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  • Computationally simple Pseudo-Gaussian Distribution with varying mean and standard deviation?

    - by mstksg
    This picture from wikipedia has a nice example of the sort of functions I'd ideally like to generate http://en.wikipedia.org/wiki/File:Normal_Distribution_PDF.svg Right now I'm using the Irwin-Hall Distribution, which is more or less a Polynomial approximation of the Gaussian distribution...basically, you use uniform random number generator and iterate it x times, and take the average. The more iterations, the more like a Gaussian Distribution it is. It's pretty nice; however I'd like to be able to have one where I can vary the mean. For example, let's say I wanted a number between the range 0 and 10, but around 7. Like, the mean (if I repeated this function multiple times) would turn out to be 7, but the actual range is 0-10. Is there one I should look up, or should I work on doing some fancy maths with standard Gaussian Distributions?

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  • is there a such thing as a randomly accessible pseudo-random number generator? (preferably open-sour

    - by lucid
    first off, is there a such thing as a random access random number generator, where you could not only sequentially generate random numbers as we're all used to, assuming rand100() always generates a value from 0-100: for (int i=0;i<5;i++) print rand100() output: 14 75 36 22 67 but also randomly access any random value like: rand100(0) would output 14 as long as you didn't change the seed rand100(3) would always output 22 rand100(4) would always output 67 and so on... I've actually found an open-source generator algorithm that does this, but you cannot change the seed. I know that pseudorandomness is a complex field; I wouldn't know how to alter it to add that functionality. Is there a seedable random access random number generator, preferably open source? or is there a better term for this I can google for more information? if not, part 2 of my question would be, is there any reliably random open source conventional seedable pseudorandom number generator so I could port it to multiple platforms/languages while retaining a consistent sequence of values for each platform for any given seed?

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • Duplicate pseudo terminals in linux

    - by bobtheowl2
    On a redhat box [ Red Hat Enterprise Linux AS release 4 (Nahant Update 3) ] Frequently we notice two people being assigned to the same pseudo terminal. For example: $who am i user1 pts/4 Dec 29 08:38 (localhost:13.0) user2 pts/4 Dec 29 09:43 (199.xxx.xxx.xxx) $who -m user1 pts/4 Dec 29 08:38 (localhost:13.0) user2 pts/4 Dec 29 09:43 (199.xxx.xxx.xxx) $whoami user2 This causes problems in a script because "who am i" returns two rows. I know there are differences between the two commands, and obviously we can change the script to fix the problem. But it still bothers me that two users are being returned with the same terminal. We suspect it may be related to dead sessions. Can anyone explain why two (non-unique) pts number are being assigned and/or how that can be prevented in the future?

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  • IPhone sdk, more accurate collision detection and set the frame/bounds of UIImageView...

    - by Harry
    Hey, Im having a big problem with my app at the moment, its all too inaccurate. I have a image of a ballooon, https://dl.dropbox.com/u/2578642/Balloonedit.png And i have a dart which if it collides into the balloon the game ends. At the moment i am populating the image of the balloon with 8 UIImageViews. and i am detecting if the dart hits them, this was suppose to make it really accurate but its not, the dart pretty much passes through the balloon when its meant to collide, so i have a plan, is there any way to detect when the dart hits the actual image of the balloon not the UIImageView, or is there any way to draw a border around the balloon and detect if it hits that? currently i am using this code to detect the collision: if (CGRectIntersectsRect(pinend.frame, balloonbit1.frame)){ [maintimer invalidate]; accelManeger.delegate = nil; [ball setImage:img]; [UIImageView beginAnimations:nil context:NULL]; [UIImageView setAnimationDuration:0.3]; ball.transform = CGAffineTransformMakeScale(2, 2); [UIImageView commitAnimations]; } So in one method there are 40 of these bits of code and as you can imagine it is not very accurate/fast to respond. So like i said is there a way to draw a border or something around the balloon and detect the collision between the border and dart? Because then i would imagine it would run a lot smother because it would only have to process 5 bits of code. Thanks for any help. This is a big Question so if you can answer it i will buy your app :) Cheers, Harry :/

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  • How to display and change an icon inside a python Tk Frame

