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  • How do you repair an "input/output error" in an NTFS partition?

    - by Calixte
    I replaced a buggy Windows Vista installation with Ubuntu. All works fine except that the mais harddrive where I had all my files are now inaccessible. Here is the eror message I get: Error mounting: mount exited with exit code 13: ntfs_attr_pread_i: ntfs_pread failed: Input/output error Failed to read NTFS $Bitmap: Input/output error NTFS is either inconsistent, or there is a hardware fault, or it's a SoftRAID/FakeRAID hardware. In the first case run chkdsk /f on Windows then reboot into Windows twice. The usage of the /f parameter is very important! If the device is a SoftRAID/FakeRAID then first activate it and mount a different device under the /dev/mapper/ directory, (e.g. /dev/mapper/nvidia_eahaabcc1). Please see the 'dmraid' documentation for more details Is it necessarily a hardware problem? If not, is there a way to repair the HD from Ubuntu?

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  • Ubuntu 12.04 on MBPro, Early 2011, options

    - by sthysel
    I have a 2.2 GHz i7, 4GB MacBook Pro 8.3, AMD Radeon HD 6750M 1024 MB, Early 2011. As far as I see I have two options, running Ubuntu on this hardware: VMWare/Virtualbox and Ubuntu in a VM, I already ordered a 16G RAM upgrade for this. Wipe OSX and go Ubuntu native, with 16G RAM, yay ! I'm kinda leaning towards option 2 as I tend to spend 90% of my time in dev VM's at work anyway. All my other machines at home, and most at work are Ubuntu/Linux as well. I have a Mac mini on standby for the odd Itunes backup/sync. If I don't have to keep OSX around, I would like to get rid of it altogether. Ubuntu support on Mac hardware seems to be a hit and miss affair as far as I can tell. Does anyone have good success running a recent version of Ubuntu on this hardware ? Thanks

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Debian squeeze keyboard and touchpad not working / detected on laptop

