snapshot of the top. The load average has been staying at nearly 100 for an hour plus ready. top - 20:54:28 up 7:31, 2 users, load average: 83.08, 96.88, 106.23 Tasks: 278 total, 2 running, 274 sleeping, 2 stopped, 0 zombie Cpu0 : 18.8%us, 10.2%sy, 0.0%ni, 70.9%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu1 : 51.2%us, 4.3%sy, 0.0%ni, 44.2%id, 0.0%wa, 0.0%hi, 0.3%si, 0.0%st Cpu2 : 9.0%us, 10.3%sy, 0.0%ni, 80.6%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu3 : 18.8%us, 7.4%sy, 0.0%ni, 73.8%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu4 : 7.8%us, 8.8%sy, 0.0%ni, 83.4%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu5 : 10.3%us, 8.4%sy, 0.0%ni, 81.4%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu6 : 6.2%us, 7.5%sy, 0.0%ni, 86.2%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu7 : 6.2%us, 6.2%sy, 0.0%ni, 87.3%id, 0.0%wa, 0.0%hi, 0.3%si, 0.0%st Cpu8 : 8.8%us, 10.4%sy, 0.0%ni, 80.5%id, 0.0%wa, 0.0%hi, 0.3%si, 0.0%st Cpu9 : 63.7%us, 4.6%sy, 0.0%ni, 12.2%id, 0.0%wa, 4.3%hi, 15.2%si, 0.0%st Cpu10 : 9.2%us, 10.2%sy, 0.0%ni, 80.6%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu11 : 17.3%us, 5.9%sy, 0.0%ni, 76.8%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu12 : 8.0%us, 8.7%sy, 0.0%ni, 83.3%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu13 : 10.9%us, 7.4%sy, 0.0%ni, 81.7%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu14 : 6.2%us, 6.9%sy, 0.0%ni, 86.9%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Cpu15 : 4.8%us, 6.1%sy, 0.0%ni, 89.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 33009800k total, 23174396k used, 9835404k free, 120604k buffers Swap: 35061752k total, 0k used, 35061752k free, 16459540k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 3341 mysql 20 0 14.3g 4.6g 4240 S 417.8 14.5 1673:51 mysqld 24406 root 20 0 15008 1292 876 R 0.3 0.0 0:00.19 top 1 root 20 0 4080 852 608 S 0.0 0.0 0:01.92 init 2 root 15 -5 0 0 0 S 0.0 0.0 0:00.00 kthreadd 3 root RT -5 0 0 0 S 0.0 0.0 0:00.32 migration/0 4 root 15 -5 0 0 0 S 0.0 0.0 0:00.29 ksoftirqd/0 5 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/0 6 root RT -5 0 0 0 S 0.0 0.0 0:03.21 migration/1 7 root 15 -5 0 0 0 S 0.0 0.0 0:00.07 ksoftirqd/1 8 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/1 9 root RT -5 0 0 0 S 0.0 0.0 0:00.17 migration/2 10 root 15 -5 0 0 0 S 0.0 0.0 0:00.03 ksoftirqd/2 11 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/2 12 root RT -5 0 0 0 S 0.0 0.0 0:00.32 migration/3 13 root 15 -5 0 0 0 S 0.0 0.0 0:00.02 ksoftirqd/3 14 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/3 15 root RT -5 0 0 0 S 0.0 0.0 0:00.10 migration/4 16 root 15 -5 0 0 0 S 0.0 0.0 0:00.04 ksoftirqd/4 17 root RT -5 0 0 0 S 0.0 0.0 0:00.00 watchdog/4 18 root RT -5 0 0 0 S 0.0 0.0 0:00.35 migration/5 We have also tried to run this command. What else command can help us diagnose the exact problem of this high load? netstat -nat |grep 3306 | awk '{print $6}' | sort | uniq -c | sort -n 1 LISTEN 1 SYN_RECV 410 ESTABLISHED 964 TIME_WAIT Output of vmstat 1: ---------------memory--------------- --swap-- --io-- --system-- -----cpu------ r b swpd free buff cache si so bi bo in cs us sy id wa st 2 0 0 12978936 30944 15172360 0 0 259 3 184 265 6 6 77 12 0

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  • Self learning automated movement

    - by Super1
    I am trying to make a small demo in Javascript, I have a black border and a car the car travels randomly and a line is drawn of its trail. When the user click inside the area it creates an object (we'll call this the wall). If the car hits the wall then it goes back 3 paces and tries a different route. When its hit the wall it needs to log down its location so it does NOT make that mistake again. Here is my example: http://jsfiddle.net/Jtq3E/ How can I get the car to move by itself and create a trail?