    - by codingJoe
    I have a python Tkinter Frame that displays several fields. I want to also add an red/yellow/green icon that will display the status of an external device. The icon is loaded from a file called ICON_LED_RED.ico. How do I display the icon in my frame? How do I change the icon at runtime? for example replace BitmapImage('RED.ico') with BitmapImage('GREEN.ico') class Application(Frame): def init(self, master=None): Frame.__init__(self, master) self.pack() self.createWidgets() def createWidgets(self): # ...other frame code.. works just fine. self.OKBTN = Button(self) self.OKBTN["text"] = "OK" self.OKBTN["fg"] = "red" self.OKBTN["command"] = self.ok_btn_func self.OKBTN.pack({"side": "left"}) # when I add the following the frame window is not visible # The process is locked up such that I have to do a kill -9 self.statusFrame = Frame(self, bd=2, relief=RIDGE) Label(self.statusFrame, text='Status:').pack(side=LEFT, padx=5) self.statIcon = BitmapImage('data/ICON_LED_RED.ico') Label (self.statusFrame, image=self.statIcon ).grid() self.statusFrame.pack(expand=1, fill=X, pady=10, padx=5)

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  • Intermittent Connection Issues to SQL Server 2008 R2 RTM

    - by Chandan Jha
    The problem I am facing is a very complex one and inspite of trying to gather a root cause of the problem, I am standing at the same place after 2 months with just bits and pieces of information.Here is a scenario: There is a windows 2003 server which uses an system DSN ODBC connection. I looked into the driver properties and it is as follows: Name Version File SQL Server 2000.86.3959.00 SQLSRV32.DLL Now, this system DSN has been given configured with TCP\IP in Network Libraries and 'determine port dynamically' is checked. Now, lets come to the database destination. It is hosted on Windows 2008 having SQL 2008 R2 RTM version 64-bit. Now, I will give you a an overview about the events that happen and whatever troubleshooting I could perform: I get an email saying 'blah blah' failed and the only message their application gets is 'cannot connect to database' I go the SQL Server logs and find the following information: Login failed for user ''. Reason: An attempt to login using SQL authentication failed. Server is configured for Windows authentication only. [CLIENT: 10.0.0.xx Error: 18456, Severity: 14, State: 58.] A quick search shows that this error may come when an SQL Server is configured with windows authentication but its not true. We have mixed mode and connection issue is intermittent. This SQL Server is configured to run on a local system account but since we use only SQL Server accounts to connect to this, there should not be any Kerberos errors. When I run a profiler trace and see only 'existing connections', i see a lot of them coming from my client server displaying the sql user but NO hostname is shown. Textdata field shows TCP\IP information along with some arithabort and ansi-null settings. Now, I tried looking into ring connectivity buffer by using following: SELECTCAST(record AS XML) FROM sys.dm_os_ring_buffers WHERE ring_buffer_type = 'RING_BUFFER_CONNECTIVITY' One sample output is: <ConnectivityTraceRecord> <RecordType>Error</RecordType> <RecordSource>Tds</RecordSource> <Spid>118</Spid> <SniConnectionId>5124905D-D1EC-460E-AD78-201050B78C67</SniConnectionId> <OSError>0</OSError> <SniConsumerError>18452</SniConsumerError> <SniProvider>7</SniProvider> <State>1</State> <RemoteHost>10.0.0.21</RemoteHost> <RemotePort>5008</RemotePort> <LocalHost>10.1.0.38</LocalHost> <LocalPort>1433</LocalPort> <RecordTime>6/6/2012 21:14:57.527</RecordTime> <TdsBuffersInformation> <TdsInputBufferError>0</TdsInputBufferError> <TdsOutputBufferError>0</TdsOutputBufferError> <TdsInputBufferBytes>120</TdsInputBufferBytes> </TdsBuffersInformation> <TdsDisconnectFlags> <PhysicalConnectionIsKilled>0</PhysicalConnectionIsKilled> <DisconnectDueToReadError>0</DisconnectDueToReadError> <NetworkErrorFoundInInputStream>0</NetworkErrorFoundInInputStream> <ErrorFoundBeforeLogin>0</ErrorFoundBeforeLogin> <SessionIsKilled>0</SessionIsKilled> <NormalDisconnect>0</NormalDisconnect> </TdsDisconnectFlags> </ConnectivityTraceRecord> <Stack> <frame id="0">0X000000000174C34B</frame> <frame id="1">0X0000000001748FDD</frame> <frame id="2">0X0000000002461001</frame> <frame id="3">0X0000000000C47E98</frame> <frame id="4">0X00000000008015AD</frame> <frame id="5">0X0000000000801492</frame> <frame id="6">0X00000000003CBBD8</frame> <frame id="7">0X00000000003CB8BA</frame> <frame id="8">0X00000000003CB6FF</frame> <frame id="9">0X00000000008E8FB6</frame> <frame id="10">0X00000000008E9175</frame> <frame id="11">0X00000000008E9839</frame> <frame id="12">0X00000000008E9502</frame> <frame id="13">0X0000000074E437D7</frame> <frame id="14">0X0000000074E43894</frame> <frame id="15">0X00000000775A652D</frame> Somehow all the errors show error number 18452 whereas I never found this error in my SQL logs where I see only 18456. I am just stuck on a dead end because this connection issue appears intermittently. Sorry for a long question but I hope if you read this, you can make out that I tried a lot at my end before giving up.