    - by Esa
    They work before gdm3 starts. a connected mouse also stops working, but functions after removal and re-plug. no xorg.conf. log doesn't show any loading of drivers for kbd/touchpad [ 33.783] X.Org X Server 1.10.4 Release Date: 2011-08-19 [ 33.783] X Protocol Version 11, Revision 0 [ 33.783] Build Operating System: Linux 3.0.0-1-amd64 x86_64 Debian [ 33.783] Current Operating System: Linux sus 3.2.0-0.bpo.2-amd64 #1 SMP Sun Mar 25 10:33:35 UTC 2012 x86_64 [ 33.783] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.2.0-0.bpo.2-amd64 root=UUID=8686f840-d165-4d1e-b995-2ebbd94aa3d2 ro quiet [ 33.783] Build Date: 28 August 2011 09:39:43PM [ 33.783] xorg-server 2:1.10.4-1~bpo60+1 (Cyril Brulebois <[email protected]>) [ 33.783] Current version of pixman: 0.16.4 [ 33.783] Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. [ 33.783] Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 33.783] (==) Log file: "/var/log/Xorg.0.log", Time: Wed Mar 28 09:34:04 2012 [ 33.837] (==) Using system config directory "/usr/share/X11/xorg.conf.d" [ 33.936] (==) No Layout section. Using the first Screen section. [ 33.936] (==) No screen section available. Using defaults. [ 33.936] (**) |-->Screen "Default Screen Section" (0) [ 33.936] (**) | |-->Monitor "<default monitor>" [ 33.936] (==) No monitor specified for screen "Default Screen Section". Using a default monitor configuration. [ 33.936] (==) Automatically adding devices [ 33.936] (==) Automatically enabling devices [ 34.164] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 34.164] Entry deleted from font path. [ 34.226] (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/100dpi/:unscaled, /usr/share/fonts/X11/75dpi/:unscaled, /usr/share/fonts/X11/Type1, /usr/share/fonts/X11/100dpi, /usr/share/fonts/X11/75dpi, /var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType, built-ins [ 34.226] (==) ModulePath set to "/usr/lib/xorg/modules" [ 34.226] (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. [ 34.226] (II) Loader magic: 0x7d3ae0 [ 34.226] (II) Module ABI versions: [ 34.226] X.Org ANSI C Emulation: 0.4 [ 34.226] X.Org Video Driver: 10.0 [ 34.226] X.Org XInput driver : 12.2 [ 34.226] X.Org Server Extension : 5.0 [ 34.227] (--) PCI:*(0:1:5:0) 1002:9712:103c:1661 rev 0, Mem @ 0xd0000000/268435456, 0xf1400000/65536, 0xf1300000/1048576, I/O @ 0x00008000/256 [ 34.227] (--) PCI: (0:2:0:0) 1002:6760:103c:1661 rev 0, Mem @ 0xe0000000/268435456, 0xf0300000/131072, I/O @ 0x00004000/256, BIOS @ 0x????????/131072 [ 34.227] (II) Open ACPI successful (/var/run/acpid.socket) [ 34.227] (II) LoadModule: "extmod" [ 34.249] (II) Loading /usr/lib/xorg/modules/extensions/libextmod.so [ 34.277] (II) Module extmod: vendor="X.Org Foundation" [ 34.277] compiled for 1.10.4, module version = 1.0.0 [ 34.277] Module class: X.Org Server Extension [ 34.277] ABI class: X.Org Server Extension, version 5.0 [ 34.277] (II) Loading extension SELinux [ 34.277] (II) Loading extension MIT-SCREEN-SAVER [ 34.277] (II) Loading extension XFree86-VidModeExtension [ 34.277] (II) Loading extension XFree86-DGA [ 34.277] (II) Loading extension DPMS [ 34.277] (II) Loading extension XVideo [ 34.277] (II) Loading extension XVideo-MotionCompensation [ 34.277] (II) Loading extension X-Resource [ 34.277] (II) LoadModule: "dbe" [ 34.277] (II) Loading /usr/lib/xorg/modules/extensions/libdbe.so [ 34.299] (II) Module dbe: vendor="X.Org Foundation" [ 34.299] compiled for 1.10.4, module version = 1.0.0 [ 34.299] Module class: X.Org Server Extension [ 34.299] ABI class: X.Org Server Extension, version 5.0 [ 34.299] (II) Loading extension DOUBLE-BUFFER [ 34.299] (II) LoadModule: "glx" [ 34.299] (II) Loading /usr/lib/xorg/modules/extensions/libglx.so [ 34.477] (II) Module glx: vendor="X.Org Foundation" [ 34.477] compiled for 1.10.4, module version = 1.0.0 [ 34.477] ABI class: X.Org Server Extension, version 5.0 [ 34.477] (==) AIGLX enabled [ 34.477] (II) Loading extension GLX [ 34.477] (II) LoadModule: "record" [ 34.478] (II) Loading /usr/lib/xorg/modules/extensions/librecord.so [ 34.481] (II) Module record: vendor="X.Org Foundation" [ 34.481] compiled for 1.10.4, module version = 1.13.0 [ 34.481] Module class: X.Org Server Extension [ 34.481] ABI class: X.Org Server Extension, version 5.0 [ 34.481] (II) Loading extension RECORD [ 34.481] (II) LoadModule: "dri" [ 34.481] (II) Loading /usr/lib/xorg/modules/extensions/libdri.so [ 34.512] (II) Module dri: vendor="X.Org Foundation" [ 34.512] compiled for 1.10.4, module version = 1.0.0 [ 34.512] ABI class: X.Org Server Extension, version 5.0 [ 34.512] (II) Loading extension XFree86-DRI [ 34.512] (II) LoadModule: "dri2" [ 34.512] (II) Loading /usr/lib/xorg/modules/extensions/libdri2.so [ 34.515] (II) Module dri2: vendor="X.Org Foundation" [ 34.515] compiled for 1.10.4, module version = 1.2.0 [ 34.515] ABI class: X.Org Server Extension, version 5.0 [ 34.515] (II) Loading extension DRI2 [ 34.515] (==) Matched ati as autoconfigured driver 0 [ 34.515] (==) Matched vesa as autoconfigured driver 1 [ 34.515] (==) Matched fbdev as autoconfigured driver 2 [ 34.515] (==) Assigned the driver to the xf86ConfigLayout [ 34.515] (II) LoadModule: "ati" [ 34.706] (II) Loading /usr/lib/xorg/modules/drivers/ati_drv.so [ 34.724] (II) Module ati: vendor="X.Org Foundation" [ 34.724] compiled for 1.10.3, module version = 6.14.2 [ 34.724] Module class: X.Org Video Driver [ 34.724] ABI class: X.Org Video Driver, version 10.0 [ 34.724] (II) LoadModule: "radeon" [ 34.725] (II) Loading /usr/lib/xorg/modules/drivers/radeon_drv.so [ 34.923] (II) Module radeon: vendor="X.Org Foundation" [ 34.923] compiled for 1.10.3, module version = 6.14.2 [ 34.923] Module class: X.Org Video Driver [ 34.923] ABI class: X.Org Video Driver, version 10.0 [ 34.945] (II) LoadModule: "vesa" [ 34.945] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 34.988] (II) Module vesa: vendor="X.Org Foundation" [ 34.988] compiled for 1.10.3, module version = 2.3.0 [ 34.988] Module class: X.Org Video Driver [ 34.988] ABI class: X.Org Video Driver, version 10.0 [ 34.988] (II) LoadModule: "fbdev" [ 34.988] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 35.020] (II) Module fbdev: vendor="X.Org Foundation" [ 35.020] compiled for 1.10.3, module version = 0.4.2 [ 35.020] ABI class: X.Org Video Driver, version 10.0 [ 35.020] (II) RADEON: Driver for ATI Radeon chipsets: <snip> [ 35.023] (II) VESA: driver for VESA chipsets: vesa [ 35.023] (II) FBDEV: driver for framebuffer: fbdev [ 35.023] (++) using VT number 7 [ 35.033] (II) Loading /usr/lib/xorg/modules/drivers/radeon_drv.so [ 35.033] (II) [KMS] Kernel modesetting enabled. [ 35.033] (WW) Falling back to old probe method for vesa [ 35.034] (WW) Falling back to old probe method for fbdev [ 35.034] (II) Loading sub module "fbdevhw" [ 35.034] (II) LoadModule: "fbdevhw" [ 35.034] (II) Loading /usr/lib/xorg/modules/libfbdevhw.so [ 35.185] (II) Module fbdevhw: vendor="X.Org Foundation" [ 35.185] compiled for 1.10.4, module version = 0.0.2 [ 35.185] ABI class: X.Org Video Driver, version 10.0 [ 35.288] (II) RADEON(0): Creating default Display subsection in Screen section "Default Screen Section" for depth/fbbpp 24/32 [ 35.288] (==) RADEON(0): Depth 24, (--) framebuffer bpp 32 [ 35.288] (II) RADEON(0): Pixel depth = 24 bits stored in 4 bytes (32 bpp pixmaps) [ 35.288] (==) RADEON(0): Default visual is TrueColor [ 35.288] (==) RADEON(0): RGB weight 888 [ 35.288] (II) RADEON(0): Using 8 bits per RGB (8 bit DAC) [ 35.288] (--) RADEON(0): Chipset: "ATI Mobility Radeon HD 4200" (ChipID = 0x9712) [ 35.288] (II) RADEON(0): PCI card detected [ 35.288] drmOpenDevice: node name is /dev/dri/card0 [ 35.288] drmOpenDevice: open result is 9, (OK) [ 35.288] drmOpenByBusid: Searching for BusID pci:0000:01:05.0 [ 35.288] drmOpenDevice: node name is /dev/dri/card0 [ 35.288] drmOpenDevice: open result is 9, (OK) [ 35.288] drmOpenByBusid: drmOpenMinor returns 9 [ 35.288] drmOpenByBusid: drmGetBusid reports pci:0000:01:05.0 [ 35.288] (II) Loading sub module "exa" [ 35.288] (II) LoadModule: "exa" [ 35.288] (II) Loading /usr/lib/xorg/modules/libexa.so [ 35.335] (II) Module exa: vendor="X.Org Foundation" [ 35.335] compiled for 1.10.4, module version = 2.5.0 [ 35.335] ABI class: X.Org Video Driver, version 10.0 [ 35.335] (II) RADEON(0): KMS Color Tiling: disabled [ 35.335] (II) RADEON(0): KMS Pageflipping: enabled [ 35.335] (II) RADEON(0): SwapBuffers wait for vsync: enabled [ 35.360] (II) RADEON(0): Output VGA-0 has no monitor section [ 35.360] (II) RADEON(0): Output LVDS has no monitor section [ 35.364] (II) RADEON(0): Output HDMI-0 has no monitor section [ 35.388] (II) RADEON(0): EDID for output VGA-0 [ 35.388] (II) RADEON(0): EDID for output LVDS [ 35.388] (II) RADEON(0): Manufacturer: LGD Model: 2ac Serial#: 0 [ 35.388] (II) RADEON(0): Year: 2010 Week: 0 [ 35.388] (II) RADEON(0): EDID Version: 1.3 [ 35.388] (II) RADEON(0): Digital Display Input [ 35.388] (II) RADEON(0): Max