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  • microsoft office has stopped working

    - by Tomasusa
    Every time I try to run MS Word,Excel, PP, OneNote (2007), it crashes. I get: microsoft office has stopped working.. Safe mode also doesn't run. I have windows server 2008 (32bits) and MS products used to work some time before. How to fix it?

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • MS Access 2003: Can data disappear from records and how do I test for this and prevent it?

    - by user328960
    Problem and about the database: Data from a record in Access 2003 database has disappeared. This database has 1 backend and 3 frontends, multiple users and is hosted on Citrix. Within this database, we have records of all clients served, ranging in the 1000s. Background info: The form for client data entry is set up with various subforms, including both a "programs enrolled" subform and a "services" subform. A client can be enrolled in multiple programs. Once enrolled in a program, services can be entered for that program area using the services subform. There are multiple fields in the services subform, one of which is a drop-down field allowing you to choose from the programs a client has been enrolled in (the list is updated for that client whenever he is enrolled in a new program). The problem details: For one specific record and one specific program area, the program has disappeared from the "programs enrolled" subform and all of the related services have disappeared from the "services" subform for a period of 3 months of data entry. However, other programs and services for this record did not disappear. Questions: Is the disappearance of data a common Access 2003 problem? Are there tests in place that can be run to see if data is disappearing and catch that data? If so, what are they? If there is specific code involved, what is it? What can be done to prevent the disappearing of data (other than using a different database)?

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  • MS Access 2003 - Unbound Form uses INSERT statement to save to table; what about subforms?

    - by Justin
    So I have an unbound form that I use to save data to a table on button click. Is there a way I can have subforms for entry that will allow me to save data to the table within that same button click? Basically I want to add more entry options for the user, and while I know other ways to do it, I am particularly curious about doing it this way (if it can be done). So lets say the 'parent form' is frmMain. And there are two child forms "sub1" and "sub2". Just for example sake lets say on frmMain there are two text boxes: txtTitle & txtAuthor. sub1 and sub2 both have a text Box on them that represent something like prices. The idea is Title & author of a book, and then a price at each store (simplified). So I tried this (because I thought it was worth a shot): Dim db as DAO.database Dim sql as String sql = "INSERT INTO (Title, Author, PriceA, PriceB) VALUES (" if not isnull(me.txtTitle) then sql = sql & """" & me.txtTitle & """," Else sql = sql & " NULL," End If if not IsNull(me.txtAuthor) then sql = sql & " """ & me.txtAuthor & """," else sql = sql & " NULL," end if if not IsNull (forms!sub1.txtPrice) then sql = sql & " """ & forms!sub1.txtPrice & """," else sql = sql & " NULL," end if without finishing the code, i think you may see the GOTCHA i am headed for. I tried this and got an "Access cannot find the form "" ". I think I can pretty much see why on this approach too, because when I click the button that calls the new sub form into the parent form, the values that were just entered are not held/saved as sub1 closes and sub2 opens. I should mention that the idea above is not intended to be a one or the other approach, rather both sub forms used everytime. so this is an example. i want to use this method (if possible) to have about 7 different sub form choices in one form, and be able to save to a table via a SQL statement. I realize that there may be better ways, but I am just wondering if I can get there with this approach out of curiousity. Thanks as always!

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  • MS Access 2003 - Help understanding the structure of mdb, mde and be.....

    - by Justin
    Hi. I was just wanting some explanation as to what is going on once you have split your tables out into a back end file, and set an mde out for use. When a user accesses the mde, is the mdb still required to get to the tabes (or in order to make it work)? Let say I put these access apps on a shared drive for folks to use. If I split the be end on to the shared drive, and placed the mde on the shared drive, would I the mdb have to exist for that version mde to work (communicate with the tables)? Or does the mde sort of speak to the mdb which speaks to the tables? Hope this question makes sense. Thanks

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  • MS-Access: What could cause one form with a join query to load right and another not?