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • Dual Frame Buffer on Ubuntu 12.04 Intel HD Graphics 4600 i7-4770

    - by user3692512
    I have 2 monitors connected to the PC, one in HDMI, one in DVI. I have Intel integrated graphics HD4600 Now as far my understanding, both the monitors is connected at the same framebuffer /dev/fb0 How can I detach them and create 2 frame buffers at startup, so that I can directly write to the second monitor, by writing on the /dev/fb1, and not hamper the /dev/fb0, so that x-server can run normally on that?

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  • Unity3d and Windows 8 run game in frame

    - by floAr
    How do I set Unity3D to run my game on Windows 8 in a fixed size frame (with a border around it) and not in fullscreen? I tried setting this in the Unity script and in the final C# project, but nothings seems to work. I have set the players resolution to 1366x786 (the desired size) and while this works fine with the webplayer the windows 8 solution seems really unimpressed by it. I also tinkered with the 'Default Is Full Screen' option

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • Mod Rewrite Help - Pseudo-Subdirectories

    - by Gimpyfuzznut
    I am dealing with a frustrating problem with Joomla that is going to require some url trickery. The idea is straight-forward but after reading a bunch of guides for mod-rewrite, I still can't seem to get it work. Let's say my site is www.mysite.com. Joomla is already performing some rewriting for SEF urls so I have links like www.mysite.com/home and www.mysite.com/news and so on. I want to be able to have (4) pseudo-subdirectories like www.mysite.com/mode1/ and www.mysite.com/mode2/ and so on. These subdirectories should work as if the subdirectory isn't there, ie both www.mysite.com/mode1/home and www.mysite.com/mode2/home should pull up the same www.mysite.com/home. It should point any www.mysite.com/mode1/anypagehere to www.mysite.com/anypagehere. The reason I am asking for this is because I will be reading the url for mode1, mode2, etc, to modify the template page. There will be a landing page that will direct people to /mode1/ and /mode2/ etc and the template will change based on that. Note, that I don't want to actually pass a parameter to the url accessible by a GET or whatever because Joomla removes it (perhaps because of my current mod_rewrite settings). I've pasted the current .htaccess file. RewriteBase /joomla ##########Rewrite rules to block out some common exploits RewriteCond %{QUERY_STRING} mosConfig_[a-zA-Z_]{1,21}(=|\%3D) [OR] # Block out any script trying to base64_encode crap to send via URL RewriteCond %{QUERY_STRING} base64_encode.*\(.*\) [OR] # Block out any script that includes a <script> tag in URL RewriteCond %{QUERY_STRING} (\<|%3C).*script.*(\>|%3E) [NC,OR] # Block out any script trying to set a PHP GLOBALS variable via URL RewriteCond %{QUERY_STRING} GLOBALS(=|\[|\%[0-9A-Z]{0,2}) [OR] # Block out any script trying to modify a _REQUEST variable via URL RewriteCond %{QUERY_STRING} _REQUEST(=|\[|\%[0-9A-Z]{0,2}) # Send all blocked request to homepage with 403 Forbidden error! RewriteRule ^(.*)$ index.php [F,L] ########## Begin - Joomla! core SEF Section RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_URI} !^/index.php RewriteCond %{REQUEST_URI} (/|\.php|\.html|\.htm|\.feed|\.pdf|\.raw|/[^.]*)$ [NC] RewriteRule (.*) index.php #RewriteRule .* - [E=HTTP_AUTHORIZATION:%{HTTP:Authorization},L] ########## End - Joomla! core SEF Section

