Search Results

Search found 6363 results on 255 pages for 'buford speed'.

Page 74/255 | < Previous Page | 70 71 72 73 74 75 76 77 78 79 80 81  | Next Page >

  • Troubleshooting wireless network connectivity

    - by taserian
    I'm currently running Ubuntu 10.10, and I'm running into trouble keeping my wireless connection alive. After rebooting, I get about 5-10 minutes of a good speed connection; afterwards, the connection just zeroes out. I've gotten around to stirring up a shell script that gives me another 10 minutes or so of connectivity. Script contents below: #! /bin/bash sudo ifconfig wlan0 up echo "Enabling wireless device . . ." sleep 5 sudo iwconfig wlan0 essid MyNetworkName echo "Connecting to network. . ." sleep 10 sudo dhclient wlan0 echo "Getting IP address. . ." sleep 5 echo "Done. Closing window. . ." sleep 5 Shortly after running the line "sudo iwconfig wlan0 essid MyNetworkName" from the script, I notice the speed pick up. Other computers in my home running Windows XP are not affected by this problem, so all indications point to my Ubuntu machine. Does anyone have any pointers as to how to resolve this?

    Read the article

  • Ubuntu 12.04 connected to wireless network but internet not working

    - by A.J.
    I can connect to my house's wireless network just fine, but when I'm connected I can't browse the web. Firefox starts connecting to a site and then just poops out. This doesn't happen on my roommates' computers (running Windows) or on our 3DSes, so I know it's just my laptop. I already tried sudo dhclient -r sudo dhclient sudo ifconfig eth0 down sudo ifconfig eth0 up Results of a few commands I was asked to run in comments: ping -c 2 4.2.2.2 PING 4.2.2.2 (4.2.2.2) 56(84) bytes of data. ^C --- 4.2.2.2 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms ping -c 2 google.com PING google.com (173.194.33.38) 56(84) bytes of data. --- google.com ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1006ms nm-tool NetworkManager Tool State: connected (global) - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: atl1c State: unavailable Default: no HW Address: 88:AE:1D:6B:4E:E7 Capabilities: Carrier Detect: yes Speed: 100 Mb/s Wired Properties Carrier: off - Device: wlan0 [JUSTICE] ----------------------------------------------------- Type: 802.11 WiFi Driver: ath9k State: connected Default: yes HW Address: 1C:65:9D:65:C6:31 Capabilities: Speed: 1 Mb/s Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points (* = current AP) HOME-9B18: Infra, 00:26:F3:53:9B:18, Freq 2412 MHz, Rate 54 Mb/s, Strength 34 WPA WPA2 cougdad48 Network: Infra, 60:33:4B:E4:C4:5D, Freq 2437 MHz, Rate 54 Mb/s, Strength 22 WPA2 cougdad48 Guest Network: Infra, 66:33:4B:E4:C4:5D, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 WPA2 belkin.ade: Infra, 94:44:52:FF:8A:DE, Freq 2457 MHz, Rate 54 Mb/s, Strength 20 WPA WPA2 *JUSTICE: Infra, 00:24:01:7B:9F:7E, Freq 2462 MHz, Rate 54 Mb/s, Strength 88 WEP CenturyLink: Infra, B2:B2:DC:8E:E2:58, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA WPA2 IPv4 Settings: Address: 192.168.0.11 Prefix: 24 (255.255.255.0) Gateway: 192.168.0.1 DNS: 192.168.0.1 (JUSTICE is my home's network.) ping -c 2 198.168.0.1 PING 198.168.0.1 (198.168.0.1) 56(84) bytes of data. --- 198.168.0.1 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms

    Read the article

  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

    Read the article

  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

    Read the article

  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

    Read the article

  • USB device not accepting address

    - by Mike Williamson
    I have a series of machines that I am building for work that have usb card readers. When I boot them I get a long series of messages: ... [ 2347.768419] hub 1-6:1.0: unable to enumerate USB device on port 6 [ 2347.968178] usb 1-6.6: new full-speed USB device number 10 using ehci_hcd [ 2352.552020] usb 1-6.6: device not accepting address 10, error -32 [ 2352.568421] hub 1-6:1.0: unable to enumerate USB device on port 6 [ 2352.768179] usb 1-6.6: new full-speed USB device number 12 using ehci_hcd [ 2357.352033] usb 1-6.6: device not accepting address 12, error -32 ... On some older machines this only takes a few attempts before the card reader finally accepts an address, while on newer machines it can take many minutes. Changing hardware is not an option and plugging the usb card reader into a different port is only an option for the older manchines. This was a problem under 11.04 and I am now running the 12.04 beta and its still happening. Is there something I can do in the software (a udev rule perhaps?) that would fix this? Any advice appreciated. I'm happy to provide more details if you need them.

