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  • C++ String tokenisation from 3D .obj files

    - by Ben
    I'm pretty new to C++ and was looking for a good way to pull the data out of this line. A sample line that I might need to tokenise is f 11/65/11 16/70/16 17/69/17 I have a tokenisation method that splits strings into a vector as delimited by a string which may be useful static void Tokenise(const string& str, vector<string>& tokens, const string& delimiters = " ") The only way I can think of doing it is to tokenise with " " as a delimiter, remove the first item from the resulting vector, then tokenise each part by itself. Is there a good way to do this all in one?

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  • Matlab - Propagate unit vectors on to the edge of shape boundaries

    - by Graham
    Hi I have a set of unit vectors which I want to propagate on to the edge of shape boundary defined by a binary image. The shape boundary is defined by a 1px wide white edge. I also have the coordinates of these points stored in a 2 row by n column matrix. The shape forms a concave boundary with no holes within itself made of around 2500 points. What would be the best method to do this? Are there some sort of ray tracing algorithms that could be used? Or would it be a case of taking the unit vector and multiplying it by a scalar and testing after multiplication if the end point of the vector is outside the shape boundary. When the end point of the unit vector is outside the shape, just find the point of intersection? Thank you very much in advance for any help!

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  • What's the bug in the following code ?

    - by Johannes
    #include <iostream> #include <algorithm> #include <vector> #include <boost/array.hpp> #include <boost/bind.hpp> int main() { boost::array<int, 4> a = {45, 11, 67, 23}; std::vector<int> v(a.begin(), a.end()); std::vector<int> v2; std::transform(v.begin(), v.end(), v2.begin(), boost::bind(std::multiplies<int>(), _1, 2)); std::copy(v2.begin(), v2.end(), std::ostream_iterator<int>(std::cout, " ")); } When run, this gives a creepy segmentation fault. Please tell me where I'm going wrong.

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  • Getting object coordinates from camera

    - by user566757
    I've implemented a camera in Java using a position vector and three direction vectors so I can use gluLookAt(); moving around in `ghost mode' works fine enough, but I want to add collision detection. I can't seem to figure out how to transform my position vector to coordinates in which OpenGL draws my objects. A rough sketch of my drawing loop is this: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.setView(); drawer.drawTheScene(); I'm at a loss of how to proceed; looking at the ModelView matrix between calls and my position vector, I haven't found any kind of correlation.

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  • C++ Multithreaded server help

    - by kisplit
    Hello all, I'm working on a multithreaded server in c++ using boost-asio. Currently a design problem I'm running into deals with erasing a connection. I have a single server instance which holds a vector of connection objects. These connections receive commands which I parse. One command in particular deals with sending data to ALL connections in my vector. Now when a connection disconnects I'm currently erasing this connection from the vector and calling the destructor. It seems like I'm going to run into problems when someone 'SendAll' at the same time someone 'Disconnect'. Could anyone recommend a better design or just point me in the right direction? Any help greatly appreciated. Thanks

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  • Vectors for a 2D/3D World in Java

    - by jax
    I reading about Mathematics in Games and am wondering what is the best way to represent a Vector location in Java. I know there is a Vector class but I don't think this is what I need. There is also a Matrix class which looks like it may be what I want (a 1 dimensional matrix maybe). In particular, if I were to create a location Vector such as: v(x,y,z) where x,y and z are the coordinates in 3D space, what would be the best way to represent this in Java. It would be nice if I could also add, subtract and find the dot-product of Vectors. ideas?

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  • Sending message to multiple contacts of mobile by providing search facility in J2ME

    - by learn
    I wan to send the message to multiple contacts in the contactlist for(int j=0;j<vector.size();j++){ listofContacts=new ListofContacts(); listofContacts=(ListofContacts)vector.elementAt(j); list.setFitPolicy(1); list.append(listofContacts.contactname + " "+ listofContacts.contactno,null); System.out.println(listofContacts.contactname + " "+ listofContacts.contactno); } here i have taken all the contacts of contact list in vector and the listofcontacts is the class containing the name and number. To show the list of contacts for selection i am using list control with multiple choice. The code is working fine and message is sent to all the contacts which are selected by the user but as we know there may be 1000 of contacts in phonebook and in these case to select a particular user we have to scroll down the list. Now how to keep the search facility so that we can directly go to the required contact and if it is not possible with the list control which control is to be used so that multiple contacts can be selected and also search facility is available.