    - by Daniel Straight
    Form1 Form1 is bound to Table1. Table1 has an ID field. Form2 Form2 is bound to Table2 joined to Table1 on Table2.Table1_ID=Table1.ID Here is the SQL (generated by Access): SELECT Table2.*, Table1.[FirstFieldINeed], Table1.[SecondFieldINeed], Table1.[ThirdFieldINeed] FROM Table1 INNER JOIN Table2 ON Table1.ID = Table2.[Table1_ID]; Form2 is opened with this code in Form1: DoCmd.RunCommand acCmdSaveRecord DoCmd.OpenForm "Form2", , , , acFormAdd, , Me.[ID] DoCmd.Close acForm, "Form1", acSaveYes And when loaded runs: Me.[Table1_ID] = Me.OpenArgs When Form2 is loaded, fields bound to columns from Table1 show up correctly. Form3 Form3 is bound to Table3 joined to Table2 on Table3.Table2_ID=Table2.ID Here is the SQL (generated by Access): SELECT Table3.*, Table2.[FirstFieldINeed], Table2.[SecondFieldINeed] FROM Table2 INNER JOIN Table3 ON Table2.ID = Table3.[Table2_ID]; Form3 is opened with this code in Form2: DoCmd.RunCommand acCmdSaveRecord DoCmd.OpenForm "Form3", , , , acFormAdd, , Me.[ID] DoCmd.Close acForm, "Form2", acSaveYes And when loaded runs: Me.[Table2_ID] = Me.OpenArgs When Form3 is loaded, fields bound to columns from Table2 do not show up correctly. WHY? UPDATES I tried making the join query into a separate query and using that as my record source, but it made no difference at all. If I go to the query for Form3 and view it in datasheet view, I can see that the information that should be pulled into the form is there. It just isn't showing up on the form.

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  • MS Access: Why is ADODB.Recordset.BatchUpdate so much slower than Application.ImportXML?

    - by apenwarr
    I'm trying to run the code below to insert a whole lot of records (from a file with a weird file format) into my Access 2003 database from VBA. After many, many experiments, this code is the fastest I've been able to come up with: it does 10000 records in about 15 seconds on my machine. At least 14.5 of those seconds (ie. almost all the time) is in the single call to UpdateBatch. I've read elsewhere that the JET engine doesn't support UpdateBatch. So maybe there's a better way to do it. Now, I would just think the JET engine is plain slow, but that can't be it. After generating the 'testy' table with the code below, I right clicked it, picked Export, and saved it as XML. Then I right clicked, picked Import, and reloaded the XML. Total time to import the XML file? Less than one second, ie. at least 15x faster. Surely there's an efficient way to insert data into Access that doesn't require writing a temp file? Sub TestBatchUpdate() CurrentDb.Execute "create table testy (x int, y int)" Dim rs As New ADODB.Recordset rs.CursorLocation = adUseServer rs.Open "testy", CurrentProject.AccessConnection, _ adOpenStatic, adLockBatchOptimistic, adCmdTableDirect Dim n, v n = Array(0, 1) v = Array(50, 55) Debug.Print "starting loop", Time For i = 1 To 10000 rs.AddNew n, v Next i Debug.Print "done loop", Time rs.UpdateBatch Debug.Print "done update", Time CurrentDb.Execute "drop table testy" End Sub I would be willing to resort to C/C++ if there's some API that would let me do fast inserts that way. But I can't seem to find it. It can't be that Application.ImportXML is using undocumented APIs, can it?

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  • MS Access 2003 - Option Group frame: can I add text boxes that are part of the frame instead of rad