Image Size [cm]: horiz.: 34 vert.: 19 [ 35.388] (II) RADEON(0): Gamma: 2.20 [ 35.388] (II) RADEON(0): No DPMS capabilities specified [ 35.388] (II) RADEON(0): Supported color encodings: RGB 4:4:4 YCrCb 4:4:4 [ 35.388] (II) RADEON(0): First detailed timing is preferred mode [ 35.388] (II) RADEON(0): redX: 0.616 redY: 0.371 greenX: 0.355 greenY: 0.606 [ 35.388] (II) RADEON(0): blueX: 0.152 blueY: 0.100 whiteX: 0.313 whiteY: 0.329 [ 35.388] (II) RADEON(0): Manufacturer's mask: 0 [ 35.388] (II) RADEON(0): Supported detailed timing: [ 35.388] (II) RADEON(0): clock: 69.3 MHz Image Size: 344 x 194 mm [ 35.388] (II) RADEON(0): h_active: 1366 h_sync: 1398 h_sync_end 1430 h_blank_end 1486 h_border: 0 [ 35.388] (II) RADEON(0): v_active: 768 v_sync: 770 v_sync_end 774 v_blanking: 782 v_border: 0 [ 35.388] (II) RADEON(0): LG Display [ 35.388] (II) RADEON(0): LP156WH2-TLQB [ 35.388] (II) RADEON(0): EDID (in hex): [ 35.388] (II) RADEON(0): 00ffffffffffff0030e4ac0200000000 [ 35.388] (II) RADEON(0): 00140103802213780ac1259d5f5b9b27 [ 35.388] (II) RADEON(0): 19505400000001010101010101010101 [ 35.388] (II) RADEON(0): 010101010101121b567850000e302020 [ 35.388] (II) RADEON(0): 240058c2100000190000000000000000 [ 35.388] (II) RADEON(0): 00000000000000000000000000fe004c [ 35.388] (II) RADEON(0): 4720446973706c61790a2020000000fe [ 35.388] (II) RADEON(0): 004c503135365748322d544c514200c1 [ 35.388] (II) RADEON(0): Printing probed modes for output LVDS [ 35.388] (II) RADEON(0): Modeline "1366x768"x59.6 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 35.388] (II) RADEON(0): Modeline "1280x720"x59.9 74.50 1280 1344 1472 1664 720 723 728 748 -hsync +vsync (44.8 kHz) [ 35.388] (II) RADEON(0): Modeline "1152x768"x59.8 71.75 1152 1216 1328 1504 768 771 781 798 -hsync +vsync (47.7 kHz) [ 35.388] (II) RADEON(0): Modeline "1024x768"x59.9 63.50 1024 1072 1176 1328 768 771 775 798 -hsync +vsync (47.8 kHz) [ 35.388] (II) RADEON(0): Modeline "800x600"x59.9 38.25 800 832 912 1024 600 603 607 624 -hsync +vsync (37.4 kHz) [ 35.388] (II) RADEON(0): Modeline "848x480"x59.7 31.50 848 872 952 1056 480 483 493 500 -hsync +vsync (29.8 kHz) [ 35.388] (II) RADEON(0): Modeline "720x480"x59.7 26.75 720 744 808 896 480 483 493 500 -hsync +vsync (29.9 kHz) [ 35.388] (II) RADEON(0): Modeline "640x480"x59.4 23.75 640 664 720 800 480 483 487 500 -hsync +vsync (29.7 kHz) [ 35.392] (II) RADEON(0): EDID for output HDMI-0 [ 35.392] (II) RADEON(0): Output VGA-0 disconnected [ 35.392] (II) RADEON(0): Output LVDS connected [ 35.392] (II) RADEON(0): Output HDMI-0 disconnected [ 35.392] (II) RADEON(0): Using exact sizes for initial modes [ 35.392] (II) RADEON(0): Output LVDS using initial mode 1366x768 [ 35.392] (II) RADEON(0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. [ 35.392] (II) RADEON(0): mem size init: gart size :1fdff000 vram size: s:10000000 visible:fba0000 [ 35.392] (II) RADEON(0): EXA: Driver will allow EXA pixmaps in VRAM [ 35.392] (==) RADEON(0): DPI set to (96, 96) [ 35.392] (II) Loading sub module "fb" [ 35.392] (II) LoadModule: "fb" [ 35.392] (II) Loading /usr/lib/xorg/modules/libfb.so [ 35.492] (II) Module fb: vendor="X.Org Foundation" [ 35.492] compiled for 1.10.4, module version = 1.0.0 [ 35.492] ABI class: X.Org ANSI C Emulation, version 0.4 [ 35.492] (II) Loading sub module "ramdac" [ 35.492] (II) LoadModule: "ramdac" [ 35.492] (II) Module "ramdac" already built-in [ 35.492] (II) UnloadModule: "vesa" [ 35.492] (II) Unloading vesa [ 35.492] (II) UnloadModule: "fbdev" [ 35.492] (II) Unloading fbdev [ 35.492] (II) UnloadModule: "fbdevhw" [ 35.492] (II) Unloading fbdevhw [ 35.492] (--) Depth 24 pixmap format is 32 bpp [ 35.492] (II) RADEON(0): [DRI2] Setup complete [ 35.492] (II) RADEON(0): [DRI2] DRI driver: r600 [ 35.492] (II) RADEON(0): Front buffer size: 4224K [ 35.492] (II) RADEON(0): VRAM usage limit set to 228096K [ 35.615] (==) RADEON(0): Backing store disabled [ 35.615] (II) RADEON(0): Direct rendering enabled [ 35.658] (II) RADEON(0): Setting EXA maxPitchBytes [ 35.658] (II) EXA(0): Driver allocated offscreen pixmaps [ 35.658] (II) EXA(0): Driver registered support for the following operations: [ 35.658] (II) Solid [ 35.658] (II) Copy [ 35.658] (II) Composite (RENDER acceleration) [ 35.658] (II) UploadToScreen [ 35.658] (II) DownloadFromScreen [ 35.687] (II) RADEON(0): Acceleration enabled [ 35.687] (==) RADEON(0): DPMS enabled [ 35.687] (==) RADEON(0): Silken mouse enabled [ 35.721] (II) RADEON(0): Set up textured video [ 35.721] (II) RADEON(0): RandR 1.2 enabled, ignore the following RandR disabled message. [ 35.721] (--) RandR disabled [ 35.721] (II) Initializing built-in extension Generic Event Extension [ 35.721] (II) Initializing built-in extension SHAPE [ 35.721] (II) Initializing built-in extension MIT-SHM [ 35.721] (II) Initializing built-in extension XInputExtension [ 35.721] (II) Initializing built-in extension XTEST [ 35.721] (II) Initializing built-in extension BIG-REQUESTS [ 35.721] (II) Initializing built-in extension SYNC [ 35.721] (II) Initializing built-in extension XKEYBOARD [ 35.721] (II) Initializing built-in extension XC-MISC [ 35.721] (II) Initializing built-in extension SECURITY [ 35.721] (II) Initializing built-in extension XINERAMA [ 35.721] (II) Initializing built-in extension XFIXES [ 35.721] (II) Initializing built-in extension RENDER [ 35.721] (II) Initializing built-in extension RANDR [ 35.721] (II) Initializing built-in extension COMPOSITE [ 35.721] (II) Initializing built-in extension DAMAGE [ 35.721] (II) SELinux: Disabled on system [ 35.982] (II) AIGLX: enabled GLX_MESA_copy_sub_buffer [ 35.982] (II) AIGLX: enabled GLX_INTEL_swap_event [ 35.982] (II) AIGLX: enabled GLX_SGI_swap_control and GLX_MESA_swap_control [ 35.982] (II) AIGLX: enabled GLX_SGI_make_current_read [ 35.982] (II) AIGLX: GLX_EXT_texture_from_pixmap backed by buffer objects [ 35.982] (II) AIGLX: Loaded and initialized /usr/lib/dri/r600_dri.so [ 35.982] (II) GLX: Initialized DRI2 GL provider for screen 0 [ 35.999] (II) RADEON(0): Setting screen physical size to 361 x 203 [ 43.896] (II) RADEON(0): EDID vendor "LGD", prod id 684 [ 43.896] (II) RADEON(0): Printing DDC gathered Modelines: [ 43.896] (II) RADEON(0): Modeline "1366x768"x0.0 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 43.924] (II) RADEON(0): EDID vendor "LGD", prod id 684 [ 43.924] (II) RADEON(0): Printing DDC gathered Modelines: [ 43.924] (II) RADEON(0): Modeline "1366x768"x0.0 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 43.988] (II) RADEON(0): EDID vendor "LGD", prod id 684 [ 43.988] (II) RADEON(0): Printing DDC gathered Modelines: [ 43.988] (II) RADEON(0): Modeline "1366x768"x0.0 69.30 1366 1398 1430 1486 768 770 774 782 -hsync -vsync (46.6 kHz) [ 67.375] (II) config/udev: Adding input device Logitech USB Optical Mouse (/dev/input/event1) [ 67.376] (**) Logitech USB Optical Mouse: Applying InputClass "evdev pointer catchall" [ 67.376] (II) LoadModule: "evdev" [ 67.376] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so [ 67.392] (II) Module evdev: vendor="X.Org Foundation" [ 67.392] compiled for 1.10.3, module version = 2.6.0 [ 67.392] Module class: X.Org XInput Driver [ 67.392] ABI class: X.Org XInput driver, version 12.2 [ 67.392] (II) Using input driver 'evdev' for 'Logitech USB Optical Mouse' [ 67.392] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so [ 67.392] (**) Logitech USB Optical Mouse: always reports core events [ 67.392] (**) Logitech USB Optical Mouse: Device: "/dev/input/event1" [ 67.392] (--) Logitech USB Optical Mouse: Found 12 mouse buttons [ 67.392] (--) Logitech USB Optical Mouse: Found scroll wheel(s) [ 67.392] (--) Logitech USB Optical Mouse: Found relative axes [ 67.392] (--) Logitech USB Optical Mouse: Found x and y relative axes [ 67.392] (II) Logitech USB Optical Mouse: Configuring as mouse [ 67.392] (II) Logitech USB Optical Mouse: Adding scrollwheel support [ 67.392] (**) Logitech USB Optical Mouse: YAxisMapping: buttons 4 and 5 [ 67.392] (**) Logitech USB Optical Mouse: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 [ 67.392] (**) Option "config_info" "udev:/sys/devices/pci0000:00/0000:00:13.0/usb5/5-1/5-1:1.0/input/input14/event1" [ 67.392] (II) XINPUT: Adding extended input device "Logitech USB Optical Mouse" (type: MOUSE) [ 67.392] (II) Logitech USB Optical Mouse: initialized for relative axes. [ 67.392] (**) Logitech USB Optical Mouse: (accel) keeping acceleration scheme 1 [ 67.392] (**) Logitech USB Optical Mouse: (accel) acceleration profile 0 [ 67.392] (**) Logitech USB Optical Mouse: (accel) acceleration factor: 2.000 [ 67.392] (**) Logitech USB Optical Mouse: (accel) acceleration threshold: 4 [ 67.392] (II) config/udev: Adding input device Logitech USB Optical Mouse (/dev/input/mouse0) [ 67.392] (II) No input driver/identifier specified (ignoring) [ 78.692] (II) Logitech USB Optical Mouse: Close [ 78.692] (II) UnloadModule: "evdev" [ 78.692] (II) Unloading evdev

