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  • What library for octrees or kd-trees?

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

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  • Per-pixel collision detection - why does XNA transform matrix return NaN when adding scaling?

    - by JasperS
    I looked at the TransformCollision sample on MSDN and added the Matrix.CreateTranslation part to a property in my collision detection code but I wanted to add scaling. The code works fine when I leave scaling commented out but when I add it and then do a Matrix.Invert() on the created translation matrix the result is NaN ({NaN,NaN,NaN},{NaN,NaN,NaN},...) Can anyone tell me why this is happening please? Here's the code from the sample: // Build the block's transform Matrix blockTransform = Matrix.CreateTranslation(new Vector3(-blockOrigin, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(blocks[i].Rotation) * Matrix.CreateTranslation(new Vector3(blocks[i].Position, 0.0f)); public static bool IntersectPixels( Matrix transformA, int widthA, int heightA, Color[] dataA, Matrix transformB, int widthB, int heightB, Color[] dataB) { // Calculate a matrix which transforms from A's local space into // world space and then into B's local space Matrix transformAToB = transformA * Matrix.Invert(transformB); // When a point moves in A's local space, it moves in B's local space with a // fixed direction and distance proportional to the movement in A. // This algorithm steps through A one pixel at a time along A's X and Y axes // Calculate the analogous steps in B: Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, transformAToB); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, transformAToB); // Calculate the top left corner of A in B's local space // This variable will be reused to keep track of the start of each row Vector2 yPosInB = Vector2.Transform(Vector2.Zero, transformAToB); // For each row of pixels in A for (int yA = 0; yA < heightA; yA++) { // Start at the beginning of the row Vector2 posInB = yPosInB; // For each pixel in this row for (int xA = 0; xA < widthA; xA++) { // Round to the nearest pixel int xB = (int)Math.Round(posInB.X); int yB = (int)Math.Round(posInB.Y); // If the pixel lies within the bounds of B if (0 <= xB && xB < widthB && 0 <= yB && yB < heightB) { // Get the colors of the overlapping pixels Color colorA = dataA[xA + yA * widthA]; Color colorB = dataB[xB + yB * widthB]; // If both pixels are not completely transparent, if (colorA.A != 0 && colorB.A != 0) { // then an intersection has been found return true; } } // Move to the next pixel in the row posInB += stepX; } // Move to the next row yPosInB += stepY; } // No intersection found return false; }

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  • "static" as a semantic clue about statelessness?

    - by leoger
    this might be a little philosophical but I hope someone can help me find a good way to think about this. I've recently undertaken a refactoring of a medium sized project in Java to go back and add unit tests. When I realized what a pain it was to mock singletons and statics, I finally "got" what I've been reading about them all this time. (I'm one of those people that needs to learn from experience. Oh well.) So, now that I'm using Spring to create the objects and wire them around, I'm getting rid of static keywords left and right. (If I could potentially want to mock it, it's not really static in the same sense that Math.abs() is, right?) The thing is, I had gotten into the habit of using static to denote that a method didn't rely on any object state. For example: //Before import com.thirdparty.ThirdPartyLibrary.Thingy; public class ThirdPartyLibraryWrapper { public static Thingy newThingy(InputType input) { new Thingy.Builder().withInput(input).alwaysFrobnicate().build(); } } //called as... ThirdPartyLibraryWrapper.newThingy(input); //After public class ThirdPartyFactory { public Thingy newThingy(InputType input) { new Thingy.Builder().withInput(input).alwaysFrobnicate().build(); } } //called as... thirdPartyFactoryInstance.newThingy(input); So, here's where it gets touchy-feely. I liked the old way because the capital letter told me that, just like Math.sin(x), ThirdPartyLibraryWrapper.newThingy(x) did the same thing the same way every time. There's no object state to change how the object does what I'm asking it to do. Here are some possible answers I'm considering. Nobody else feels this way so there's something wrong with me. Maybe I just haven't really internalized the OO way of doing things! Maybe I'm writing in Java but thinking in FORTRAN or somesuch. (Which would be impressive since I've never written FORTRAN.) Maybe I'm using staticness as a sort of proxy for immutability for the purposes of reasoning about code. That being said, what clues should I have in my code for someone coming along to maintain it to know what's stateful and what's not? Perhaps this should just come for free if I choose good object metaphors? e.g. thingyWrapper doesn't sound like it has state indepdent of the wrapped Thingy which may itself be mutable. Similarly, a thingyFactory sounds like it should be immutable but could have different strategies that are chosen among at creation. I hope I've been clear and thanks in advance for your advice!