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  • C++: Delete a struct?

    - by Rosarch
    I have a struct that contains pointers: struct foo { char* f; int* d; wchar* m; } I have a vector of shared pointers to these structs: vector<shared_ptr<foo>> vec; vec is allocated on the stack. When it passes out of scope at the end of the method, its destructor will be called. (Right?) That will in turn call the destructor of each element in the vector. (Right?) Does calling delete foo delete just the pointers such as foo.f, or does it actually free the memory from the heap?

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  • C++ putting a 2d array of floats into a char*

    - by sam
    Hello, I'm trying to take a 2d vector of floats (input) and put them into a char* (output) in c++. void foo(const std::vector<std::vector<float> > &input, char* &output ) { char charBuf[sizeof(output)]; int counter = 0; for(unsigned int i=0; i<input.size(); i++) { for(unsigned int p=0; p<input.at(i).size(); p++) { //what the heck goes here } }

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  • Member classes versus #includes

    - by ShallowThoughts
    I've recently discovered that it is bad form to have #includes in your header files because anyone who uses your code gets all those extra includes they won't necessarily want. However, for classes that have member variables defined as a type of another class, what's the alternative? For example, I was doing things the following way for the longest time: /* Header file for class myGrades */ #include <vector> //bad #include "classResult.h" //bad class myGrades { vector<classResult> grades; int average; int bestScore; } (Please excuse the fact that this is a highly artificial example) So, if I want to get rid of the #include lines, is there any way I can keep the vector or do I have to approach programming my code in an entirely different way?

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  • CodePlex Daily Summary for Monday, March 15, 2010