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  • What exactly can shaders be used for?

    - by Bane
    I'm not really a 3D person, and I've only used shaders a little in some Three.js examples, and so far I've got an impression that they are only being used for the graphical part of the equation. Although, the (quite cryptic) Wikipedia article and some other sources lead me to believe that they can be used for more than just graphical effects, ie, to program the GPU (Wikipedia). So, the GPU is still a processor, right? With a larger and a different instruction set for easier and faster vector manipulation, but still a processor. Can I use shaders to make regular programs (provided I've got access to the video memory, which is probable)? Edit: regular programs == "Applications", ie create windows/console programs, or at least have some way of drawing things on the screen, maybe even taking user input.

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  • Moving abroad - Relocation advice

    - by Tim Koekkoek
    Oracle offers graduates from different European countries the opportunity to start their career abroad. Some already have experience with living abroad as they have done an exchange semester or internship in another county, for others it is the first time they will move abroad. Rui started in October 2011 as a Business Development Consultant in Dublin and moved from Portugal to Dublin, Ireland to start his career. For those planning to leave their home country and who desire to work abroad, he will share some tips and tricks in this article. When you’re faced with an opportunity like this, there are lots of things that will come to your mind. Sometimes it can be either very exciting, or even stressful. 1. First of all, try to relax. If you are certain you are moving abroad, all you need to do is some research about the country where you’re going to live, get to know its culture (gastronomy, important dates and events, its economy and effective ways to keep you in touch with your family and friends – such as mobile companies and Internet services), and start to understand the best locations (with good access) you could/should live in are. Don’t forget that initially you can be limited by transport and therefore it is important to explore the ideal places for you. During this time, Oracle provides everything you’ll need (papers, documents, etc.) to cross borders. 2. When you arrive, you understand that you are in a new country, in a new place, where all things (or most) are unknown to you. Before you panic, try to see it as a new challenge where new opportunities will come. Sometimes, it’s not easy I know, but the very best a new place has to give to you, is the opportunity to understand a new culture, get to know other people, other ways of working, and grow both as a person and professionally. So, you have nothing to lose in this kind of experiment. 3. When you arrive at Oracle, there’s a fantastic team that will help you with settling in, HR, Payroll, Relocation, IT. In my case, Oracle helped me with the relocation, they supported me to arrange everything such as helping out with all the paperwork and finding a new apartment. As you can see they will do their best to help you to be successful! 4. Engage with your new co-workers. Going to a place where you don’t know anyone can be tough sometimes but see it as an opportunity to meet people from all over the world and share experiences. Embrace it. 5. Plan ahead, try to get the most information possible and use it. Oracle is a multinational enterprise that will allow you to get to know a new labour market and give you the flexibility you need to understand your view of employment and occupation, giving you the very best opportunities to join different teams and working areas, so that you can work where you fit best. Good luck! If you’re thinking about starting a career abroad, read the following article: http://www.overseasdigest.com/movingtips.htm it can be very useful to you. Interested in starting your career at Oracle like Rui has? Please have a look at https://campus.oracle.com for all of our latest vacancies.