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  • Rotation angle based on touch move

    - by Siddharth
    I want to rotate my stick based on the movement of the touch on the screen. From my calculation I did not able to find correct angle in degree. So please provide guidance, my code snippet for that are below. if (pSceneTouchEvent.isActionMove()) { pValueX = pSceneTouchEvent.getX(); pValueY = CAMERA_HEIGHT - pSceneTouchEvent.getY(); rotationAngle = (float) Math.atan2(pValueX, pValueY); stick.setRotation((float) MathUtils.radToDeg(rotationAngle)); }

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  • What are some good game development programs for kids?

    - by John Giotta
    I know a very bright little boy who excels in math, but at home he's glued to his Nintendo DS. When I asked him what he wanted to do when he grew up he said "Make video games!" I remember a few years there was mention of a MIT software called Scratch and thought maybe this kid can do want he wants to do. Has anyone used any of the "game development" for kids softwares out there? Can you recommend any?

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  • why there is no power operator in java / c ++?

    - by RanZilber
    While there is such operator - ** in Python , i was wondering why java and c++ havent got one too. It is easy to make one for classes you define in C++ with operator overloading ( and i believe such thing is possible also in java) , but when talking about primitive types such as int, double and so on , you'll have to use library function like Math.power (and usaully have to cast both to double). So - why not define such operator for primitive types ?

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  • Working with SQL Agent Durations

    SQL Agent stores duration in HHMMSS format - not always useful. Discover how to use Powershell, some basic math, and T-SQL to tame these unruly values. Learn Agile Database Development Best PracticesAgile database development experts Sebastian Meine and Dennis Lloyd are running day-long classes designed to complement Red Gate’s SQL in the City US tour. Classes will be held in San Francisco, Chicago, Boston and Seattle. Register Now.

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  • Andengine. Put bullet to pool, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pool public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Review: 6 Advanced OpenOffice.org Extensions

    The open source OpenOffice productivity suite is a cross-platform powerhouse, and you can can add additional functionality by installing extensions. Eric Geier offers six OpenOffice extensions for analyzing readability, special text effects, advanced math functions, and more.

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  • How to calculate direction from initial point and another point?

    - by Dvole
    I'm making a simple game where I shoot things from a certain point on screen (A). I tap the screen and shoot the projectile from initial point(A) to the tap point(B). But I want the projectile to move along the same path instead and fly out of bounds of the screen. How do I calculate a point that is on the same line that these two points, but further away? This is a simple math, but I can't figure it out.

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • 6 Advanced OpenOffice.org Extensions

    <b>Linux Planet:</b> "The open source OpenOffice productivity suite is a cross-platform powerhouse, and you can can add additional functionality by installing extensions. Eric Geier offers six OpenOffice extensions for analyzing readability, special text effects, advanced math functions, and more."

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  • how to solve the error: The name in the tag element must match the element type in the start tag

    - by user2227801
    please I am working on a very important large word document file it contains many math equations and suddenly i cant open that file it keep giving me an error : The name in the tag element must match the element type in the start tag. Location : Part: /word/document.xml, Line: 2, Column 5437966 I uploaded my file in http://www.freeuploadsite.com/do.php?id=19094 Please help me. Please save me. Thanks in advance

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  • Infragistics CenterSpace Partnership

    Infragistics and CenterSpace Software have created a partnership to provide our customers with sample projects that demonstrate the power of integrating Infragistic’s visualization with CenterSpace Software’s math and statistical libraries.

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  • Quick, Linux-compatible unit-aware calculator

    - by endolith
    I want to be able to press a keyboard combination, start typing a mathematical expression that includes units and slightly advanced math (not just a four-function calculator), and get a result immediately, in units that I specify, that I can copy and paste. Currently I open Firefox and press Ctrl+K, type in the search box, and it usually gives me a result in the drop-down from Google Calculator. It doesn't always, though, so I press "=" at the end, wait for a result, remove the equals, wait for a result, realize it doesn't understand the way I typed a unit, open the result in a new tab, etc. it sucks. Wolfram Alpha is smarter, but very much slower, and the output is all images, not text, and I don't have a quick widget for it, if such a thing could even exist. GNU units has a ton of units, which is great, and I can define my own units, which is great, but they have to be written in specific, unintuitive ways, it doesn't handle much advanced math, and I'd need to open a terminal, start units, etc. I hate the command line. I wasted a lot of time trying to make front-ends for units in Deskbar and Launchy, but I'm not a real coder and I don't use either of those anymore. Any other solutions or enhancements of these?