    Read the article

  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

    Read the article

  • Recommended storage scheme for home server? (LVM/JBOD/RAID 5...)

    - by j-g-faustus
    Are there any guidelines for which storage scheme(s) makes most sense for a multiple-disk home server? I am assuming a separate boot/OS disk (so bootability is not a concern, this is for data storage only) and 4-6 storage disks of 1-2 TB each, for a total storage capacity in the range 4-12 TB. The file system is ext4, I expect there will be only one big partition spanning all disks. As far as I can tell, the alternatives are individual disks pros: works with any combination of disk sizes; losing a disk loses only the data on that disk; no need for volume management. cons: data management is clumsy when logical units (like a "movies" folder) are larger than the capacity of any single drive. JBOD span pros: can merge disks of any size. cons: losing a disk loses all data on all disks LVM pros: can merge disks of any size; relatively simple to add and remove disks. cons: losing a disk loses all data on all disks RAID 0 pros: speed cons: losing one drive loses all data; disks must be same size RAID 5 pros: data survives losing one disk cons: gives up one disk worth of capacity; disks must be same size RAID 6 pros: data survives losing two disks cons: gives up two disks worth of capacity; disks must be same size I'm primarily considering either LVM or JBOD span simply because it will let me reuse older, smaller-capacity disks when I upgrade the system. The runner-up is RAID 0 for speed. I'm planning on having full backups to a separate system, so I expect the extra redundancy from RAID levels 5 or 6 won't be important. Is this a fair representation of the alternatives? Are there other considerations or alternatives I have missed? And what would you recommend?

    Read the article

  • Another good free utility - Campwood Software Source Monitor

    - by TATWORTH
    The Campwoood Source Monitor at http://www.campwoodsw.com/sourcemonitor.html  says in its introduction "The freeware program SourceMonitor lets you see inside your software source code to find out how much code you have and to identify the relative complexity of your modules. For example, you can use SourceMonitor to identify the code that is most likely to contain defects and thus warrants formal review. SourceMonitor, written in C++, runs through your code at high speed, typically at least 10,000 lines of code per second." It is indeed very high-speed and is useful as it: Collects metrics in a fast, single pass through source files. Measures metrics for source code written in C++, C, C#, VB.NET, Java, Delphi, Visual Basic (VB6) or HTML. Includes method and function level metrics for C++, C, C#, VB.NET, Java, and Delphi. Offers Modified Complexity metric option. Saves metrics in checkpoints for comparison during software development projects. Displays and prints metrics in tables and charts, including Kiviat diagrams. Operates within a standard Windows GUI or inside your scripts using XML command files. Exports metrics to XML or CSV (comma-separated-value) files for further processing with other tools.

    Read the article

  • Create indefinitely oscillating pendulum in Farseer Physics 3.3.1/Box2d

    - by GONeale
    I am new to Farseer Physics and using version 3.3.1. I am after some help and would even be happy to receive Box2d answers just to ensure I get a response as I should then be able to convert it! -- Thanks ...After a lot of tinkering around I have managed to produce a thin vertical rectangle shape on the screen and I wish this to swing back and forth pinned at the top up to an angle I set (90 degrees would be fine for this sample). When it is approaching the top I wish it to slow down, then fall back the way it just came, increase speed then obviously slow to a stop at the top again. Almost how a swinging pirate ship would work at a theme park. This is the code I have so far which swings the shape, but it is seeming to lose speed on each swing eventually grinding to a halt: float playerWidth = ConvertUnits.ToSimUnits(5), playerHeight = ConvertUnits.ToSimUnits(68); playerPosition = ConvertUnits.ToSimUnits(-350, 0); playerBody = BodyFactory.CreateRectangle(World, playerWidth, playerHeight, 2f, playerPosition); playerBody.BodyType = BodyType.Dynamic; // create player sprite based on player body _rectangleSprite = new Sprite(ScreenManager.Assets.TextureFromShape(playerBody.FixtureList[0].Shape, MaterialType.Player, Color.Orange, 1f)); // Create swinging joint var joint = JointFactory.CreateFixedRevoluteJoint(World, playerBody, ConvertUnits.ToSimUnits(0, -34), playerBody.Position); If somebody could also provide the command I would need to pause the shape on a mouse click or keyboard command at it's current angle and then continue when I let go of the mouse click that would be super fantastic! (I actually posted this on StackOverflow as well before I realised there was a dedicated game development forum) Cheers