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  • Moving StarterSTS to the (Azure) Cloud

    - by Your DisplayName here!
    Quite some people asked me about an Azure version of StarterSTS. While I kinda knew what I had to do to make the move, I couldn’t find the time. Until recently. This blog post briefly documents the necessary changes and design decisions for the next version of StarterSTS which will work both on-premise and on Azure. Provider Fortunately StarterSTS is already based on the idea of “providers”. Authentication, roles and claims generation is based on the standard ASP.NET provider infrastructure. This makes the migration to different data stores less painful. In my case I simply moved the ASP.NET provider database to SQL Azure and still use the standard SQL Server based membership, roles and profile provider. In addition StarterSTS has its own providers to abstract resource access for certificates, relying party registration, client certificate registration and delegation. So I only had to provide new implementations. Signing and SSL keys now go in the Azure certificate store and user mappings (client certificates and delegation settings) have been moved to Azure table storage. The one thing I didn’t anticipate when I originally wrote StarterSTS was the need to also encapsulate configuration. Currently configuration is “locked” to the standard .NET configuration system. The new version will have a pluggable SettingsProvider with versions for .NET configuration as well as Azure service configuration. If you want to externalize these settings into e.g. a database, it is now just a matter of supplying a corresponding provider. Moving between the on-premise and Azure version will be just a matter of using different providers. URL Handling Another thing that’s substantially different on Azure (and load balanced scenarios in general) is the handling of URLs. In farm scenarios, the standard APIs like ASP.NET’s Request.Url return the current (internal) machine name, but you typically need the address of the external facing load balancer. There’s a hotfix for WCF 3.5 (included in v4) that fixes this for WCF metadata. This was accomplished by using the HTTP Host header to generate URLs instead of the local machine name. I now use the same approach for generating WS-Federation metadata as well as information card files. New Features I introduced a cache provider. Since we now have slightly more expensive lookups (e.g. relying party data from table storage), it makes sense to cache certain data in the front end. The default implementation uses the ASP.NET web cache and can be easily extended to use products like memcached or AppFabric Caching. Starting with the relying party provider, I now also provide a read/write interface. This allows building management interfaces on top of this provider. I also include a (very) simple web page that allows working with the relying party provider data. I guess I will use the same approach for other providers in the future as well. I am also doing some work on the tracing and health monitoring area. Especially important for the Azure version. Stay tuned.

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  • Get Average Using LINQ

    - by obautista
    Hoping someone can help me with the LINQ syntax to calculate an average. For example, I have the following LINQ query: var rates = from rating in ctx.Rates where rating.Id == Id select new { UserId = rating.UserId, Rating = rating.Rating }; If 10 records are returned, I need to calculate average on the Rating field. It is defined as as a Double in my DB. I am using LINQ to EF. So I would be assigning the UserId, MiscId, and the Rating would be the average on the records returned. I am passing one object back to the client code.

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  • Return segmented average from SQL Query?

    - by Guillaume Filion
    Hi, I measure the load on DNS servers every minute and store that into an SQL DB. I want to draw a chart of the load for the last 48 hours. That's 69120 (48*24*60) data points but my chart's only 800 pixels wide so to make things faster I would like my SQL query to return only ~800 data points. It's seems to me like a pretty standard thing to do, but I've been searching the web and in books for such a thing for a while now and the closest I was able to find was a rolling average. What I'm looking for a more of a "segmented average": divide the 69120 data points in ~800 segments, then average each segment. My SQL table is: CREATE TABLE measurements ( ip int, measurement_time int, queries int, query_time float ) My query looks like this SELECT ip, queries FROM measurements WHERE measurement_time>(time()-172800) Thanks a lot!

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  • Average of a Sum in Mysql query

    - by chupeman
    I am having some problems creating a query that gives me the average of a sum. I read a few examples here in stackoverflow and couldn't do it. Can anyone help me to understand how to do this please? This is the data I have: Basically I need the average transaction value by cashier. I can't run a basic avg because it will take all rows but each transaction can have multiple rows. At the end I want to have: Cashier| Average| 131 | 44.31 |(Which comes from the sum divided by 3 transactions not 5 rows) 130 | 33.15 | etc. This is the query I have to SUM the transactions but don't know how or where to include the AVG function. SELECT `products`.`Transaction_x0020_Number`, Sum(`products`.`Sales_x0020_Value`) AS `SUM of Sales_x0020_Value`, `products`.`Cashier` FROM `products` GROUP BY `products`.`Transaction_x0020_Number`, `products`.`Date`, `products`.`Cashier` HAVING (`products`.`Date` ={d'2010-06-04'}) Any help is appreciated.