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  • Windows cannot open directory with too long name created by Linux

    - by Tim
    Hello! My laptop has two OSes: Windows 7 and Ubuntu 10.10. A partition of Windows 7 of format NTFS is mounted in Ubuntu. In Ubuntu, I created a directory under somehow deep path and with a long name for itself, specifically, the name for that directory is "a set of size-measurable subsets ie sigma algebra". Now in Windows, I cannot open the directory, which I guess is because of the name is too long, nor can I rename it. I was wondering if there is some way to access that directory under Windows? Better without changing the directory if possible, but will have to if necessary. Thanks and regards! Update: This is the output using "DIR /X" in cmd.exe, which does not shorten the directory name: F:\science\math\Foundations of mathematics\set theory\whether element of a set i s also a set\when element is set\when element sets are subsets of a universal se t\closed under some set operations\sigma algebra of sets>DIR /X Volume in drive F is Data Volume Serial Number is 0492-DD90 Directory of F:\science\math\Foundations of mathematics\set theory\whether elem ent of a set is also a set\when element is set\when element sets are subsets of a universal set\closed under some set operations\sigma algebra of sets 03/14/2011 10:43 AM <DIR> . 03/14/2011 10:43 AM <DIR> .. 03/08/2011 10:09 AM <DIR> a set of size-measurable sub sets ie sigma algebra 02/12/2011 04:08 AM <DIR> example 02/17/2011 12:30 PM <DIR> general 03/13/2011 02:28 PM <DIR> mapping from sigma algebra t o R or C i.e. measure 02/12/2011 04:10 AM <DIR> msbl mapping from general ms bl space to Borel msbl R or C 02/12/2011 04:10 AM 4,928 new file~ 03/14/2011 10:42 AM <DIR> temp 03/02/2011 10:58 AM <DIR> with Cartesian product of se ts 1 File(s) 4,928 bytes 9 Dir(s) 39,509,340,160 bytes free

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  • Picking a degree path...

    - by Chris
    I'll be going to University of South Florida soon, and have to choose between two degrees, I want to head into general Server (IT) administration for a small / medium business. Setting up computers, imaging, managing file servers / logon servers /etc. * I had to change the http to hxxp in order to post. I have two degrees I'm currently choosing between: - BSAS hxxp://www.poly.usf.edu/Academics/AppliedAS/BSAS-IT/Program_of_Study.html - BSIT hxxp://www.poly.usf.edu/IT/ I like the idea of a BSAS because it'll get me out sooner, and then I can work on a few certifications to "match" the BSIT... I'm just worried companies will look at that as a "lesser" degree to a BSIT (or even a CS degree.) What are your guys' thoughts on these two degrees? The BSIT has more math, which I still have about 2 more classes to go through (I'll be heading to USF this August.) while the BSIT doesn't require those 2 extra math classes. I keep on hearing from people that when they hire you for your first job, they don't care which degree you have, as long as it's relevant and it's a 4-year degree, is this true?

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  • Microsoft Excel not graphing

    - by SmartLemon
    Im not sure if this is a math question or a su question. The experiment was relating the period of one "bounce" when you hang a weight on a spring and let it bounce. I have this data here, one being mass and one being time. The time is an average of 5 trials, each one being and average of 20 bounces, to minimize human error. t 0.3049s 0.3982s 0.4838s 0.5572s 0.6219s 0.6804s 0.7362s 0.7811s 0.8328s 0.869s The mass is the mass that was used in each trial (they aren't going up in exact differences because each weight has a slight difference, nothing is perfect in the real world) m 50.59g 100.43g 150.25g 200.19g 250.89g 301.16g 351.28g 400.79g 450.43g 499.71g My problem is that I need to find the relationship between them, I know m = (k/4PI^2)*T^2 so I can work out k like that but we need to graph it. I can assume that the relationship is a sqrt relation, not sure on that one. But it appears to be the reverse of a square. Should it be 1/x^2 then? Either way my problem is still present, I have tried 1/x, 1/x^2, sqrt, x^2, none of them produce a straight line. The problem for SU is that when I go to graph the data on Excel I set the y axis data (which is the weights) and then when I go to set the x axis (which is the time) it just replaces the y axis with what I want to be the x axis, this is only happening when I have the sqrt of "m" as the y axis and I try to set the x axis as the time. The problem of math is that, am I even using the right thing? To get a straight line it would need to be x = y^1/2 right? I thought I was doing the right thing, it is what we were told to do. I'm just not getting anything that looks right.