    CodePlex Daily Summary for Monday, March 15, 2010New ProjectsAT Accounts: AT Accounts helps developers to intergrate accounting functionality in their applications. It has both the WPF userinterface and SilverlightChild page list(for dnn4/5): A free module which can display sub pages list for a selected tab. It is template based and support options like Recursive/Child tab prefix/link...dashCommerce: dashCommerce is the leading ASP.NET e-commerce platform.Fire Utilities: My Development Utiltites and base classes: New Zealand Bank Account ValidatorFlyCatch (Bugtracking System): A simple webbased Bugtracking System.fracback: Fractal feedback concepts, based on video feedbackftc3650: code for ftc 3650Google AJAX Search Services for jQuery: This plug-in encapsulates part of the Google AJAX Search API to streamline the process of Google Search integration.Little Black Book DB: This is the Database for the following Projects: SQL Azure PHP Connection SQL Azure Ruby Connection SQL Azure Python Connection SQL Azure .NE...MediaCommMVC: MediaCommMVC is a community platform focusing on photos, videos and discussions. It's based on ASP.NET MVC and uses (fluent) nhibernate, jquery an...Miracle OS: The Miracle OS is an OS from Fox. We work on it, but it isn't ready. Do you want help us? Please send a mail to victor@fox.fi.stMultiwfn: (1)Plotting various graph(filled color/contour/relief map...) (2)Generate Cube file (3)Manipulate & analyze wavefunction Supportting lots of proper...MySpace DataRelay: Data Relay is the foundation of MySpace's middle tier. At its heart, it is a messaging system for relaying information both between clients and ser...NinjaCMS: Ninja CMS is an asp.net based content management system which provides a designer friendly, developer friendly interface to work with. It's flexibl...open gaze and mouse analyzer: Ogama allows recording and analyzing eye- and mouse-tracking data from slideshow eyetracking experiments in parallel. It´s developed in C#.NET and ...Özkasoft.Net | E-Commerce: Özkasoft's E-Commerce ProjectProfiCV: Profi CVpyTarget: Implement a powerful iscsi target in python, and easily use under most popular systems. It also includes the following features: multi-target, mult...SharePoint Platform Extensions: SharePoint Platform Extensions by Espora. Sorting Algorithm Visualization: Sorting Algorithm Visualization Displays Bead Sort, Binary Tree Sort, Bubble Sort, Bucket Sort, Cocktail Sort, Counting Sort, Gnome Sort, In Place ...Specify: A framework for creating executable specifications in .NET. Spell Corrector: A spell corrector that uses Bayes algorithm and BK (Burkhard-Keller) tree.SQL Azure Ruby Connection: This is a demo to show how to connect to SQL Azure with Ruby on Rails.uManage - AD Self-Service Portal: uManage is an Active Directory Self-Service Portal as well as Help Desk web application designed for use on intranet systems. It allows users to u...Winforms Rounded Group Box Control: Rounded Group Box - A Grouping control with Rounded Corners, Gradients, and Drop ShadowWizard Engine: Host application agnostic wizard engine platform, that allows you to fluently define complex conditional flows and provides means for execution of ...WS-Transfer based File Upload: WS-Transer based upload of large files in multiple partsXAMLStylePad: XAMLStylePad - is a simple in use styles and templates XAML-editor. It designed for comfortable coding in XAML with real-time preview result on aut...Your Twitt Engine: Ovo je aplikacija za sve ljude koji su na svom radnom mjestu pod prismotrom poslodavca ili sefa, koji kontroliraju njihov monitor. Tako uz ovu apl...New ReleasesAmiBroker Plug-ins with C#. A non official AmiBroker Plug-in SDK: AniBroker Plug-in SDK v0.0.5: Removed dependency on .NET 4.0, now it works fine with .NET 2.0BeerMath.net: 0.1: Version 0.1Initial set of calculations supported: IBUs Color ABV/ABWChild page list(for dnn4/5): Child Page List 2.6: Source code is also include in module package.dashCommerce: dashCommerce Releases: You can download both Source and WebReady packages at http://www.dashcommerce.org. If you wish to submit patches, then use the Source Code tab her...ExcelDna: ExcelDna Version 0.23: ExcelDna Version 0.23 2010/03/14 - Packing and other features This release adds a number of features to ExcelDna: Add ExplicitExports attribute to ...Family Tree Analyzer: Version 1.0.7.1: Version 1.0.7.0 Update Census form to show family totals Fix England and Wales Lost Cousins reports to be England OR Wales Problems with Gedcom in...Foursquare BlogEngine Widget: foursquare widget for BlogEngine.NET Version 0.2: To see the changes which have been made, visit http://philippkueng.ch/post/Foursquare-BlogEngineNET-Widget-Version-02.aspx For installation instruc...GLB Virtual Player Builder: 0.4.0 Official Archetypes Release: Updated for new archetypes. The builder still includes the old player formats, and you can still import your old players' builds. Please PM me an...Home Access Plus+: v3.1.4.0: Version 3.1.3.1 Release Change Log: Added Breadcrumbs to My Computer File Changes: ~/bin/CHS Extranet.dll ~/bin/CHS Extranet.pdb ~/images/arro...Little Black Book DB: Little Black Book R1: This is the first release of the Little black book presentation I presented at Confoo. I decided to package the Database along with the Windows Az...mite.net - .NET API for mite: Version 1.2.1: Added Support for budget type Modified TimerMapper to return timers Fixed Encoding issue in xml conversionMultiwfn: multiwfn1.0: multiwfn1.0Multiwfn: multiwfn1.0_source: multiwfn1.0_sourceMultiwfn: multiwfn1.1: multiwfn1.1Multiwfn: multiwfn1.1_source: multiwfn1.1_sourceMultiwfn: multiwfn1.2: 1.2 2010-FEB-9 *加入了对10f型轨道的支持。 *新支持非限制性Post-HF波函数用以计算自旋密度。 *新增加直接读入高斯03/09的fch文件的支持,可以观看NBO轨道,详见readme实例4.10。 *绘制平面图时允许通过输入三个点坐标定义平面,允许自定义平面的原点与平移向...Multiwfn: multiwfn1.2_source: Include all the file that needed by compilation in CVF6.5PowerShell Community Extensions: 2.0 Beta 2: Release NotesThis is a pretty close to final release. We have eliminated all of the names that ran afound of the module loading mechanism which me...pyTarget: pyTarget.binary-for-windows-x86.rar: pyTarget.binary-for-windows-x86.rarpyTarget: pyTarget.src.tar.bz2: pyTarget.src.tar.bz2RedBulb for XNA Framework: RedBulbConsole (Console, Menu and TrackHUD Sample): http://bayimg.com/image/jalhmaacd.jpgScrum Sprint Monitor: 1.0.0.45262 (.NET 4.0 RC): Tested against TFS 2010 RC. For the .NET 3.5 SP1 platform, use the .NET 3.5 SP1 download. What is new in this release? Major performance increase ...sELedit: sELedit v1.1: Removed: Clone and Delete Button Added: Context Menu to Item List Added: Clone and Delete button to Context Menu Added: Export / Import Item ...Sorting Algorithm Visualization: Beta 1: Sorting Algorithm VisualizationSpecify: Version 1.0: Version 1.0Spell Corrector: Spell Corrector 0.1: A basic version that supports basic functionality.Spell Corrector: Spell Corrector 0.1 Source Code: Source code of version 0.1Spiral Architecture Driven Development (SADD): SADD v.0.9: Pre-final release with the NEW materials now all in English ! The Final release is coming soon. After guest column for SADD publication in MS Ar...Spiral Architecture Driven Development (SADD) for Russian: SADD v.0.9: Pre-final release with the NEW materials now all in English ! The Final release is coming soon. After guest column for SADD publication in MS Ar...SQL Azure Ruby Connection: Little Black Book Ruby R1: This is the Ruby Demo that I demostrated at Confoo. Special Thanks to Tony Thompson for putting this demo together. To check out Tony's Portfolio ...The Scrum Factory: The Scrum Factory Server - V1a: This is the newest version of the server. Some minor bugs from version v1 were fixed, and some slighted changed were made some database views.twNowplaying: twNowplaying 1.0.0.4: Please note that the user has to press the Twitter logo to log in the first time the application is started.uManage - AD Self-Service Portal: uManage - v1.0 (.NET 4.0 RC): Initial Release of uManage. NOTE: Designed for ASP.NET and .NET 4.0 RC ONLY! This is the initial release of uManage and covers the first phase of ...Virtu: Virtu 0.8: Source Requirements.NET Framework 3.5 with Service Pack 1 Visual Studio 2008 with Service Pack 1, or Visual C# 2008 Express Edition with Service Pa...Visual Studio DSite: Speech Synthesizer (Text to Speech) in Visual C++: A very simple text to speech program written in visual c 2008.White Tiger: 0.0.4.0: *now you can disable the file security checks *winforms aplications created to manage tablesWinforms Rounded Group Box Control: Release 1.0: To use this control simply add the class to your project and compile it. It will then show up in the projects components section in the toolbox. ...WS-Transfer based File Upload: 0.5: Implements the binary file transfer mechanism onlyXsltDb - DotNetNuke XSLT module: 01.00.89: Super modules configuration names. 16767 - Fixed more bug fixes...Yakiimo3D: DirectX11 Rheinhard Tonemapping Source and Binary: DirectX11 Rheinhard tonemapping source and binary.Your Twitt Engine: test: Slobodno probajte sa vasim twitter korisničkim računomMost Popular ProjectsMetaSharpWBFS ManagerRawrAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitASP.NET Ajax LibraryWindows Presentation Foundation (WPF)ASP.NETLiveUpload to FacebookMost Active ProjectsLINQ to TwitterRawrN2 CMSBlogEngine.NETpatterns & practices – Enterprise LibrarySharePoint Team-MailerjQuery Library for SharePoint Web ServicesCaliburn: An Application Framework for WPF and SilverlightFarseer Physics EngineCalcium: A modular application toolset leveraging Prism