    - by Justin
    Ok so this maybe a simple/silly question but I don't know so here goes: In access let's say I want to have a frame control, so I click the option group button and add it to the desgin surface. However, I am not wanting to use this as a option group with radio button selection, instead I would like to add text boxes instead the frame, so that when I reference the frame, it references every control instead of it, hence the text boxes, cbo boxes, etc.....just as it would if they were radio option selections. So can you do this? I want whatever controls I add inside the frame to be easily referenced (i.e. make all controls visible just by using frameExample.visible = true) so that I can build my own tab control groupings..... can this be done? Thanks! EDIT: What I am trying to accomplish is having a form that includes a collection of controls (input controls - cbo boxes, text boxes, etc), that serve as the Main record information. These are saved to a table via an INSERT statement on button_click because this form is unbound. Next I have 8 categories that are relative per each main record (and data that goes along with it). Each of these categories could have a sub form area and a button click that bring it's relative form into the sub form area. These sub forms would be unbound as well as I would just save data via SQL statement. So i know I could accomplish this by running the insert statement from the parent form, on the main collection control's data that would create the KeyID number, then run a SQL statement that would turn around and load that KeyID number right back onto the page in a hidden text box. Then when I click one of the sub forms and load its relative collection of controls, I could then save that data along with KeyID for each of these sub-forms/tables. SO...... I was wondering if instead you could define these controls as a collection so that you could hide and make visible all the ones you need on button clicks and avoid the need for additional forms (subs). I know that if a user enters data into a text box, and then somewhere along the way that box becomes hidden, the data still exists in it and still ends up in the SQL statement.... So I want all these controls to exist on the same form, but I thought what is I could encapsulate them into a frame like an option group, then I could call the frame and all the relative controls would be called up (made visible) as needed. Sorry for the long explanation but I thought it would help.

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  • MS Access 2003 - Formatting results in a list box problem.

    - by Justin
    So I have a list box that displays averages in a table like format from a crossyab query. It's just what I need the query is right, there is just one thing. I had to set the field properties in the query as format: standard..decimal:2. Which is exactly what I needed. However..the list box will not pick up on this. First I typed the crosstab sql into the list box's properties....and then I ran into this problem. So then I actually just created the query object, saved it and set that as the rowsource for the list box. Still won't work....when I open the query it is the correct format. So is there a way to further format a text box? Is there a way tell it to limit decimal places to one or two on returned values? Thanks!

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  • MS Access 2003 - Is there a way to programmatically define the data for a chart?

    - by Justin
    So I have some VBA for taking charts built with the Form's Chart Wizard, and automatically inserting it into PowerPoint Presentation slides. I use those chart-forms as sub forms within a larger forms that has parameters the user can select to determine what is on the chart. The idea is that the user can determine the parameter, build the chart to his/her liking, and click a button and have it in a ppt slide with the company's background template, blah blah blah..... So it works, though it is very bulky in terms of the amount of objects I have to use to accomplish this. I use expressions such as the following: like forms!frmMain.Month&* to get the input values into the saved queries, which was fine when i first started, but it went over so well and they want so many options, that it is driving the number of saved queries/objects up. I need several saved forms with charts because of the number of different types of charts I need to have this be able to handle. SO FINALLY TO MY QUESTION: I would much rather do all this on the fly with some VBA. I know how to insert list boxes, and text boxes on a form, and I know how to use SQL in VBA to get the values I want from tables/queries using VBA, I just don't know if there is some vba I can use to set the data values of the charts from a resulting recordset: DIM rs AS DAO.Rescordset DIM db AS DAO.Database DIM sql AS String sql = "SELECT TOP 5 Count(tblMain.TransactionID) AS Total, tblMain.Location FROM tblMain WHERE (((tblMain.Month) = """ & me.txtMonth & """ )) ORDER BY Count (tblMain.TransactionID) DESC;" set db = currentDB set rs = db.OpenRecordSet(sql) rs.movefirst some kind of cool code in here to make this recordset the data of chart in frmChart ("Chart01") thanks for your help. apologies for the length of the explanation.

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  • MS Access 2003 - Is there a way to run access (mde) without the access shell around the forms/report

    - by Justin
    So I am not sure if I am asking this correctly; let me explain: IS there a way I can run my MDE without the access shell around the forms/reports? The part that provides the menu, and the little application title. I think it is the overall presentation layer form that all my access stuff sits on, but I am not sure. I am just wondering if you can get rid of it. Thanks

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  • MS Access 2003 - Failure to create MDE file: error VBA is corrupt?