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  • XBRL - Moving from Production to Consumption

    - by jmorourke
    Here's an update on what’s new with XBRL and how it can actually benefit your organization versus adding extra time and costs to financial reporting.  On February 29th (leap day) of 2012 I attended the XBRL and Financial Analysis Technology Conference at Baruch College in NYC.  The event, which attracted over 300 XBRL gurus and fans was presented by XBRL US, The New York Society of Security Analysts’ Improved Corporate Reporting Committee, and Baruch College’s Robert Zicklin Center for Corporate Integrity.  The event featured keynotes from the U.S. Securities and Exchange Commission (SEC), and the CFA Institute as well as panels covering alternative research tools and data, corporate reporting to stakeholders and a demonstration of XBRL analysis tools.  The program culminated in a presentation of the finalists and the winner of the $20,000 XBRL Challenge.    Some of the key points made in the sessions included: The focus of XBRL tools is moving from production to consumption. As of February 2012, over 9000 companies are reporting in XBRL, with over 10 million facts filed to date XBRL taxonomy extensions have dropped from 27% to 11% making comparisons easier The SEC reports that XBRL makes it easier to analyze disclosures, focus on accounting issues XBRL is helping standards-setters like the FASB speed their analysis of impacts of proposed accounting rule changes Companies like Thomson Reuters report that XBRL is helping speed the delivery of data to clients The most interesting part of the program though, was the session highlighting the 5 finalists in the XBRL Challenge competition and the winning solution.  The XBRL Challenge was launched in 2011 as a means of spurring the development of more end-user tools to help with the consumption of XBRL-based financial information.       Over an 8-month process handled by 5 judges, there were 84 registrants, 15 completed submissions, 5 finalists and one winner of the challenge.  All of the solutions are open-sourced tools and most of them focus on consuming XBRL-based data.  The 5 finalists included: Advanced XBRL Processing from Oxide solutions – XBRL viewer for taxonomies, filings and company data with peer comparison capabilities. Arrelle – API for XBRL processes, supports SEC Validations, RSS Feeds to access filings etc. Calcbench – XBRL data analysis tool that can be embedded in other web applications.  This tool can combine XBRL filings with real-time market data. XBRL to XL – allows the importing of XBRL data into Microsoft Excel for analysis, comparisons.  Users start on the web and populate Excel with XBRL data. XBurble – allows users to search and view XBRL filings, export to Excel, merge for comparison, and includes a workflow interface. The winner of the $20,000 XBRL Challenge prize was CalcBench.  More information about the XBRL Challenge and the finalists can be found at www.XBRLUS.org/challenge XBRL for Sustainability Reporting – other recent news on the XBRL front was the announcement by the Global Reporting Initiative (GRI) of an XBRL taxonomy for Sustainability Reporting.  This taxonomy was co-developed by the GRI and Deloitte and is designed to make the consumption of data found in Sustainability Reports much easier.  Although there is no government mandate to file Sustainability Reports in XBRL format, organizations that do use the GRI guidelines for Sustainability Reporting are encouraged to tag and submit their data voluntarily to the GRI – who will populate a database with Sustainability Reporting data and make this available to the public.  For more information about this initiative, you can go to the GRI web site:  www.globalreporting.org. So how does all of this benefit corporate filers and investors?  Since its introduction, the consensus in the market is that XBRL has mainly benefited the regulators and investment analysts who need to consume and analyze large volumes of financial data.  But with the emergence of more end-user tools for consuming and analyzing XBRL-based data, and the ability to perform quick comparisons of one company versus its peers and competitors in an industry group, will soon accelerate the benefits to corporate finance staff, as well as individual investors.  This could apply to financial results tagged in XBRL, as well as non-financial information such as Sustainability Reporting – which over the long-term will likely be integrated with financial reporting.   And as multiple regulators and agencies in a country adopt the XBRL standard for corporate filings, more benefits will accrue as companies will be able to leverage one set of XBRL-based financial data for multiple regulatory filings.     For more information about the latest developments in XBRL, check out the XBRL US or XBRL International web sites:  www.xbrl.org, www.xbrlus.org. For more information about what Oracle is doing to support XBRL, here are some links: http://www.oracle.com/us/solutions/ent-performance-bi/disclosure-management-065892.html http://www.oracle.com/technetwork/database/features/xmldb/index-087631.html Feel free to contact me if you have any questions or need more information:  [email protected]