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  • error 503: service unavailable when using apt-get update behind proxy

    - by ubuntu2man
    Hi, I am using a transparent proxy (other box). When I try to do an 'apt-get update' I get these warnings (in german): ... W: Fehlschlag beim Holen von http://security.ubuntu.com/ubuntu/dists/maverick-security/restricted/source/Sources.gz 503 Service Unavailable W: Fehlschlag beim Holen von http://security.ubuntu.com/ubuntu/dists/maverick-security/universe/source/Sources.gz 503 Service Unavailable W: Fehlschlag beim Holen von http://security.ubuntu.com/ubuntu/dists/maverick-security/multiverse/source/Sources.gz 503 Service Unavailable W: Fehlschlag beim Holen von http://security.ubuntu.com/ubuntu/dists/maverick-security/main/binary-i386/Packages.gz 503 Service Unavailable W: Fehlschlag beim Holen von http://security.ubuntu.com/ubuntu/dists/maverick-security/restricted/binary-i386/Packages.gz 503 Service Unavailable W: Fehlschlag beim Holen von http://security.ubuntu.com/ubuntu/dists/maverick-security/universe/binary-i386/Packages.gz 503 Service Unavailable E: Einige Indexdateien konnten nicht heruntergeladen werden, sie wurden ignoriert oder alte an ihrer Stelle benutzt. I changed ~.bashrc: http_proxy=http://192.168.120.199:8080 https_proxy=https://192.168.120:8080 export http_proxy export https_proxy I wrote on commandline: export http_proxy=http://proxyusername:proxypassword@proxyaddress:proxyport sudo apt-get update And I edited /etc/apt/apt.conf: Acquire::http::proxy "http://192.168.120.199:8080/"; Acquire::ftp::proxy "http://192.168.120.199:8080/"; Nothing has worked. Does anyone knows how to make apt-get working through a transparent proxy? Regards, ubuntu2man