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  • Why is design by contract considered an alternative to the pseudo programming process?

    - by zoopp
    Right now I'm reading Code Complete by Steve McConnell and in chapter 9 he talks about the Pseudo Programming Process (PPP). From what I've understood, the PPP is a way of programming in which the programmer first writes the pseudo code for the routine he's working on, then refines it up to the point where pretty much each pseudo code line can be implemented in 1-3 lines of code, then writes the code in the designated programming language and finally the pseudo code is saved as comments for the purpose of documenting the routine. In chapter 9.4 the author mentions alternatives to the PPP, one of which is 'design by contract'. In design by contract you basically assert preconditions and postconditions of each routine. Now why would that be considered an alternative? To me it seems obvious that I should use both techniques at the same time and not chose one over the other.

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  • R: How can I reorder the rows of a matrix, data.frame or vector according to another one.

    - by John
    test1 <- as.matrix(c(1, 2, 3, 4, 5)) row.names(test1) <- c("a", "b", "c", "d", "e") test2 <- as.matrix(c(6, 7, 8, 9, 10)) row.names(test2) <- c("e", "d", "c", "b", "a") test1 [,1] a 1 d 2 c 3 b 4 e 5 test2 [,1] e 6 d 7 c 8 b 9 a 10 How can I reorder test2 so that the rows are in the same order as test1? e.g: test2 [,1] a 10 d 7 c 8 b 9 e 6 I tried to use the reorder function with: reorder (test1, test2) but I could not figure out the correct syntax. I see that reorder takes a vector, and I'm here using a matrix. My real data has one character vector and another as a data.frame. I figured that the data structure would not matter too much for this example above, I just need help with the syntax and can adapt it to my real problem.

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  • R: How can I use apply on rows of a data.frame and get out $column_name?

    - by John
    I'm trying to access $a using the following example: df<-data.frame(a=c("x","x","y","y"),b=c(1,2,3,4)) > df a b 1 x 1 2 x 2 3 y 3 4 y 4 test_fun <- function (data.frame_in) { print (data.frame_in[1]) } I can now access $a if I use an index for the first column: apply(df, 1, test_fun) a "x" a "x" a "y" a "y" [1] "x" "x" "y" "y" But I cannot access column $a with the $ notation: error: "$ operator is invalid for atomic vectors" test_fun_2 <- function (data.frame_in) { print (data.frame_in$a) } >apply(df, 1, test_fun_2) Error in data.frame_in$a : $ operator is invalid for atomic vectors Is this not possible?

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  • Strange behavior due to wx.Frame.SetTitle

    - by Anurag Uniyal
    In a wxPython application, which i am porting to Mac OSX, I set title of app frame every 500msec in update UI event, and due to that all the panels and windows are refreshed. That seems strange to me and almost halts my application which has many custom drawn controls and screens. I wanted to know what could be the reason behind it, is it normal for MAC? Here is a self-constrained script which replicates the scenario using timers. It keeps on printing "on paint" every 500ms because in timer I set title every 500ms. import wx app = wx.PySimpleApp() frame = wx.Frame(None, title="BasePainter Test") painter = wx.Panel(frame) def onPaint(event): dc = wx.PaintDC(painter) print "onPaint" painter.Bind(wx.EVT_PAINT, onPaint) def loop(): frame.SetTitle(frame.GetTitle()) wx.CallLater(500, loop) loop() frame.Show(True) app.SetTopWindow(frame) app.MainLoop() My system details: >>> sys.version '2.5 (r25:51918, Sep 19 2006, 08:49:13) \n[GCC 4.0.1 (Apple Computer, Inc. build 5341)]' >>> wx.VERSION (2, 8, 10, 1, '') >>> os.uname() ('Darwin', 'agyeys-mac-mini.local', '9.8.0', 'Darwin Kernel Version 9.8.0: Wed Jul 15 16:55:01 PDT 2009; root:xnu-1228.15.4~1/RELEASE_I386', 'i386')