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  • Romanian parter Omnilogic Delivers “No Limits” Scalability, Performance, Security, and Affordability through Next-Generation, Enterprise-Grade Engineered Systems

    - by swalker
    Omnilogic SRL is a leading technology and information systems provider in Romania and central and Eastern Europe. An Oracle Value-Added Distributor Partner, Omnilogic resells Oracle software, hardware, and engineered systems to Oracle Partner Network members and provides specialized training, support, and testing facilities. Independent software vendors (ISVs) also use Omnilogic’s demonstration and testing facilities to upgrade the performance and efficiency of their solutions and those of their customers by migrating them from competitor technologies to Oracle platforms. Omnilogic also has a dedicated offering for ISV solutions, based on Oracle technology in a hosting service provider model. Omnilogic wanted to help Oracle Partners and ISVs migrate solutions to Oracle Exadata and sell Oracle Exadata to end-customers. It installed Oracle Exadata Database Machine X2-2 Quarter Rack at its data center to create a demonstration and testing environment. Demonstrations proved that Oracle Exadata achieved processing speeds up to 100 times faster than competitor systems, cut typical back-up times from 6 hours to 20 minutes, and stored 10 times more data. Oracle Partners and ISVs learned that migrating solutions to Oracle Exadata’s preconfigured, pre-integrated hardware and software can be completed rapidly, at low cost, without business disruption, and with reduced ongoing operating costs. Challenges A word from Omnilogic “Oracle Exadata is the new killer application—the smartest solution on the market. There is no competition.” – Sorin Dragomir, Chief Operating Officer, Omnilogic SRL Enable Oracle Partners in Romania and central and eastern Europe to achieve Oracle Exadata Ready status by providing facilities to test and optimize existing applications and build real-life proofs of concept (POCs) for new solutions on Oracle Exadata Database Machine Provide technical support and demonstration facilities for ISVs migrating their customers’ solutions from competitor technologies to Oracle Exadata to maximize performance, scalability, and security; optimize hardware and datacenter space; cut maintenance costs; and improve return on investment Demonstrate power of Oracle Exadata’s high-performance, high-capacity engineered systems for customer-facing businesses, such as government organizations, telecommunications, banking and insurance, and utility companies, which typically require continuous availability to support very large data volumes Showcase Oracle Exadata’s unchallenged online transaction processing (OLTP) capabilities that cut application run times to provide unrivalled query turnaround and user response speeds while significantly reducing back-up times and eliminating risk of unplanned outages Capitalize on providing a world-class training and demonstration environment for Oracle Exadata to accelerate sales with Oracle Partners Solutions Created a testing environment to enable Oracle Partners and ISVs to test their own solutions and those of their customers on Oracle Exadata running on Oracle Enterprise Linux or Oracle Solaris Express to benchmark performance prior to migration Leveraged expertise on Oracle Exadata to offer Oracle Exadata training, migration, support seminars and to showcase live demonstrations for Oracle Partners Proved how Oracle Exadata’s pre-engineered systems, that come assembled, configured, and ready to run, reduce deployment time and cost, minimize risk, and help customers achieve the full performance potential immediately after go live Increased processing speeds 10-fold and with zero data loss for a telecommunications provider’s client-facing customer relationship management solution Achieved performance improvements of between 6 and 100 times faster for financial and utility company applications currently running on IBM, Microsoft, or SAP HANA platforms Showed how daily closure procedures carried out overnight by banks, insurance companies, and other financial institutions to analyze each day’s business, can typically be cut from around six hours to 20 minutes, some 18 times faster, when running on Oracle Exadata Simulated concurrent back-ups while running applications under normal working conditions to prove that Oracle Exadata-based solutions can be backed up during business hours without causing bottlenecks or impacting the end-user experience Demonstrated that Oracle Exadata’s built-in analytics, data mining and OLTP capabilities make it the highest-performance, lowest-cost choice for large data warehousing operations Showed how Oracle Exadata’s columnar compression and intelligent storage architecture allows 10 times more data to be stored than on competitor platforms Demonstrated how Oracle Exadata cuts hardware requirements significantly by consolidating workloads on to fewer servers which delivers greater power efficiency and lower operating costs that competing systems from IBM and other manufacturers Proved to ISVs that migrating solutions to Oracle Exadata’s preconfigured, pre-integrated hardware and software can be completed rapidly, at low cost, and with minimal business disruption Demonstrated how storage servers, database servers, and network switches can be added incrementally and inexpensively to the Oracle Exadata platform to support business expansion On track to grow revenues by 10% in year one and by 15% annually thereafter through increased business generated from Oracle Partners and ISVs