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  • apt-get doesn't see packages in my trivial repository

    - by lorin
    I've tried to set up a trivial repository with binary .debs for internal use, but apt-get doesn't see the packages. I've done the following: On the web server: Created the binary debs with dpkg-buildpackage Put all of the binary debs in a web-accessible directory which corresponds to http://www.example.com/packages Generated a Packages.gz file in the same directory by doing: dpkg-scansources . /dev/null | gzip -9c > Packages.gz On the client machine: Added the following line to my /etc/apt/sources.list file: deb http://www.example.com/packages / Ran: sudo apt-get update The output related to my trivial repository looked like this: Ign http://www.example.com Release.gpg Ign http://www.example.com/packages/ Translation-en_US Ign http://www.example.com Release Ign http://www.example.com Packages Ign http://www.example.com Packages Hit http://www.example.com Packages But I can't install the package by name. For example, there's a package called "python-nova" which corresponds to package python-nova_2011.3-custom~bzr680-0ubuntu1_all.deb I've tried to do: apt-get install python-nova, but I get the following error: $ sudo apt-get install python-nova Reading package lists... Done Building dependency tree Reading state information... Done E: Couldn't find package python-nova

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  • Creating reproducible builds to verify Free Software

    - by mikkykkat
    Free Software is about freedom and privacy, Open Source software is great but making that fully practical usually won't happen. Most Free Software developers publicize binaries that we can't verify are really compiled from the source code or have something bad injected already! We have the freedom to change the code, but privacy for ordinary users is missing. For desktop software there is a lot of languages and opportunities to create Free Software with a reproducible build process (compiling source code to always produce the exact same binary), but for mobile computing I don't know if same thing is possible or not? Mobile devices are probably the future of computing and Android is the only Open Source environment so far which accept Java for coding. Compiling same Android application won't result in the exact same binary every time. For Open Source Android apps how we can verify the produced binary (.apk) is really compiled from the source code? Is there any way to create reproducible builds from the Android SDK or does Java fail here for Free Software? is there any java software ever wrote with a reproducible build?

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  • Raspberry Pi and Java SE: A Platform for the Masses

    - by Jim Connors
    One of the more exciting developments in the embedded systems world has been the announcement and availability of the Raspberry Pi, a very capable computer that is no bigger than a credit card.  At $35 US, initial demand for the device was so significant, that very long back orders quickly ensued. After months of patiently waiting, mine finally arrived.  Those initial growing pains appear to have been fixed, so availability now should be much more reasonable. At a very high level, here are some of the important specs: Broadcom BCM2835 System on a chip (SoC) ARM1176JZFS, with floating point, running at 700MHz Videocore 4 GPU capable of BluRay quality playback 256Mb RAM 2 USB ports and Ethernet Boots from SD card Linux distributions (e.g. Debian) available So what's taking place taking place with respect to the Java platform and Raspberry Pi? A Java SE Embedded binary suitable for the Raspberry Pi is available for download (Arm v6/7) here.  Note, this is based on the armel architecture, a variety of Arm designed to support floating point through a compatibility library that operates on more platforms, but can hamper performance.  In order to use this Java SE binary, select the available Debian distribution for your Raspberry Pi. The more recent Raspbian distribution is based on the armhf (hard float) architecture, which provides for more efficient hardware-based floating point operations.  However armhf is not binary compatible with armel.  As of the writing of this blog, Java SE Embedded binaries are not yet publicly available for the armhf-based Raspbian distro, but as mentioned in Henrik Stahl's blog, an armhf release is in the works. As demonstrated at the just-completed JavaOne 2012 San Francisco event, the graphics processing unit inside the Raspberry Pi is very capable indeed, and makes for an excellent candidate for JavaFX.  As such, plans also call for a Pi-optimized version of JavaFX in a future release too. A thriving community around the Raspberry Pi has developed at light speed, and as evidenced by the packed attendance at Pi-specific sessions at Java One 2012, the interest in Java for this platform is following suit. So stay tuned for more developments...