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  • Space invaders clone not moving properly

    - by ThePlan
    I'm trying to make a basic space invaders clone in allegro 5, I've got my game set up, basic events and such, here is the code: #include <allegro5/allegro.h> #include <allegro5/allegro_image.h> #include <allegro5/allegro_primitives.h> #include <allegro5/allegro_font.h> #include <allegro5/allegro_ttf.h> #include "Entity.h" // GLOBALS ========================================== const int width = 500; const int height = 500; const int imgsize = 3; bool key[5] = {false, false, false, false, false}; bool running = true; bool draw = true; // FUNCTIONS ======================================== void initSpaceship(Spaceship &ship); void moveSpaceshipRight(Spaceship &ship); void moveSpaceshipLeft(Spaceship &ship); void initInvader(Invader &invader); void moveInvaderRight(Invader &invader); void moveInvaderLeft(Invader &invader); void initBullet(Bullet &bullet); void fireBullet(); void doCollision(); void updateInvaders(); void drawText(); enum key_t { UP, DOWN, LEFT, RIGHT, SPACE }; enum source_t { INVADER, DEFENDER }; int main(void) { if(!al_init()) { return -1; } Spaceship ship; Invader invader; Bullet bullet; al_init_image_addon(); al_install_keyboard(); al_init_font_addon(); al_init_ttf_addon(); ALLEGRO_DISPLAY *display = al_create_display(width, height); ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue(); ALLEGRO_TIMER *timer = al_create_timer(1.0 / 60); ALLEGRO_BITMAP *images[imgsize]; ALLEGRO_FONT *font1 = al_load_font("arial.ttf", 20, 0); al_register_event_source(event_queue, al_get_keyboard_event_source()); al_register_event_source(event_queue, al_get_display_event_source(display)); al_register_event_source(event_queue, al_get_timer_event_source(timer)); images[0] = al_load_bitmap("defender.bmp"); images[1] = al_load_bitmap("invader.bmp"); images[2] = al_load_bitmap("explosion.bmp"); al_convert_mask_to_alpha(images[0], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[1], al_map_rgb(0, 0, 0)); al_convert_mask_to_alpha(images[2], al_map_rgb(0, 0, 0)); initSpaceship(ship); initBullet(bullet); initInvader(invader); al_start_timer(timer); while(running) { ALLEGRO_EVENT ev; al_wait_for_event(event_queue, &ev); if(ev.type == ALLEGRO_EVENT_TIMER) { draw = true; if(key[RIGHT] == true) moveSpaceshipRight(ship); if(key[LEFT] == true) moveSpaceshipLeft(ship); } else if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false; else if(ev.type == ALLEGRO_EVENT_KEY_DOWN) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_ESCAPE: running = false; break; case ALLEGRO_KEY_LEFT: key[LEFT] = true; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = true; break; case ALLEGRO_KEY_SPACE: key[SPACE] = true; break; } } else if(ev.type == ALLEGRO_KEY_UP) { switch(ev.keyboard.keycode) { case ALLEGRO_KEY_LEFT: key[LEFT] = false; break; case ALLEGRO_KEY_RIGHT: key[RIGHT] = false; break; case ALLEGRO_KEY_SPACE: key[SPACE] = false; break; } } if(draw && al_is_event_queue_empty(event_queue)) { draw = false; al_draw_bitmap(images[0], ship.pos_x, ship.pos_y, 0); al_flip_display(); al_clear_to_color(al_map_rgb(0, 0, 0)); } } al_destroy_font(font1); al_destroy_event_queue(event_queue); al_destroy_timer(timer); for(int i = 0; i < imgsize; i++) al_destroy_bitmap(images[i]); al_destroy_display(display); } // FUNCTION LOGIC ====================================== void initSpaceship(Spaceship &ship) { ship.lives = 3; ship.speed = 2; ship.pos_x = width / 2; ship.pos_y = height - 20; } void initInvader(Invader &invader) { invader.health = 100; invader.count = 40; invader.speed = 0.5; invader.pos_x = 300; invader.pos_y = 300; } void initBullet(Bullet &bullet) { bullet.speed = 10; } void moveSpaceshipRight(Spaceship &ship) { ship.pos_x += ship.speed; if(ship.pos_x >= width) ship.pos_x = width-30; } void moveSpaceshipLeft(Spaceship &ship) { ship.pos_x -= ship.speed; if(ship.pos_x <= 0) ship.pos_x = 0+30; } However it's not behaving the way I want it to behave, in fact the behavior for the ship movement is un-normal. Basically I specified that the ship only moves when the right/left key is down, however the ship is moving constantly to the direction of the key pressed, it never stops although it should only move while my key is down. Even more weird behavior, when I press the opposite key the ship completely stops no matter what else I press. What's wrong with the code? Why does the ship move constantly even after I specified it only moves when a key is down?