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  • Difficulties with rotation of a sprite

    - by Johnny
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. At the moment, my dolphin rotates a little weird. But I want that it rotates like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation += 0.01f; VelocityY += 40f; } else { rotation -= 0.01f; VelocityY += 40f; } } } else { if (flip == SpriteEffects.None) { rotation -= 0.01f; VelocityY += -10f; } else { rotation += 0.01f; VelocityY += -10f; } } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, rotation, new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Exalytics and Oracle Business Intelligence Enterprise Edition (OBIEE) Partner Workshop

    - by mseika
    Workshop Description Oracle Fusion Middleware 11g is the #1 application infrastructure foundation. It enables enterprises to create and run agile and intelligent business applications and maximize IT efficiency by exploiting modern hardware and software architectures. Oracle Exalytics Business Intelligence Machine is the world’s first engineered system specifically designed to deliver high performance analysis, modeling and planning. Built using industry-standard hardware, market-leading business intelligence software and in-memory database technology, Oracle Exalytics is an optimized system that delivers unmatched speed, visualizations and scalability for Business Intelligence and Enterprise Performance Management applications. This FREE hands-on, partner workshop highlights both the hardware and software components that are engineered to work together to deliver Oracle Exalytics - an optimized version of the industry-leading Oracle TimesTen In-Memory Database with analytic extensions, a highly scalable Oracle server designed specifically for in-memory business intelligence, and Oracle’s proven Business Intelligence Foundation with enhanced visualization capabilities and performance optimizations. This workshop will provide hands-on experience with Oracle's latest engineered system. Topics covered will include TimesTen In-Memory Database and the new Summary Advisor for Exalytics, the technical details (including mobile features) of the latest release of visualization enhancements for OBI-EE, and technical updates on Essbase. After taking this course, you will be well prepared to architect, build, demo, and implement an end-to-end Exalytics solution. You will also be able to extend your current analytical and enterprise performance management application implementations with numerous Oracle technologies specifically enhanced to take advantage of the compute capacity and in-memory capabilities of Oracle Exalytics.If you are a BI or Data Warehouse Architect, developer or consultant, you don’t want to miss this 3-day workshop. Register Now! Presentations Exalytics Architectural Overview Upgrade and Lifecycle Management Times Ten for Exalytics Summary Advisor Utility Essbase and EPM System on Exalytics Dashboard and Analysis Interactions OBIEE 11.1.1.6 Features and Advanced Topics Lab OutlineThe labs showcase Oracle Exalytics core components and functionality and provide expertise of Oracle Business Intelligence 11.1.1.6 new features and updates from prior releases. The hands-on activities are based on an Oracle VirtualBox image with software and training samples pre-installed. Lab Environment Setup Creating and Working with Oracle TimesTen In-Memory Database Running Summary Advisor Utility Working with Exalytics Visualization Features – Dashboard and Analysis Interactions Audience Oracle Partners BI and EPM Application Developers and Implementers System Integrators and Solution Consultants Data Warehouse Developers Enterprise Architects Prerequisites Experience and understanding of OBIEE 11g is required Previous attendance of Oracle Business Intelligence Foundation Suite Workshop or BIEE 11gIntroduction Workshop is highly recommended Good understanding of data warehousing and data modeling for reporting and analysis purpose Strong experience with database technologies preferred Equipment RequirementsThis workshop requires attendees to provide their own laptops for this class.Attendee laptops must meet the following minimum hardware/software requirements: Hardware Minimum 8GB RAM 60 GB free space (includes staging) USB 2.0 port (at least one available) It is strongly recommended that you bring a mouse. You will be working in a development environment and using the mouse heavily. Software One of the following operating systems: 64-bit Windows host/laptop OS 64-bit host/laptop OS with a Windows VM (XP, Server, or Win 7, BIC2g, etc.) Internet Explorer 7.x/8.x or Firefox 3.5.x WINRAR or 7ziputility to unzip workshop files: Download-able from http://www.win-rar.com/download.html Download-able from http://www.7zip.com/ Oracle VirtualBox 4.0.2 or higher Downloadable from http://www.virtualbox.org/wiki/Downloads CPU virtualization mode needs to be enabled. We will provide guidance on the day of the workshop. Attendees will be given a VirtualBox image containing a pre-installed Oracle Exalytics environment. Schedule This workshop is 3 days. - Times vary by country!9:00am: Sign-in and technical setup 9:30am: Workshop starts 5:00pm: Workshop ends Oracle Exalytics and Business Intelligence (OBIEE) Workshop December 11-13, 2012: Oracle BVP, Birmingham, UK Register Here. Questions? Send email to: [email protected] Oracle Platform Technologies Enablement Services