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  • Installing nvidia drivers causes computer to boot to command prompt.

    - by levesque
    Hi, I have an Asus u30jc laptop, which comes with the Optimus prime graphics card switching technology that is now supported under 2.6.35, so I decided to give it a try. First I made sure the discrete graphics card was activated and then I installed the drivers proposed by the ubuntu software repository (nvidia-current). However, after rebooting all I got was a command prompt. My graphics card is a nvidia 310M. This is on Ubuntu 10.10 64 bits. What can I do to diagnose/identify the source of this problem? UPDATE: The messsages in my syslog tell me to check the xorg log: Oct 11 12:42:59 u30jc-test gdm-binary[1095]: WARNING: GdmDisplay: display lasted 0.053144 seconds Oct 11 12:42:59 u30jc-test gdm-simple-slave[1450]: WARNING: Unable to load file '/etc/gdm/custom.conf': No such file or directory Oct 11 12:42:59 u30jc-test gdm-binary[1095]: WARNING: GdmDisplay: display lasted 0.038176 seconds Oct 11 12:42:59 u30jc-test gdm-binary[1095]: WARNING: GdmLocalDisplayFactory: maximum number of X display failures reached: check X server log for errors Which I did. I found this message in my /var/log/Xorg.0.log : Fatal server error: [ 113.540] no screens found [ 113.540] What does that mean?

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  • GPG Invalid Signature

    - by user46421
    I am having problems with the following (in an attempt to remove hyperlinks, I have removed one of the "/" from the addresses): W: GPG error: http://archive.ubuntu.com oneiric Release: The following signatures were invalid: BADSIG 40976EAF437D05B5 Ubuntu Archive Automatic Signing Key <[email protected]> W: GPG error: http://ppa.launchpad.net oneiric Release: The following signatures were invalid: BADSIG B725097B3ACC3965 Launchpad lffl W: GPG error: http://ppa.launchpad.net oneiric Release: The following signatures were invalid: BADSIG 4874D3686E80C6B7 Launchpad PPA for Banshee Team W: GPG error: http://archive.getdeb.net jaunty-getdeb Release: The following signatures were invalid: BADSIG A8A515F046D7E7CF GetDeb Archive Automatic Signing Key <[email protected]> W: GPG error: http://badgerports.org lucid Release: The following signatures were invalid: BADSIG C90F9CB90E1FAD0C Jo Shields <[email protected]> W: GPG error: http://ppa.launchpad.net oneiric Release: The following signatures were invalid: BADSIG 976B5901365C5CA1 Launchpad PPA for transmissionbt W: Failed to fetch http://ppa.launchpad.net/dlecan/openjdk/ubuntu/dists/oneiric/main/source/Sources 404 Not Found W: Failed to fetch http://ppa.launchpad.net/dlecan/openjdk/ubuntu/dists/oneiric/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ppa.launchpad.net/sevenmachines/flash/ubuntu/dists/oneiric/main/binary-i386/Packages 404 Not Found W: Failed to fetch http://ppa.launchpad.net/sun-java-community-team/sun-java6/ubuntu/dists/oneiric/main/source/Sources 404 Not Found W: Failed to fetch http://ppa.launchpad.net/sun-java-community-team/sun-java6/ubuntu/dists/oneiric/main/binary-i386/Packages 404 Not Found I have tried the following solutions which were in a closed case titled "The following signatures were invalid": First of all try sudo apt-get clean sudo apt-get update && sudo apt-get upgrade Some ISPs cache the packages and errors like these are reported then. If the above commands don't work, try sudo apt-get update -o Acquire::http::No-Cache=True and again sudo apt-get update && sudo apt-get upgrade If it still doesn't work, sudo apt-get update -o Acquire::BrokenProxy=true sudo apt-get update && sudo apt-get upgrade

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  • how to properly Install chromium from zip and make it the default browser

    - by ClarifyLinux
    Since the Chromium PPA is no longer maintained, for those of us preferring to use chromium over chrome, we have two options: Build and Install from Source Download either 'beta' or daily builds (in a zip file) Unfortunately for me, option 1 is overly complicated. I know how to compile most any other applications in Ubuntu but I've never been able to get chromium to build correctly. I am currently using option 2. In Chromium I have the Chromium Updater installed (http://goo.gl/ffAMy). This gives me quick access to the most recent 64bit versions. Once downloaded, I install to /home/myuser/opt/chrome-linux. From this directory I can run the chrome binary. It works perfectly except for the fact that I cannot get it to act as my default browser. I've tried, as root, installing the binary in /opt/chrome-linux/ with a symbolic link to the 'chrome' binary in /usr/bin. Unfortunately, this doesn't work as a non root user. So my question is - How do I properly install a downloaded chromium zip build so tht it's listed as an option for the default browser?