    - by Justin
    Ok so this is a brand new snag I have run into. I am trying to launch a new MDE from my source MDB file, and it is locking up Access. So in my mdb, I am first compacting and repairing, and then selecting create a new mde (just as I have done many times before). It looks like it is starting the process, but never gets to where it compacts when it is done, and access is not responding. So after I force close the app, I look in the folder where I am trying to create the MDE to and I see there is a new access db1 file there. If I try to open that it gives me an error that says file not found, and then it says the Visual Basic for Applications is corrupt. The thing is, I just made a very simple adjustment to the code since last launching an mde, and after this I double and triple checked it...its not that because its just a simple open this form and close this one addition. I did however have my source mdb file on a disc that I copied to my laptop, and then tried to re link the tables to the network drive (had them linked to other tables on my local drive so that I could develop offline)?? PLEASE HELP!!!

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  • MS Access 2007 - Property for text box to allow end-user to hit enter for return, not next

    - by Justin
    So I have a form that user's use for data entry, and on one form there is a text box there that is basically used. To enter notes. However, if the user hits i need the cursor to stay in that text box, and start a new line (uh....like word would)....but currently it is jumping to the next control (text box). So is there a simple property setting that would do the trick? Or a VBA method to accomplish? Thanks Justin

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  • How can I get Velocity to output a greater than / less than without escaping it?

    - by Lee
    I'm trying to get Velocity to output the following Javascript code: if ((whichOne+1) <= numCallouts ) { whichOne = whichOne + 1; } else { whichOne = 1; } Whenever I try to get Velocity to print a or a <, it represents it as a & gt; or & lt;, which doesn't help me since I'm trying to get it to produce Javascript. I've tried: #set ( $gt = ">" ) But even that ends up as a & gt; Thanks in advance.

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • Airport Express chokes Wi-Fi for a few seconds, several times per hour. Any idea why?

    - by user13727
    I'm using a MacBookPro connected to an AiportExpress' Wi-FI network. Every once in a while, the Wi-Fi will choke up and either drop some packets, or lag horribly for several seconds. I'm losing hair over this because every time I chat on Skype, the call hangs randomly due to this problem. Any idea what's wrong? Some more details: two networks are set up: 2.4Ghz and 5Ghz, and the issue happens on both the network uses WPA2 Personal for security the Airport is in the same room with my computer the Airport is fairly new, bought this summer, model number off the back: A1392 tried connecting to a neighbours wifi to see if it's a problem with my computer, or interference. It's not, it doesn't happen on their network. tried resetting it several times tried changing channels manually Ping results are below, so you can see what I'm talking about. EDIT: 10.0.1.1 is the Airport's IP 64 bytes from 10.0.1.1: icmp_seq=1795 ttl=255 time=0.813 ms 64 bytes from 10.0.1.1: icmp_seq=1796 ttl=255 time=3.335 ms 64 bytes from 10.0.1.1: icmp_seq=1797 ttl=255 time=3.403 ms 64 bytes from 10.0.1.1: icmp_seq=1798 ttl=255 time=3.414 ms 64 bytes from 10.0.1.1: icmp_seq=1799 ttl=255 time=3.227 ms 64 bytes from 10.0.1.1: icmp_seq=1800 ttl=255 time=3.274 ms 64 bytes from 10.0.1.1: icmp_seq=1801 ttl=255 time=3.253 ms 64 bytes from 10.0.1.1: icmp_seq=1802 ttl=255 time=3.292 ms >>>> choke starts <<< 64 bytes from 10.0.1.1: icmp_seq=1803 ttl=255 time=53.977 ms 64 bytes from 10.0.1.1: icmp_seq=1804 ttl=255 time=35.049 ms 64 bytes from 10.0.1.1: icmp_seq=1805 ttl=255 time=19.820 ms >>>> choke ends <<< 64 bytes from 10.0.1.1: icmp_seq=1806 ttl=255 time=0.716 ms 64 bytes from 10.0.1.1: icmp_seq=1807 ttl=255 time=0.705 ms 64 bytes from 10.0.1.1: icmp_seq=1808 ttl=255 time=0.919 ms 64 bytes from 10.0.1.1: icmp_seq=1809 ttl=255 time=0.659 ms 64 bytes from 10.0.1.1: icmp_seq=1810 ttl=255 time=0.877 ms 64 bytes from 10.0.1.1: icmp_seq=1811 ttl=255 time=0.679 ms 64 bytes from 10.0.1.1: icmp_seq=1812 ttl=255 time=0.854 ms 64 bytes from 10.0.1.1: icmp_seq=1813 ttl=255 time=0.644 ms 64 bytes from 10.0.1.1: icmp_seq=1814 ttl=255 time=3.779 ms ... time passes .. 64 bytes from 10.0.1.1: icmp_seq=1599 ttl=255 time=0.674 ms 64 bytes from 10.0.1.1: icmp_seq=1600 ttl=255 time=0.930 ms 64 bytes from 10.0.1.1: icmp_seq=1601 ttl=255 time=0.665 ms 64 bytes from 10.0.1.1: icmp_seq=1602 ttl=255 time=1.085 ms Request timeout for icmp_seq 1603 Request timeout for icmp_seq 1604 64 bytes from 10.0.1.1: icmp_seq=1605 ttl=255 time=104.969 ms 64 bytes from 10.0.1.1: icmp_seq=1606 ttl=255 time=11.521 ms 64 bytes from 10.0.1.1: icmp_seq=1607 ttl=255 time=0.926 ms 64 bytes from 10.0.1.1: icmp_seq=1608 ttl=255 time=0.993 ms 64 bytes from 10.0.1.1: icmp_seq=1609 ttl=255 time=0.745 ms And the Signal-Noise ratio:

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • MS Query returns data inside itself but does not export it to Excel

    - by kappa
    Hi, I'm having a strange problem with Excel and MS Query: I'm using MS Query to run a T-SQL query against a Microsoft SQL Server 2000 and return the results to Excel. To do this, I open Excel, go to Data - Import external data - New database query, select my data source, paste the SQL script in MS Query and click File - Return data to Microsoft Office Excel, leaving all the query options to their defaults. This works fine for many other Excel files, but this time although MS Query shows the correct data when I paste the SQL script, after returning to Excel all I get is the query name in the upper left cell, with no data returned. I fear the cause could be the SQL script, as it contains some advanced functions like union all, UDFs and variables. Here's the script: declare @date smalldatetime set @date = dateadd(day, datediff(day, 0, getdate()), 0) select [date], sum([hours]) as [hours] from ( select [date], [hours] from [server].[dbo].[udf] (84, '2010-01-01', @date) union all select [date], [hours] from [server].[dbo].[udf] (89, '2010-01-01', @date) union all select [date], [hours] from [server].[dbo].[udf] (93, '2010-01-01', @date) ) as [a] group by [date] order by [date] asc I can't get rid of the UDF as inside them are done advanced groupings involving cursors and temporary tables, nor I can remove the variable as the UDF won't accept dateadd(day, datediff(day, 0, getdate()), 0) as parameter. Any ideas? Thanks in advance, Andrea.

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  • Animation with Initial Velocity

    - by abustin
    I've been trying to solve this problem for a number of days now but I must be missing something. Known Variables: vi = Initial Velocity t = Animation Duration d = Distance The function I'm trying to create: D(t) = the current distance for a given time Using this information I want to be able to create a smooth animation curve with varying velocity (ease-in/ease-out). The animation must be able ease-in from an initial velocity. The animation must be exactly t seconds and must be travel exactly d units. The curve should lean towards the average velocity with acceleration occurring at the beginning and the end portions of the curve. I'm open to extra configuration variables. The best I've been able to come up with is something that doesn't factor in the initial velocity. I'm hoping someone smarter can help me out. ;) Thank you! p.s. I'm working with an ECMAScript variant

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  • Vertical circular motion : time(x/y) versus velocity equation

    - by adeeti
    Hi, I wanted to simulate the following through animation : A ball starts with a certain velocity at the bottom most point of a vertical circular loop and keeps rolling in it until its velocity permits. For this, I wanted to find velocity/x/y vs. time equation. For e.g. if the ball had mass : 5Kg, radius of the circular loop = 10m, and initial velocity of the ball is 200 m/s, what will its velocity and (x,y) position be after 5 seconds? thanks.