    Read the article

  • Dell inspiron not finding Vodafone router

    - by Jeggy
    I have a "Dell inspiron 1564" and ubuntu doesn't find my friends router it works great at home, he has a vodafone router jeggy@jeggy-XPS:~$ sudo lshw -C network *-network description: Wireless interface product: BCM4312 802.11b/g LP-PHY vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:04:00.0 logical name: eth1 version: 01 serial: 78:e4:00:2a:d1:eb width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=5.100.82.38 latency=0 multicast=yes wireless=IEEE 802.11bg resources: irq:17 memory:f0200000-f0203fff *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:05:00.0 logical name: eth0 version: 02 serial: b8:ac:6f:67:32:52 size: 10Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=N/A latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:42 ioport:3000(size=256) memory:f0410000-f0410fff memory:f0400000-f040ffff memory:f0420000-f043ffff *-network description: Ethernet interface physical id: 4 logical name: ham0 serial: 7a:79:05:ff:3e:ec size: 10Mbit/s capabilities: ethernet physical configuration: autonegotiation=off broadcast=yes driver=tun driverversion=1.6 duplex=full firmware=N/A ip=5.255.62.236 link=yes multicast=yes port=twisted pair speed=10Mbit/s

    Read the article

  • web browsing vs. torrent traffic, and bandwidth priority?

    - by suli8
    recently i did download big torrent files. (120 Gb). and i need to seed them back to at least 1.5 ratio. my upload speed is 130 Kb/s max. the problem is that i need to seed them as fast as possible. but i browse the web a lot. and browsing with no upload left, can be very frustrating. I'm looking for something like this, torrent are on max. seeding rate, but when the browser needs the bandwidth, it gets it. priority is to web browser, but when not needed, torrent can be at max. i'm aware that i can change torrent client max speed. but doing it manually everytime and every 5 minutes or so, is hard. Info: i'm using firefox/chrome my torrent client is Ktorrent i'm on 11.10 with unity i do have a router, it's a HAG. and i can't access all it's properties. is this possible even? changing the priority in the system monitor for the applications can do the job?the nice value i mean. is there a way to set priority bandwidth usage for different apps? thank you!

    Read the article

  • Internet Explorer 9 is coming Monday to a web near you

    - by brian_ritchie
    Internet Explorer 9 is finally here...well almost.  Microsoft is releasing their new browser on March 14, 2011. IE9 has a number of improvements, including: Faster, Faster, Faster.  Did I mention it is faster?   With the new browsers coming out from Mozilla, Google, and Microsoft, there have been a flood of speed test coverage.  Chrome has long held the javascript speed crown.  But according to Steven J. Vaughan-Nichols over at ZDNET..."for the moment at least IE9 is actually the fastest browser I’ve tested to date."  He came to this revelation after figuring out that the 32-bit version of IE9 has the new Chakra JIT (the 64-bit version doesn't).  It also has a DirectX-based rendering engine so it can do cool tricks once reserved for desktop applications. Windows 7 Desktop Integration.  Read my post for more details.  Unfortantely, they didn't integrate my ideas...at least not yet :) Hot new UI.  Ok, they "borrowed" some ideas from Chrome...but that is the best form of flattery. Standards Compliance.  A real focus on HTML5 and CSS3.  Definite goodness for developers. So, go get yourself some IE9 on Monday and enjoy! 