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  • How can i install sun java to Fedora 8

    - by Tushar Ahirrao
    Hi I want to install java on my fedora 8 server but come to the step 9 that is mention in http://fedorasolved.org/browser-solutions/java-i386 but at the step 10 when i enter the command ln -s /opt/jre1.6.0_18/plugin/i386/ns7/libjavaplugin_oji.so /usr/lib/mozilla/plugins/libjavaplugin_oji.so it gives following error ln -s /opt/jre1.6.0_18/plugin/i386/ns7/libjavaplugin_oji.so /usr/lib/mozilla/plugins/libjavaplugin_oji.so ln: creating symbolic link `/usr/lib/mozilla/plugins/libjavaplugin_oji.so': No such file or directory can you help me please?

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  • Migrate clearcase to perforce

    - by stimms
    I have a large quantity of clearcase data which needs to be migrated into perforce. The revisions span the better part of a decade and I need to preserve as much branch and tag information as possible. Additionally we make extensive use of symbolic links, supported in clearcase but not in perforce. What advice or tools can you suggest which might make this easier?

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  • How can I specify a different configuration for Vim based on the executable name?

    - by Jacobo de Vera
    I am trying to open Vim with different configuration options depending on the executable file name. I intend to create a number of symbolic links to vim and I'd like to do something like this in my .vimrc if execname == "vim2" " configuration here endif Is there a variable in Vim that holds the name of the executable file being run? Alternatively, is there another way I can have different configurations without having to keep more than one .vimrc file?

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  • Can I automate the finding of -l parameter I use when linking based on header files (gcc)?

    - by kavic
    Normally when linking against a static library, I have to specify a library directory and the name of a libX.so (or its symbolic link) as -lX flag for linking [and its directory with -L flag]. Can I automate this based on my header files (in c/c++) only? Or maybe it is not a good idea? Is there a software for locating the -L and -l parameters automatically? Is some table stored somewhere on the system about this on popular linux systems or even cygwin?

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  • libXcodeDebuggerSupport.dylib is missing in iOS 4.2.1 development SDK

    - by Kalle
    Note: creating a symbolic link to use the 4.2 lib seems to work fine -- maybe cd /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1\ \(8C148\)/Symbols/ sudo ln -s ../../4.2 (8C134)/Symbols/Developer Request: See end of this question! After upgrading from 4.2.0 (beta, I believe) to 4.2.1, the libXcodeDebuggerSupport.dylib file is missing, which results in: warning: Unable to read symbols for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found). which I guess isn't good. Looking at the directory in question I note: .../DeviceSupport/4.2 (8C134)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib but .../DeviceSupport/4.2.1 (8C148)/Symbols/System/ .../DeviceSupport/4.2.1 (8C148)/Symbols/usr/ the above two dirs make up all the content in the 4.2.1 folder. No "Developer" folder. Checking the /usr/ dir there, I find no libXcodeDebuggerSupport.dylib file in the lib dir either, so ln -s'ing isn't an option. Worth mentioning: after the upgrade, I plugged the iPad in and had to click "Use for development" in Xcode organizer. Doing so, I got a message about symbols missing for that version, and Xcode proceeded to generate such, then failed. I restored the iPad and did "Use for development" again, and nothing about missing symbols appeared... Update: deletion of /Developer and reinstallation of Xcode from scratch does not fix this issue. Update 2: I just realized that after the reinstall of Xcode, .../DeviceSupport/4.2 (8C134)/Symbols is now a symbolic link, lrwxr-xr-x 1 root admin 36 Dec 3 17:17 Symbols -> ../../Developer/SDKs/iPhoneOS4.2.sdk And the directory in question has the appropriate files. Maybe this is simply a matter of linking the 4.2.1 dir in the same fashion? I'll try that and see if Xcode freaks out. If someone who has this file could provide a md5 sum that would be splendid. This is what it says for me: $ md5 /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2\ \(8C134\)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib MD5 (/Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2 (8C134)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib) = 08f93a0a2e3b03feaae732691f112688 If the MD5 sum is identical to the output of $ md5 /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1\ \(8C148\)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib then we're all set.

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