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  • Serializing network messages

    - by mtsvetkov
    I am writing a network wrapper around boost::asio and was wondering what is a good and simple way to serialize my messages. I have a message factory which can take care of dispatching the data to the correct builder, but I want to know if there are any established solutions for getting the binary data on the sender side and consequently passing the data for deserialization on the receiver end. Some options I've explored are: passing a pointer to a char[] to the serialize/deserialize functions (for serialize to write to, and deserialize to read from), but it's difficult to enforce buffer size this way; building on that, I decided to have the serialize function return a boost::asio::mutable_buffer, however ownership of the memory gets blurred between multiple classes, as the network wrapper needs to clean up the memory allocated by the message builder. I have also seen solutions involving streambuf's and stringstream's, but manipulating binary data in terms of its string representation is something I want to avoid. Is there some sort of binary stream I can use instead? What I am looking for is a solution (preferrably using boost libs) that lets the message builder dictate the amount of memory allocated during serialization and what that would look like in terms of passing the data around between the wrapper and message factory/message builders. PS. Messages contain almost exclusively built-in types and PODs and form a shallow but wide hierarchy for the sake of going through a factory. Note: a link to examples of using boost::serialization for something like this would be appreciated as I'm having difficulties figuring out the relation between it and buffers.

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  • Ternary and Artificial Intelligence

    - by user2957844
    Not much of a programmer myself, however I have been thinking about the future of AI. If a fully functional AI is programmed in a binary environment as is used in current computing, would that create a bit of a black and white personality? As in just yes/no, on/off, 1/0? I will use the Skynet computer from the Terminator series as a bad analogy; it is brought online and comes to the conclusion that humanity should just be destroyed so the problem is resolved, basically its only options were; fire the missiles or not. (The films do not really go into what its moves would be after doing such a thing, but that goes into the realms of AI evolution so does not really fit with this question.) It may also have been badly programmed. Now, the human mind has been akin to a ternary system which allows our "out of the box" thinking along with all the other wonderful things our minds can do. So, would it not be more prudent to create a functional ternary system and program an AI using it so the resulting personality would be able to benefit from the third "maybe" (so to speak) option? I understand that in binary there are ways to get around the whole yes/no etc. way of things, however the basic operations are still just 1's and 0's. Again with using the above bad Skynet analogy; if it could have had that third "maybe" option as part of its core system, it may have decided to not launch due to being able to make sense of the intricacies of human nature and the politics of such a move etc. In effect, my question is; Would an AI benefit more from ternary computing as opposed to binary due to the inclusion of -1, or 2, dependent on the system ("maybe," as I call it)?

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  • Finding what makes strings unique in a list, can you improve on brute force?

    - by Ed Guiness
    Suppose I have a list of strings where each string is exactly 4 characters long and unique within the list. For each of these strings I want to identify the position of the characters within the string that make the string unique. So for a list of three strings abcd abcc bbcb For the first string I want to identify the character in 4th position d since d does not appear in the 4th position in any other string. For the second string I want to identify the character in 4th position c. For the third string it I want to identify the character in 1st position b AND the character in 4th position, also b. This could be concisely represented as abcd -> ...d abcc -> ...c bbcb -> b..b If you consider the same problem but with a list of binary numbers 0101 0011 1111 Then the result I want would be 0101 -> ..0. 0011 -> .0.. 1111 -> 1... Staying with the binary theme I can use XOR to identify which bits are unique within two binary numbers since 0101 ^ 0011 = 0110 which I can interpret as meaning that in this case the 2nd and 3rd bits (reading left to right) are unique between these two binary numbers. This technique might be a red herring unless somehow it can be extended to the larger list. A brute-force approach would be to look at each string in turn, and for each string to iterate through vertical slices of the remainder of the strings in the list. So for the list abcd abcc bbcb I would start with abcd and iterate through vertical slices of abcc bbcb where these vertical slices would be a | b | c | c b | b | c | b or in list form, "ab", "bb", "cc", "cb". This would result in four comparisons a : ab -> . (a is not unique) b : bb -> . (b is not unique) c : cc -> . (c is not unique) d : cb -> d (d is unique) or concisely abcd -> ...d Maybe it's wishful thinking, but I have a feeling that there should be an elegant and general solution that would apply to an arbitrarily large list of strings (or binary numbers). But if there is I haven't yet been able to see it. I hope to use this algorithm to to derive minimal signatures from a collection of unique images (bitmaps) in order to efficiently identify those images at a future time. If future efficiency wasn't a concern I would use a simple hash of each image. Can you improve on brute force?