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  • Problem trying to lock framerate at 60 FPS

    - by shad0w
    I've written a simple class to limit the framerate of my current project. But it does not work as it should. Here is the code: void FpsCounter::Process() { deltaTime = static_cast<double>(frameTimer.GetMsecs()); waitTime = 1000.0/fpsLimit - deltaTime; frameTimer.Reset(); if(waitTime <= 0) { std::cout << "error, waittime: " << waitTime << std::endl; } else { SDL_Delay(static_cast<Uint32>(waitTime)); } if(deltaTime == 0) { currFps = -1; } else { currFps = 1000/deltaTime; } std::cout << "--Timings--" << std::endl; std::cout << "Delta: \t" << deltaTime << std::endl; std::cout << "Delay: \t" << waitTime << std::endl; std::cout << "FPS: \t" << currFps << std::endl; std::cout << "-- --" << std::endl; } Timer::Timer() { startMsecs = 0; } Timer::~Timer() { // TODO Auto-generated destructor stub } void Timer::Start() { started = true; paused = false; Reset(); } void Timer::Pause() { if(started && !paused) { paused = true; pausedMsecs = SDL_GetTicks() - startMsecs; } } void Timer::Resume() { if(paused) { paused = false; startMsecs = SDL_GetTicks() - pausedMsecs; pausedMsecs = 0; } } int Timer::GetMsecs() { if(started) { if(paused) { return pausedMsecs; } else { return SDL_GetTicks() - startMsecs; } } return 0; } void Timer::Reset() { startMsecs = SDL_GetTicks(); } The "FpsCounter::Process()" Method is called everytime at the end of my gameloop. I've got the problem that the loop is correctly delayed only every second frame, so it runs one frame delayed at 60 FPS and the next without delay at over 1000 fps. I am searching the error quite a while now, but I do not find it. I hope somebody can point me in the right direction.

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  • IIS 6 405 error when POSTing through I-Frame

    - by Angelo R.
    Before I begin, I must add that I am more of a programmer, so please be patient :p I have a 2003 server running IIS 6. I am trying to create a Facebook application that accesses a url on my server through an I-Frame. However, Facebook is trying to send some data via POST to my page. I assumed it wouldn't be a problem since the page is .html, but I keep receiving 405 errors (Incorrect Verbs) when trying to access it. Since these are generated by IIS, I had hoped there would be a way for me to allow html files to accept POST. However, after a lot of Googling, it seems like that isn't possible, so instead I figure I can convert the page to an aspx one, and that should work... however I am running in to the same issue. I thought that simply adding POST to the .aspx entry in Application Extension Mapping would work, but it still doesn't. Does anyone know what the problem could potentially be?

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  • Frame Buffer Objects vs calling TexCoord2f?

    - by sensae
    I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene. I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit. My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs? What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?

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  • Black frame around screen after HDMI connection failure

    - by Wolter Hellmund
    I was trying to watch a movie in my computer through the TV, so I connected both with an HDMI cable. I was unable to have a successful setup (the colors were all weird on the TV and the screen size, incorrect), I tried many resolutions using the nvidia-settings application and somehow my screen got framed by a black border and after that I have been unable to remove it, even after restarting the computer and not being connected to the HDMI cable anymore. I am using Ubuntu 11.10 amd64, my GPU is an nVidia GeForce 8600M GT and I am using the propietary driver version 280. The problem is due to some setting with my account only. I logged in to the guest session and the resolution is right there. Also, my desktop "thinks" the resolution is right (i.e. 1280x800), but it must be right in another scale because there is pixel area occupied by the black frame.

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