    Read the article

  • Smooth waypoint traversing

    - by TheBroodian
    There are a dozen ways I could word this question, but to keep my thoughts in line, I'm phrasing it in line with my problem at hand. So I'm creating a floating platform that I would like to be able to simply travel from one designated point to another, and then return back to the first, and just pass between the two in a straight line. However, just to make it a little more interesting, I want to add a few rules to the platform. I'm coding it to travel multiples of whole tile values of world data. So if the platform is not stationary, then it will travel at least one whole tile width or tile height. Within one tile length, I would like it to accelerate from a stop to a given max speed. Upon reaching one tile length's distance, I would like it to slow to a stop at given tile coordinate and then repeat the process in reverse. The first two parts aren't too difficult, essentially I'm having trouble with the third part. I would like the platform to stop exactly at a tile coordinate, but being as I'm working with acceleration, it would seem easy to simply begin applying acceleration in the opposite direction to a value storing the platform's current speed once it reaches one tile's length of distance (assuming that the tile is traveling more than one tile-length, but to keep things simple, let's just assume it is)- but then the question is what would the correct value be for acceleration to increment from to produce this effect? How would I find that value?

    Read the article

  • Implementing `fling` logic without pan gesture recognizers

    - by KDiTraglia
    So I am trying to port over a simple game that I originally wrote to iphone into cocos2d-x. I've hit a minor bump however in implementing simple 'fling' logic I had in the iphone version that is difficult to port over to the c++. In iOS I could get the velocity of a pan gesture very easily: CGPoint velocity = [recognizer velocityInView:recognizer.view]; However now I basically only know where the touch began, where the touch ended, and all the touches that are logged in between. For now I logged all the pts onto a stack then pulled the last point and the 6th to last point (seemed to work the best), find the difference between those pts multiply by a constant and use that as the velocity. It works relatively well, but I'm wondering if anyone else has any better algorithms, when given a bunch of touch pts, to figure out a new speed upon releasing an object that feels natural (Note speed in my game is just a constant x and y, there's no drag or spin or anything tricky like that). Bonus points if anyone has figured out how to get pan gestures into the newest version (3.0 alpha) of cocos2d-x without losing ability to build cross platform.

    Read the article

  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

    Read the article

  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

    Read the article

  • How do I debug an overheating problem?

    - by Tab
    Hello guys. I have a problem with my Laptop (Dell Inspiron 1564 Core i5 4GB Ram VGA ATI Mobility Radeon HD 4300 running Ubuntu 10.10 32bit). It shuts down abruptly without even a lag in the application I am working with before shutdown. I think it's overheating problem. Actually the laptop is hot all the time when I am running Ubuntu. When I switch back to windows, even with intense load it won't shutdown or show any problem as long as I keep proper ventilation (when the air openings are blocked it does the same). Actually on Ubuntu i don't usually do things that need much CPU power, usually surfing internet, coding web pages and sometimes playing with python and ruby. I am not enabling desktop effects so no GPU load except the normal GNOME gui. Now as I am writing the Processor load in the panel monitor applet is 0%, Memory 11% by programs, 22% by cache. And i have CPU Frequency monitor for each of the 4 cores set to 1.20 Ghz (the lowest possible value, i am not sure if this applet does really limit CPU usage). Running sensors in terminal gave me temp1: +26.8°C (crit = +100.0°C) temp2: +0.0°C (crit = +100.0°C) hddtemp /dev/sda at the terminal gave me /dev/sda: WDC WD3200BEVT-75ZCT2: 46°C All that fine but the laptop is Really hot i can feel it in the keyboard, mouse pad is painful to touch, and the fan is always spinning. I am also placing 2 small fans running on USB under the laptop right now and the laptop is lifted over the fans so it's well ventilated. When I am running windows it doesn't get that hot except when there is a really big load on the CPU and this is keeping me away from using Linux for everyday tasks. Actually I don't care much for speed as I can deal with low speed it's not going to shutdown abruptly. So please if you can help me and tell me what are the possible causes, where should I start ?