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  • Traceroute, * at first router

    - by Jérôme
    When using traceroute on my mac to check the path to any website, the first line is always 3 stars. imac:~ Jerome$ traceroute google.com traceroute: Warning: google.com has multiple addresses; using 173.194.70.113 traceroute to google.com (173.194.70.113), 64 hops max, 52 byte packets 1 * * * 2 217-168-54-101.static.cablecom.ch (217.168.54.101) 9.515 ms 8.757 ms 10.104 ms 3 172.31.208.73 (172.31.208.73) 14.512 ms 14.605 ms 14.264 ms 4 ch-zrh01b-ra1-ae-1.aorta.net (84.116.134.142) 13.587 ms 12.892 ms 13.936 ms 5 74.125.49.101 (74.125.49.101) 13.966 ms 14.850 ms 14.915 ms 6 72.14.232.120 (72.14.232.120) 26.573 ms 72.14.232.88 (72.14.232.88) 20.072 ms 19.758 ms 7 72.14.236.68 (72.14.236.68) 26.913 ms 72.14.236.20 (72.14.236.20) 26.825 ms 72.14.239.62 (72.14.239.62) 25.381 ms 8 209.85.254.118 (209.85.254.118) 22.240 ms 22.365 ms 209.85.254.112 (209.85.254.112) 24.826 ms 9 * * * 10 fa-in-f113.1e100.net (173.194.70.113) 25.715 ms 26.960 ms 25.191 ms As far as I know, * means no answer from the router. How come I have stars at the very first line ?

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  • Private IP getting routed over Internet

    - by WernerCD
    We are setting up an internal program, on an internal server that uses the private 172.30.x.x subnet... when we ping the address 172.30.138.2, it routes across the internet: C:\>tracert 172.30.138.2 Tracing route to 172.30.138.2 over a maximum of 30 hops 1 6 ms 1 ms 1 ms xxxx.xxxxxxxxxxxxxxx.org [192.168.28.1] 2 * * * Request timed out. 3 12 ms 13 ms 9 ms xxxxxxxxxxx.xxxxxx.xx.xxx.xxxxxxx.net [68.85.xx.xx] 4 15 ms 11 ms 55 ms te-7-3-ar01.salisbury.md.bad.comcast.net [68.87.xx.xx] 5 13 ms 14 ms 18 ms xe-11-0-3-0-ar04.capitolhghts.md.bad.comcast.net [68.85.xx.xx] 6 19 ms 18 ms 14 ms te-1-0-0-4-cr01.denver.co.ibone.comcast.net [68.86.xx.xx] 7 28 ms 30 ms 30 ms pos-4-12-0-0-cr01.atlanta.ga.ibone.comcast.net [68.86.xx.xx] 8 30 ms 43 ms 30 ms 68.86.xx.xx 9 30 ms 29 ms 31 ms 172.30.138.2 Trace complete. This has a number of us confused. If we had a VPN setup, it wouldn't show up as being routed across the internet. If it hit an internet server, Private IP's (such as 192.168) shouldn't get routed. What would let a private IP address get routed across servers? would the fact that it's all comcast mean that they have their routers setup wrong?

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  • Linux based MS Office thumbnail generation

    - by El Yobo
    I've been taken on board to work on a PHP based web application. One part of the application generates thumbnail images for MS Office documents on demand, and it uses MS Office + the VeryPDF docprint utility to do this. Because of this one requirement, the system is running on Windows Server 2003 + IIS. I would prefer to have the system running on a Linux server, rather than MS, as I have far more experience in administering Linux systems than Windows and we have no other in-house technical staff. Does anyone know a way to handle the document conversion using native Linux software? I would love something PHP native, but am willing to look outside that if necessary. Thanks for your suggestions.

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