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  • Load Average runaway

    - by mewrei
    Is there any way to chase down lockups and runaway load averages? Every so often (pretty randomly) I'll get my load average spike up over 5 usually to around 10-15 and sometimes as high as 75 (dual core machine), and cause my system to lock for an indeterminate amount of time. The only thing I can possibly chase it to is using nVidia fakeraid (RAID-1) with JFS on top of that for my /home partition. Also I noticed that when my load averages spike, the power management system doesn't step up my processor speed from 1.6 to its maximum 2.13Ghz clock speed (not sure if this makes a huge difference with this problem). Any ideas?

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  • Virtual Machine Manager 2012 CPU Average

    - by Grant
    What exactly is the CPU Average field in VMM 2012 showing me? I'm running Server 2008 R2 with VMM 2012. My server has 2x16 core CPUs installed. An example virtual machine has 4 virtual processors, and shows 20% CPU usage. Is that: 20% of the entire system's available CPU power? 20% of 4 of the 32 core's CPU power? 20% of one core's CPU? (in which case it could go as high as 400%) Something else entirely? How can I tell how much of the entire system's CPU power is being used (all 32 cores)? Edit: Well, I can tell for sure it's not 20% of the entire system's CPU power - since the entire server's CPU averages add up to well over 100% right now.

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  • How do I increase moving speed of body?

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? package com.badlogic.box2ddemo; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Body; import com.badlogic.gdx.physics.box2d.BodyDef; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer; import com.badlogic.gdx.physics.box2d.CircleShape; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.PolygonShape; import com.badlogic.gdx.physics.box2d.World; public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, 0.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • Increase moving speed of body