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  • How to move the camera sideways in libgdx

    - by Bubblewrap
    I want to move the camera sideways (strafe/truck), now i had the following in mind, but it doesn't look like there are standard methods to achieve this in libgdx. If i want to move the camera sideways by x, i think i need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up translate mat by v*x multiply camera.position by mat Will this approach do what i think it does, and is it a good way to do it? And how can i do this in libgdx? I get "stuck" at step 2, as in, i have not found any standard method in libgdx to calculate an orthogonal vector. EDIT: I think i can use camera.direction.crs(camera.up) to find v. Guess i can now try this approach tonight and see if it works.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Ray picking - get direction from pitch and yaw

    - by Isaac Waller
    I am attempting to cast a ray from the center of the screen and check for collisions with objects. When rendering, I use these calls to set up the camera: GL11.glRotated(mPitch, 1, 0, 0); GL11.glRotated(mYaw, 0, 1, 0); GL11.glTranslated(mPositionX, mPositionY, mPositionZ); I am having trouble creating the ray, however. This is the code I have so far: ray.origin = new Vector(mPositionX, mPositionY, mPositionZ); ray.direction = new Vector(?, ?, ?); My question is: what should I put in the question mark spots? I.e. how can I create the ray direction from the pitch and roll? Any help would be much appreciated!

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  • Camera rotation - First Person Camera using GLM

    - by tempvar
    I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got setup so far. I'm setting up my ViewMatrix using the glm::lookAt function which takes an eye position, target and up vector // arbitrary pos and target values pos = glm::vec3(0.0f, 0.0f, 10.0f); target = glm::vec3(0.0f, 0.0f, 0.0f); up = glm::vec3(0.0f, 1.0f, 0.0f); m_view = glm::lookAt(pos, target, up); i'm using glm::perspective for my projection and the model matrix is just identity m_projection = glm::perspective(m_fov, m_aspectRatio, m_near, m_far); model = glm::mat4(1.0); I send the MVP matrix to my shader to multiply the vertex position glm::mat4 MVP = camera->getProjection() * camera->getView() * model; // in shader gl_Position = MVP * vec4(vertexPos, 1.0); My camera class has standard rotate and translate functions which call glm::rotate and glm::translate respectively void camera::rotate(float amount, glm::vec3 axis) { m_view = glm::rotate(m_view, amount, axis); } void camera::translate(glm::vec3 dir) { m_view = glm::translate(m_view, dir); } and i usually just use the mouse delta position as the amount for rotation Now normally in my previous opengl applications i'd just setup the yaw and pitch angles and have a sin and cos to change the direction vector using (gluLookAt) but i'd like to be able to do this using GLM and matrices. So at the moment i have my camera set 10 units away from the origin facing that direction. I can see my geometry fine, it renders perfectly. When i use my rotation function... camera->rotate(mouseDeltaX, glm::vec3(0, 1, 0)); What i want is for me to look to the right and left (like i would with manipulating the lookAt vector with gluLookAt) but what's happening is It just rotates the model i'm looking at around the origin, like im just doing a full circle around it. Because i've translated my view matrix, shouldn't i need to translate it to the centre, do the rotation then translate back away for it to be rotating around the origin? Also, i've tried using the rotate function around the x axis to get pitch working, but as soon as i rotate the model about 90 degrees, it starts to roll instead of pitch (gimbal lock?). Thanks for your help guys, and if i've not explained it well, basically i'm trying to get a first person camera working with matrix multiplication and rotating my view matrix is just rotating the model around the origin.

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