    Read the article

  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

    Read the article

  • Internet unusably slow with Realtek Semiconductor Co., Ltd. RTL8111/8168B card

    - by user42424
    So I have recently installed Ubuntu 11.10 for a dual boot with wind 7. After the install I had like 300 updates, so I installed them. At first I could use the internet, although it was extremely slow. However now I cannot, sometimes it will load and others it will simply time out. When I try to download something it will either take forever or will not at all. This is a wired system. On Windows side my speeds are fine. Any help would be greatly appreciated. Also like I said I am new to Linux/Ubuntu so please be nice. One last thing, I also installed 11.10 for same dual boot on my laptop, and wireless speed is the same as on Windows? Only the wired desktop gives me the problem? Hear is some hardware info.. Hope it helps. Mobo: Gigabyte GA=880GMA- AMD / CPU: AMD Phenom (tm) IIx4 965 / 16 GB Ram / Realtek PCIe GBE Family Controller / Cisco Linksys E2000 / Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) / eth0 Link encap:Ethernet HWaddr 50:e5:49:33:64:cf inet addr:192.168.1.118 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::52e5:49ff:fe33:64cf/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:76722 errors:0 dropped:76722 overruns:0 frame:76722 TX packets:49692 errors:0 dropped:65 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:107956638 (107.9 MB) TX bytes:4342553 (4.3 MB) Interrupt:44 Base address:0x2000 thanks to roadmr problem solved! I powered down PC, un plugged power from pc end, waited a few (maybe 3)minutes. plugged power back in, pushed and held power button for 30 + seconds. Let go, powered on PC, and my Internet is fine! downloads and web speed blaze, just like on my Win 7 boot, maybe even faster. Problem Solved, Thanks to all!! **

    Read the article

  • New Write Flash SSDs and more disk trays

    - by Steve Tunstall
    In case you haven't heard, the Write SSDs the ZFSSA have been updated. Much faster now for the same price. Sweet. The new write-flash SSDs have a new part number of 7105026 , so make sure you order the right ones. It's important to note that you MUST be on code level 2011.1.4.0 or higher to use these. They have increased in IOPS from 6,000 to 11,000, and increased throughput from 200MB/s to 350MB/s.    Also, you can now add six SAS HBAs (up from 4) to the 7420, allowing one to have three SAS channels with 12 disk trays each, for a new total of 36 disk trays. With 3TB drives, that's 2.5 Petabytes. Is that enough for you? Make sure you add new cards to the correct slots. I've talked about this before, but here is the handy-dandy matrix again so you don't have to go find it. Remember the rules: You can have 6 of any one kind of card (like six 10GigE cards), but you only really get 8 slots, since you have two SAS cards no matter what. If you want more than 12 disk trays, you need two more SAS cards, so think about expansion later, too. In fact, if you are going to have two different speeds of drives, in other words you want to mix 15K speed and 7,200 speed drives in the same system, I would highly recommend two different SAS channels. So I would want four SAS cards in that system, no matter how many trays you have. 

    Read the article

  • What's the best way to move cars along roads

    - by David Thielen
    I am implementing car movement game (sort-of like Locomotion). So 60 times a second I have to advance the movement of each car. The problem is I have to look ahead to see if there is a slower car, stop sign, or red light ahead. And then slow down appropiately. I also want to have the cars take time to go from stopped to full speed and again to slow down. I'm not implementing full-blown physics, but just a tick by tick speed up/slow down as that provides most of the realism to match what people expect to see. The best I've come up with is to walk out the full distance the car would travel of it was slowing to a stop and see if anywhere along that path it needed to slow down or stop. And then move it forward appropiately. I am moving the cars 60 times a second so I need this to be fast. And walking out that whole path each tick strikes me as processor intensive. What's the best way to do this?

    Read the article

  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

    Read the article

  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

    Read the article

  • Realistic Jumping

    - by Seth Taddiken
    I want to make the jumping that my character does more realistic. This is what I've tried so far but it doesn't seem very realistic when the player jumps. I want it to jump up at a certain speed then slow down as it gets to the top then eventually stopping (for about one frame) and then slowly going back down but going faster and faster as it goes back down. I've been trying to make the speed at which the player jumps up slow down by one each frame then become negative and go down faster... but it doesn't work very well public bool isPlayerDown = true; public bool maxJumpLimit = false; public bool gravityReality = false; public bool leftWall = false; public bool rightWall = false; public float x = 76f; public float y = 405f; if (Keyboard.GetState().IsKeyDown(up) && this.isPlayerDown == true && this.y <= 405f) { this.isPlayerDown = false; } if (this.isPlayerDown == false && this.maxJumpLimit == false) { this.y = this.y - 6; } if (this.y <= 200) { this.maxJumpLimit = true; } if (this.isPlayerDown == true) { this.y = 405f; this.isPlayerDown = true; this.maxJumpLimit = false; } if (this.gravityReality == true) { this.y = this.y + 2f; this.gravityReality = false; } if (this.maxJumpLimit == true) { this.y = this.y + 2f; this.gravityReality = true; } if (this.y > 405f) { this.isPlayerDown = true; }

    Read the article

< Previous Page | 70 71 72 73 74 75 76 77 78 79 80 81  | Next Page >