    - by Siddharth
    How to move ball speedily on the screen using box2d in libGDX? public class Box2DDemo implements ApplicationListener { private SpriteBatch batch; private TextureRegion texture; private World world; private Body groundDownBody, groundUpBody, groundLeftBody, groundRightBody, ballBody; private BodyDef groundBodyDef1, groundBodyDef2, groundBodyDef3, groundBodyDef4, ballBodyDef; private PolygonShape groundDownPoly, groundUpPoly, groundLeftPoly, groundRightPoly; private CircleShape ballPoly; private Sprite sprite; private FixtureDef fixtureDef; private Vector2 ballPosition; private Box2DDebugRenderer renderer; Vector2 vector2; @Override public void create() { texture = new TextureRegion(new Texture( Gdx.files.internal("img/red_ring.png"))); sprite = new Sprite(texture); sprite.setOrigin(sprite.getWidth() / 2, sprite.getHeight() / 2); batch = new SpriteBatch(); world = new World(new Vector2(0.0f, -10.0f), false); groundBodyDef1 = new BodyDef(); groundBodyDef1.type = BodyType.StaticBody; groundBodyDef1.position.x = 0.0f; groundBodyDef1.position.y = 0.0f; groundDownBody = world.createBody(groundBodyDef1); groundBodyDef2 = new BodyDef(); groundBodyDef2.type = BodyType.StaticBody; groundBodyDef2.position.x = 0f; groundBodyDef2.position.y = Gdx.graphics.getHeight(); groundUpBody = world.createBody(groundBodyDef2); groundBodyDef3 = new BodyDef(); groundBodyDef3.type = BodyType.StaticBody; groundBodyDef3.position.x = 0f; groundBodyDef3.position.y = 0f; groundLeftBody = world.createBody(groundBodyDef3); groundBodyDef4 = new BodyDef(); groundBodyDef4.type = BodyType.StaticBody; groundBodyDef4.position.x = Gdx.graphics.getWidth(); groundBodyDef4.position.y = 0f; groundRightBody = world.createBody(groundBodyDef4); groundDownPoly = new PolygonShape(); groundDownPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.density = 0f; fixtureDef.restitution = 1f; fixtureDef.friction = 0f; fixtureDef.shape = groundDownPoly; fixtureDef.filter.groupIndex = 0; groundDownBody.createFixture(fixtureDef); groundUpPoly = new PolygonShape(); groundUpPoly.setAsBox(480.0f, 10f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundUpPoly; fixtureDef.filter.groupIndex = 0; groundUpBody.createFixture(fixtureDef); groundLeftPoly = new PolygonShape(); groundLeftPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundLeftPoly; fixtureDef.filter.groupIndex = 0; groundLeftBody.createFixture(fixtureDef); groundRightPoly = new PolygonShape(); groundRightPoly.setAsBox(10f, 320f); fixtureDef = new FixtureDef(); fixtureDef.friction = 0f; fixtureDef.restitution = 0f; fixtureDef.density = 0f; fixtureDef.shape = groundRightPoly; fixtureDef.filter.groupIndex = 0; groundRightBody.createFixture(fixtureDef); ballPoly = new CircleShape(); ballPoly.setRadius(16f); fixtureDef = new FixtureDef(); fixtureDef.shape = ballPoly; fixtureDef.density = 1f; fixtureDef.friction = 1f; fixtureDef.restitution = 1f; ballBodyDef = new BodyDef(); ballBodyDef.type = BodyType.DynamicBody; ballBodyDef.position.x = (int) 200; ballBodyDef.position.y = (int) 200; ballBody = world.createBody(ballBodyDef); // ballBody.setLinearVelocity(200f, 200f); // ballBody.applyLinearImpulse(new Vector2(250f, 250f), // ballBody.getLocalCenter()); ballBody.createFixture(fixtureDef); renderer = new Box2DDebugRenderer(true, false, false); } @Override public void dispose() { ballPoly.dispose(); groundLeftPoly.dispose(); groundUpPoly.dispose(); groundDownPoly.dispose(); groundRightPoly.dispose(); world.destroyBody(ballBody); world.dispose(); } @Override public void pause() { } @Override public void render() { world.step(1f/30f, 3, 3); Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); batch.begin(); vector2 = ballBody.getLinearVelocity(); System.out.println("X=" + vector2.x + " Y=" + vector2.y); ballPosition = ballBody.getPosition(); renderer.render(world,batch.getProjectionMatrix()); // int preX = (int) (vector2.x / Math.abs(vector2.x)); // int preY = (int) (vector2.y / Math.abs(vector2.y)); // // if (Math.abs(vector2.x) == 0.0f) // ballBody1.setLinearVelocity(1.4142137f, vector2.y); // else if (Math.abs(vector2.x) < 1.4142137f) // ballBody1.setLinearVelocity(preX * 5, vector2.y); // // if (Math.abs(vector2.y) == 0.0f) // ballBody1.setLinearVelocity(vector2.x, 1.4142137f); // else if (Math.abs(vector2.y) < 1.4142137f) // ballBody1.setLinearVelocity(vector2.x, preY * 5); batch.draw(sprite, (ballPosition.x - (texture.getRegionWidth() / 2)), (ballPosition.y - (texture.getRegionHeight() / 2))); batch.end(); } @Override public void resize(int arg0, int arg1) { } @Override public void resume() { } } I implement above code but I can not achieve higher moving speed of the ball

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  • How to calculate the average rgb color values of a bitmap

    - by Matthias
    In my C# (3.5) application I need to get the average color values for the red, green and blue channels of a bitmap. Preferably without using an external library. Can this be done? If so, how? Thanks in advance. Trying to make things a little more precise: Each pixel in the bitmap has a certain RGB color value. I'd like to get the average RGB values for all pixels in the image.