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  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Consolidation in a Database Cloud

    - by B R Clouse
    Consolidation of multiple databases onto a shared infrastructure is the next step after Standardization.  The potential consolidation density is a function of the extent to which the infrastructure is shared.  The three models provide increasing degrees of sharing: Server: each database is deployed in a dedicated VM. Hardware is shared, but most of the software infrastructure is not. Standardization is often applied incompletely since operating environments can be moved as-is onto the shared platform. The potential for VM sprawl is an additional downside. Database: multiple database instances are deployed on a shared software / hardware infrastructure. This model is very efficient and easily implemented with the features in the Oracle Database and supporting products. Many customers have moved to this model and achieved significant, measurable benefits. Schema: multiple schemas are deployed within a single database instance. The most efficient model, it places constraints on the environment. Usually this model will be implemented only by customers deploying their own applications.  (Note that a single deployment can combine Database and Schema consolidations.) Customer value: lower costs, better system utilization In this phase of the maturity model, under-utilized hardware can be used to host more workloads, or retired and those workloads migrated to consolidation platforms. Customers benefit from higher utilization of the hardware resources, resulting in reduced data center floor space, and lower power and cooling costs. And, the OpEx savings from Standardization are multiplied, since there are fewer physical components (both hardware and software) to manage. Customer value: higher productivity The OpEx benefits from Standardization are compounded since not only are there fewer types of things to manage, now there are fewer entities to manage. In this phase, customers discover that their IT staff has time to move away from "day-to-day" tasks and start investing in higher value activities. Database users benefit from consolidating onto shared infrastructures by relieving themselves of the requirement to maintain their own dedicated servers. Also, if the shared infrastructure offers capabilities such as High Availability / Disaster Recovery, which are often beyond the budget and skillset of a standalone database environment, then moving to the consolidation platform can provide access to those capabilities, resulting in less downtime. Capabilities / Characteristics In this phase, customers will typically deploy fixed-size clusters and consolidate on a cluster until that cluster is deemed "full," at which point a new cluster is built. Customers will define one or a few cluster architectures that are used wherever possible; occasionally there may be deployments which must be handled as exceptions. The "full" policy may be based on number of databases deployed on the cluster, or observed peak workload, etc. IT will own the provisioning of new databases on a cluster, making the decision of when and where to place new workloads. Resources may be managed dynamically, e.g., as a priority workload increases, it may be given more CPU and memory to handle the spike. Users will be charged at a fixed, relatively coarse level; or in some cases, no charging will be applied. Activities / Tasks Oracle offers several tools to plan a successful consolidation. Real Application Testing (RAT) has a feature to help plan and validate database consolidations. Enterprise Manager 12c's Cloud Management Pack for Database includes a planning module. Looking ahead, customers should start planning for the Services phase by defining the Service Catalog that will be made available for database services.

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  • Difficulties with rotation of a sprite

    - by Andy
    I want to program a dolphin that jumps and rotates like a real dolphin. Jumping is not the problem, but I don't know how to make the rotation. My dolphin always rests in the same angle while it jumps. But I want that it changes the rotation during the jump, like a real dolphin does. How can I improve the rotation? public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D image, water; float Gravity = 5.0F; float Acceleration = 20.0F; Vector2 Position = new Vector2(1200,720); Vector2 Velocity; float rotation = 0; SpriteEffects flip; Vector2 Speed = new Vector2(0, 0); public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; } protected override void Initialize() { base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); image = Content.Load<Texture2D>("cartoondolphin"); water = Content.Load<Texture2D>("background"); flip = SpriteEffects.None; } protected override void Update(GameTime gameTime) { float VelocityX = 0f; float VelocityY = 0f; float time = (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState kbState = Keyboard.GetState(); if(kbState.IsKeyDown(Keys.Left)) { rotation = 0; flip = SpriteEffects.None; VelocityX += -5f; } if(kbState.IsKeyDown(Keys.Right)) { rotation = 0; flip = SpriteEffects.FlipHorizontally; VelocityX += 5f; } // jump if the dolphin is under water if(Position.Y >= 670) { if (kbState.IsKeyDown(Keys.A)) { if (flip == SpriteEffects.None) { rotation = 45; VelocityY += 40f; } else { rotation = -45; VelocityY += 40f; } } } else { VelocityY += -10f; } float deltaY = 0; float deltaX = 0; deltaY = Gravity * (float)gameTime.ElapsedGameTime.TotalSeconds; deltaX += VelocityX * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; deltaY += -VelocityY * (float)gameTime.ElapsedGameTime.TotalSeconds * Acceleration; Speed = new Vector2(Speed.X + deltaX, Speed.Y + deltaY); Position += Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; Velocity.X = 0; if (Position.Y + image.Height/2 > graphics.PreferredBackBufferHeight) Position.Y = graphics.PreferredBackBufferHeight - image.Height/2; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(water, new Rectangle(0, graphics.PreferredBackBufferHeight -100, graphics.PreferredBackBufferWidth, 100), Color.White); spriteBatch.Draw(image, Position, null, Color.White, MathHelper.ToRadians(rotation), new Vector2(image.Width / 2, image.Height / 2), 1, flip, 1); spriteBatch.End(); base.Draw(gameTime); } }

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  • Appropriate design / technologies to handle dynamic string formatting?

    - by Mark W
    recently I was tasked with implementing a way of adding support for versioning of hardware packet specifications to one of our libraries. First a bit of information about the project. We have a hardware library which has classes for each of the various commands we support sending to our hardware. These hardware modules are essentially just lights with a few buttons, and a 2 or 4 digit display. The packets typically follow the format {SOH}AADD{ETX}, where AA is our sentinel action code, and DD is the device ID. These packet specs are different from one command to the next obviously, and the different firmware versions we have support different specifications. For example, on version 1 an action code of 14 may have a spec of {SOH}AADDTEXT{ETX} which would be AA = 14 literal, DD = device ID, TEXT = literal text to display on the device. Then we come out with a revision with adds an extended byte(s) onto the end of the packet like this {SOH}AADDTEXTE{ETX}. Assume the TEXT field is fixed width for this example. We have now added a new field onto the end which could be used to say specify the color or flash rate of the text/buttons. Currently this java library only supports one version of the commands, the latest. In our hardware library we would have a class for this command, say a DisplayTextArgs.java. That class would have fields for the device ID, the text, and the extended byte. The command class would expose a method which generates the string ("{SOH}AADDTEXTE{ETX}") using the value from the class. In practice we would create the Args class as needed, populate the fields, call the method to get our packet string, then ship that down across the CAN. Some of our other commands specification can vary for the same command, on the same version, depending on some runtime state. For example, another command for version 1 may be {SOH}AA{ETX}, where this action code clears all of the modules behind a specific controller device of their text. We may overload this packet to have option fields with multiple meanings like {SOH}AAOC{ETX} where OC is literal text, which tells the controller to only clear text on a specific module type, and to leave the others alone, or the spec could also have an option format of {SOH}AADD{ETX} to clear the text off a a specific device. Currently, in the method which generates the packet string, we would evaluate fields on the args class to determine which spec we will be using when formatting the packet. For this example, it would be along the lines of: if m_DeviceID != null then use {SOH}AADD{ETX} else if m_ClearOCs == true then use {SOH}AAOC{EXT} else use {SOH}AA{ETX} I had considered using XML, or a database to store String.format format strings, which were linked to firmware version numbers in some table. We would load them up at startup, and pass in the version number of the hardwares firmware we are currently using (I can query the devices for their firmware version, but the version is not included in all packets as part of the spec). This breaks down pretty quickly because of the dynamic nature of how we select which version of the command to use. I then considered using a rule engine to possibly build out expressions which could be interpreted at runtume, to evaluate the args class's state, and from that select the appropriate format string to use, but my brief look at rule engines for java scared me away with its complexity. While it seems like it might be a viable solution, it seems overly complex. So this is why I am here. I wouldn't say design is my strongest skill, and im having trouble figuring out the best way to approach this problem. I probably wont be able to radically change the args classes, but if the trade off was good enough, I may be able to convince my boss that the change is appropriate. What I would like from the community is some feedback on some best practices / design methodologies / API or other resources which I could use to accomplish: Logic to determine which set of commands to use for a given firmware version Of those command, which version of each command to use (based on the args classes state) Keep the rules logic decoupled from the application so as to avoid needing releases for every firmware version Be simple enough so I don't need weeks of study and trial and error to implement effectively.

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  • When should one use the following: Amazon EC2, Google App Engine, Microsoft Azure and Salesforce.com

    - by vicky21
    I am asking this in very general sense. Both from cloud provider and cloud consumer's perspective. Also the question is not for any specific kind of application (in fact the intention is to know which type of applications/domains can fit into which of the cloud slab -SaaS PaaS IaaS). My understanding so far is: IaaS: Raw Hardware (Processors, Networks, Storage). PaaS: OS, System Softwares, Development Framework, Virtual Machines. SaaS: Software Applications. It would be great if Stackoverflower's can share their understanding and experiences of cloud computing concept. EDIT: Ok, I will put it in more specific way - Amazon EC2: You don't have control over hardware layer. But you can take your choice of OS image, Dev Framework (.NET, J2EE, LAMP) and Application and put it on EC2 hardware. Can you deploy an applications built with Google App Engine or Azure on EC2? Google App Engine: You don't have control over hardware and OS and you get a specific Dev Framework to build your application. Can you take any existing Java or Python application and port it to GAE? Or vice versa, can applications that were built on GAE be taken out of GAE and ported to any Application Server like Websphere or Weblogic? Azure: You don't have control over hardware and OS and you get a specific Dev Framework to build your application. Can you take any existing .NET application and port it to Azure? Or vice versa, can applications that were built on Azure be taken out of Azure and ported to any Application Server like Biztalk?

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  • SQL Join to only the maximum row puzzle

    - by Billy ONeal
    Given the following example data: Users +--------------------------------------------------+ | ID | First Name | Last Name | Network Identifier | +--------------------------------------------------+ | 1 | Billy | O'Neal | bro4 | +----+------------+-----------+--------------------+ | 2 | John | Skeet | jsk1 | +----+------------+-----------+--------------------+ Hardware +----+-------------------+---------------+ | ID | Hardware Name | Serial Number | +----+-------------------+---------------+ | 1 | Latitude E6500 | 5555555 | +----+-------------------+---------------+ | 2 | Latitude E6200 | 2222222 | +----+-------------------+---------------+ HardwareAssignments +---------+-------------+-------------+ | User ID | Hardware ID | Assigned On | +---------+-------------+-------------+ | 1 | 1 | April 1 | +---------+-------------+-------------+ | 1 | 2 | April 10 | +---------+-------------+-------------+ | 2 | 2 | April 1 | +---------+-------------+-------------+ | 2 | 1 | April 11 | +---------+-------------+-------------+ I'd like to write a SQL query which would give the following result: +--------------------+------------+-----------+----------------+---------------+-------------+ | Network Identifier | First Name | Last Name | Hardware Name | Serial Number | Assigned On | +--------------------+------------+-----------+----------------+---------------+-------------+ | bro4 | Billy | O'Neal | Latitude E6200 | 2222222 | April 10 | +--------------------+------------+-----------+----------------+---------------+-------------+ | jsk1 | John | Skeet | Latitude E6500 | 5555555 | April 11 | +--------------------+------------+-----------+----------------+---------------+-------------+ My trouble is that the maximum "Assigned On" date for each user needs to be selected for each individual user and used for the actual join ... Is there a clever way accomplish this in SQL?

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  • Is there a way to watch all COM activity on a computer?

    - by Fake Name
    I'm trying to deal with a piece of specialized hardware, that presents it's interface as a COM object, using win32com in Python. However, the documentation for how to actually set up the hardware through the COM object is sparse (it requires a significant amount of initialization), and entirely oriented at using a bunch of pre-built libraries for Visual Studio, which are not accessible through python. That said, is there any way to watch all local COM activity, so I can sort through the activity logs to try and figure out how the existing demo programs properly initialize the hardware, and replicate the behavior in my python script? Ideally, there would be something in the vein of wireshark for doing this. Note: I have very little (read: basically no) experience using COM, as my focus is mostly embedded hardware (and a little python dev on the side). However, I'm stuck with this particular device.

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  • running a parallel port controlling program through php.

    - by prateek
    I have a program that is interacting with hardware via parallel port programming. i had compiled it and using its object file to interact with the hardware (a simple led). when i execute it directly on the shell it serves the purpose of glowing the LED but when i execute it using shell_exec() in php the command is executed but unable to interact with the hardware. i am totally confused.. .