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  • Ruby on Rails activerecord find average in one sql and Will_Paginate

    - by Darkerstar
    Hi all I have the following model association: a student model and has_many scores. I need to make a list showing their names and average, min, max scores. So far I am using student.scores.average(:score) on each student, and I realise that it is doing one sql per student. How can I make the list with one joined sql? Also how would I use that with Will_Paginate plugin? Thank you

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  • Sum and average over null values SQL Server 2008 Analysis Services

    - by Jonathan
    I have a simple problem, I think, but I have googled and can't find the solution. I have a cube that has MeasureA, MeasureB and MeasureC. Not all three measures have values for each record, sometimes they can be null, it's depending if it was applicable. Now for my totals, I need to average but the average must not take nulls into account. Any help will be much appreciated. When I view the measures, the null values show as zeros.

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  • High load average due to high system cpu load (%sys)

    - by Nick
    We have server with high traffic website. Recently we moved from 2 x 4 core server (8 cores in /proc/cpuinfo), 32 GB RAM, running CentOS 5.x, to 2 x 4 core server (16 cores in /proc/cpuinfo), 32 GB RAM, running CentOS 6.3 Server running nginx as a proxy, mysql server and sphinx-search. Traffic is high, but mysql and sphinx-search databases are relatively small, and usually everything works blazing fast. Today server experienced load average of 100++. Looking at top and sar, we noticed that (%sys) is very high - 50 to 70%. Disk utilization was less 1%. We tried to reboot, but problem existed after the reboot. At any moment server had at least 3-4 GB free RAM. Only message shown by dmesg was "possible SYN flooding on port 80. Sending cookies.". Here is snippet of sar 11:00:01 CPU %user %nice %system %iowait %steal %idle 11:10:01 all 21.60 0.00 66.38 0.03 0.00 11.99 We know that this is traffic issue, but we do not know how to proceed future and where to check for solution. Is there a way we can find where exactly those "66.38%" are used. Any suggestions would be appreciated.

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  • Keyboard shortcut for moving a window to another screen

    - by wcoenen
    When working with two (or more screens), a common problem is that launched applications appear on the "wrong" screen. I especially find this annoying when launching a text editor from the command line, because I have to leave the home row with my right hand in order to drag the window to the "right" screen before I can continue typing. Is it possible to define a keyboard shortcut which moves the current application to the other/next screen? Edit: I'm using Windows XP, but it's good to know that the feature already exists in Windows 7. Edit2: I went for the autohotkey script. This adaptation works for me: #q:: WinGetPos, winx, winy,,, A WinGet, mm, MinMax, A WinRestore, A If (winx > 1270) { newx := winx-1270 OutputDebug, Moving left from %winx% to %newx% } else { newx := winx+1270 OutputDebug, Moving right from %winx% to %newx% } WinMove, A,, newx, winy if mm=1 WinMaximize, A Return I did have to make use of the OutputDebug statements and dbgview to discover the proper threshold value 1270 for moving left or right. The exact threshold is especially important when moving maximized windows to the left.

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  • Average performance of binary search algorithm?

    - by Passionate Learner
    http://en.wikipedia.org/wiki/Binary_search_algorithm#Average_performance BinarySearch(int A[], int value, int low, int high) { int mid; if (high < low) return -1; mid = (low + high) / 2; if (A[mid] > value) return BinarySearch(A, value, low, mid-1); else if (A[mid] < value) return BinarySearch(A, value, mid+1, high); else return mid; } If the integer I'm trying to find is always in the array, can anyone help me write a program that can calculate the average performance of binary search algorithm? I know I can do this by actually running the program and counting the number of calls, but what I'm trying to do here is to do it without calling the function. I'm not asking for a time complexity, I'm trying to calculate the average number of calls. For example, the average number of calls to find a integer in A[2], it would be 1.67 (5/3).

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