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  • When software problems reported are not really software problems

    - by AndyUK
    Hi Apologies if this has already been covered or you think it really belongs on wiki. I am a software developer at a company that manufactures microarray printing machines for the biosciences industry. I am primarily involved in interfacing with various bits of hardware (pneumatics, hydraulics, stepper motors, sensors etc) via GUI development in C++ to aspirate and print samples onto microarray slides. On joining the company I noticed that whenever there was a hardware-related problem this would cause the whole setup to freeze, with nobody being any the wiser as to what the specific problem was - hardware / software / misuse etc. Since then I have improved things somewhat by introducing software timeouts and exception handling to better identify and deal with any hardware-related problems that arise eg PLC commands not successfully completed, inappropriate FPGA response commands, and various other deadlock type conditions etc. In addition, the software will now log a summary of the specific problem, inform the user and exit the thread gracefully. This software is not embedded, just interfacing using serial ports. In spite of what has been achieved, non-software guys still do not fully appreciate that in these cases, the 'software' problem they are reporting to me is not really a software problem, rather the software is reporting a problem, but not causing it. Don't get me wrong, there is nothing I enjoy more than to come down on software bugs like a ton of bricks, and looking at ways of improving robustness in any way. I know the system well enough now that I almost have a sixth sense for these things. No matter how many times I try to explain this point to people, it does not really penetrate. They still report what are essentially hardware problems (which eventually get fixed) as software ones. I would like to hear from any others that have endured similar finger-pointing experiences and what methods they used to deal with them.

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  • Unity: Replace registered type with another type at runtime

    - by gehho
    We have a scenario where the user can choose between different hardware at runtime. In the background we have several different hardware classes which all implement an IHardware interface. We would like to use Unity to register the currently selected hardware instance for this interface. However, when the user selects another hardware, this would require us to replace this registration at runtime. The following example might make this clearer: public interface IHardware { // some methods... } public class HardwareA : IHardware { // ... } public class HardwareB : IHardware { // ... } container.RegisterInstance<IHardware>(new HardwareA()); // user selects new hardware somewhere in the configuration... // the following is invalid code, but can it be achieved another way? container.ReplaceInstance<IHardware>(new HardwareB()); Can this behavior be achieved somehow? BTW: I am completely aware that instances which have already been resolved from the container will not be replaced with the new instances, of course. We would take care of that ourselves by forcing them to resolve the instance once again.

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  • Sub-millisecond precision timing in C or C++

    - by andand
    What techniques / methods exist for getting sub-millisecond precision timing data in C or C++, and what precision and accuracy do they provide? I'm looking for methods that don't require additional hardware. The application involves waiting for approximately 50 microseconds +/- 1 microsecond while some external hardware collects data. EDIT: OS is Wndows, probably with VS2010. If I can get drivers and SDK's for the hardware on Linux, I can go there. Thanks.

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  • In a virtual machine monitor such as VMware's ESXi Server, how are shadow page tables implemented?

    - by ali01
    My understanding is that VMMs such as VMware's ESXi Server maintain shadow page tables to map virtual page addresses of guest operating systems directly to machine (hardware) addresses. I've been told that shadow page tables are then used directly by the processor's paging hardware to allow memory access in the VM to execute without translation overhead. I would like to understand a bit more about how the shadow page table mechanism works in a VMM. Is my high level understanding above correct? What kind of data structures are used in the implementation of shadow page tables? What is the flow of control from the guest operating system all the way to the hardware? How are memory access translations made for a guest operating system before its shadow page table is populated? How is page sharing supported? Short of straight up reading the source code of an open source VMM, what resources can I look into to learn more about hardware virtualization?

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  • Execute a command using php under ssh2 in php

    - by Mervyn
    Using Mint terminal my script connects using ssh2_connect and ssh2_auth-password. When am logged in successfully I want to run a command which will give me the hardware cpu. Is there a way I can use to exec the command in my script then show the results. I have used system and exec for pinging. if i was in the terminal i do the login. then type "get hardware cpu" in the terminal it would look like this: Test~ $ get hardware cpu

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • FSFE Fellowship interview with David Reyes Samblas Martinez

    <b>FSFE:</b> "David Reyes Samblas Martinez is the founder of Spanish Copyleft Hardware store Tuxbrain, and attended the famous Open University of Catalunya. He's also the subject of this month's Fellowship interview, in which he answers questions on hardware manufacturing, e-learning and Free Software politics."

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  • Windows Question: RunOnce/Second Boot Issues

    - by Greg
    I am attempting to create a Windows XP SP3 image that will run my application on Second Boot. Here is the intended workflow. 1) Run Image Prep Utility (I wrote) on windows to add my runonce entries and clean a few things up. 2) Reboot to ghost, make image file. 3) Package into my ISO and distribute. 4) System will be imaged by user. 5) On first boot, I have about 5 things that run, one of which includes a driver updater (I wrote) for my own specific devices. 6) One of the entries inside of HKCU/../runonce is a reg file, which adds another key to HKLM/../runonce. This is how second boot is acquired. 7) As a result of the driver updater, user is prompted to reboot. 8) My application is then launched from HKLM/../runonce on second boot. This workflow works perfectly, except for a select few legacy systems that contain devices that cause the add hardware wizard to pop up. When the add hardware wizard pops up is when I begin to see problems. It's important to note, that if I manually inspect the registry after the add hardware wizard pops up, it appears as I would expect, with all the first boot scripts having run, and it's sitting in a state I would correctly expect it to be in for a second boot scenario. The problem comes when I click next on the add hardware wizard, it seems to re-run the single entry I've added, and re-executes the runonce scripts. (only one script now as it's already executed and cleared out the initial entries). This causes my application to open as if it were a second boot, only when next is clicked on the add hardware wizard. If I click cancel, and reboot, then it also works as expected. I don't care as much about other solutions, because I could design a system that doesn't fully rely on Microsoft's registry. I simply can't find any information as to WHY this is happening. I believe this is some type of Microsoft issue that's presenting itself as a result of an overstretched image that's expected to support too many legacy platforms, but any help that can be provided would be appreciated. Thanks,

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  • Keep basic game physics separate from basic game object? [on hold]

    - by metamorphosis
    If anybody has dealt with a similar situation I'd be interested in your experience/wisdom, I'm developing a 2D game library in C++, I have game objects which have very basic physics, they also have movement classes attached to differing states, for example, a different movement type based on whether the character is jumping, on ice, whatever. In terms of storing velocity and acceleration impulses, are they best held by the object? Or by the associated movement class? The reason I ask is that I can see advantages to both approaches- if you store physics data in the movement class, you have to pass physics information between class instances when a state change occurs (ie. impulses, gravity etc) but the class has total control over whether those physics are updated or not. An obvious example of how this would be useful was if an object was affected by something which caused it to ignore gravity, or something like that. on the other hand if you store the physics data in the object class, it feels more logical, you don't have to go around passing physics impulses and gravity etc, however the control that the movement class has over the object's physics becomes more convoluted. Basically the difference is between: object->physics stacks (acceleration impulses etc) ->physics functions ->movement type <-movement type makes physics function calls through object and object->movement type->physics stacks ->physics functions ->object forwards external physics calls onto movement type ->object transfers physics stacks between movement types when state change occurs Are there best practices here?

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