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  • Path Modifier in Tower Of Defense Game

    - by Siddharth
    I implemented PathModifier for path of each enemy in my tower of defense game. So I applied fixed time to path modifier in that enemy complete their path. Like following code describe. new PathModifier(speed, path); Here speed define the time to complete the path. But in tower of defense game my problem is, there is a tower which slow down the movement of the enemy. In that particular situation I was stuck. please someone provide me some guidance what to do in this situation. EDIT : Path path = new Path(wayPointList.size()); for (int j = 0; j < wayPointList.size(); j++) { Point point = grid.getCellPoint(wayPointList.get(j).getRow(), wayPointList.get(j).getCol()); path.to(point.x, point.y); }

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  • Time display and Cursor bug in Ubuntu 14.04 LTS

    - by user291774
    Just installed Ubuntu 14.04. Noticed the time in seconds speeds up then slows down to normal speed. The cursor for the keyboard has a strange rhythm; it stays normal, then slowly speeds up faster and faster till it looks like it's not blinking anymore, then goes back to normal and starts the process again. It almost seems like my whole operating system speeds up then slows down again. Even the hour circle that spins when it's loading starts slowly then it picks up speed till it spins so fast it looks like it's not even spinning. It interferes with video and the whole system. I have a Dell Vostro 3750 dual video cards and dual boot with Windows 7. Windows is running fine.

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  • New DMV–yes… no… that’s complicated

    - by Michael Zilberstein
    Remember the excitement about new sys.dm_exec_query_profiles DMV? It promised to be a gamechanger, providing query visibility at a runtime and easily extractable information about heavy iterators in execution plan. So it has been announced but missing. Now in CTP2 it is finally here. So, singing one of my favorite Queen songs “… It finally happened - I’m slightly mad…” , I tried to observe query execution data at a runtime. And… nothing. Query is running, DMV is empty. That’s really disappointing...(read more)

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  • accessing webpages from terminal

    - by August
    Using Ubuntu 12.04 . I know two methods to access the web-pages through terminal . They are lynx & elinkswhen i have tried to use them to access web-pages from terminal i didn't felt any kind of speed improvements . I am not sure whether its a usual thing or my speed (because its slow one ). so which way is the best to access the web-page terminal browsers or GUI browsers? and what else more i can get/lost from text terminals ?

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  • Fast language for problem solving? [closed]

    - by Friend of Kim
    I learned PHP to make websites. After some years I've started using programming for solving what is difficult tasks for my level. Now I want to make a program that solves equations. (I want to write it myself, not use an API. Because I'm doing this for the sake of the challenge, not for the result..) Because of this, I'm going to learn a new and faster/better language. It's going to be C++, Java, Python or C#. What are the benefits of each language, and which language is best for speed compared to speed of writing and readability? Using C would be lightning fast, but the lack of OO is making for more complex code and reduces the readability, for example..

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  • Particle system lifetimes in OpenGL ES 2

    - by user16547
    I don't know how to work with my particle's lifetimes. My design is simple: each particle has a position, a speed and a lifetime. At each frame, each particle should update its position like this: position.y = position.y + INCREMENT * speed.y However, I'm having difficulties in choosing my INCREMENT. If I set it to some sort of FRAME_COUNT, it looks fine until FRAME_COUNT has to be set back to 0. The effect will be that all particles start over at the same time, which I don't want to happen. I want my particles sort of live "independent" of each other. That's the reason I need a lifetime, but I don't know how to make use of it. I added a lifetime for each particle in the particle buffer, but I also need an individual increment that's updated on each frame, so that when PARTICLE_INCREMENT = PARTICLE_LIFETIME, each increment goes back to 0. How can I achieve something like that?

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  • Algorithm to Sort member into groups

    - by kasmanit
    I'll have to develop an application which the final purpose is to sort all the member into groups. Each group will have the same size. And I had to put the members into the groups several times during the execution of the program. To put the member into the groups, a lot of critria are to be look at, because we do not want that two people are put again together two time in the same execution of the program, of course if it's the only way to find a correct solution, it' fine, and there is a lot of other criteria, like some people can be willing to be always with another member. So to resume, we have n members to put in groups of size 8. After the first "round" we have to do again the algorithm to sort them differently. And a lot of critria may go in the calculation of the priority of each member Do you have any idea?

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  • Can my computer run Ubuntu? [duplicate]

    - by Harry B
    This question already has an answer here: How do I find out which version and derivative of Ubuntu is right for my hardware in terms of minimal system requirements? 2 answers Just want to check if my computer can run Ubuntu. It is an old IBM ThinkPad, so here are the basic stats I could find: IBM 28832ZU Processor Intel(R) Celeron(R) M processor 1300MHz Processor Speed 1.27 GHz Memory (RAM) 2048 MB Operating System Microsoft Windows XP Professional Operating System Version 5.1.2600 Intel Extreme Graphics 2M And here is some info pulled from the graphics panel NTEL(R) EXTREME GRAPHICS 2 FOR MOBILE REPORT Report Date: 06/28/2013 Report Time[hr:mm:ss]: 17:53:20 Driver Version: 6.14.10.3943 Operating System: Windows NT* 5.1.2600 Service Pack 2 Default Language: English DirectX* Version: 9.0 Physical Memory: 2038 MB Min. Graphics Memory: 8 MB Max. Graphics Memory: 64 MB Graphics Memory in use: 7 MB Processor: x86 family 6 Model 9 Stepping 5 Processor Speed: 1296 MHZ Device Revision: 2 Output Devices Connected to Graphics Accelerator * Active Notebook Displays:1

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  • Google sort Supersonic, un moteur de requêtes open source écrit en C++ qui accélère le temps de traitement des données

    Google sort Supersonic un moteur de requêtes open source écrit en c++ qui accélère le temps de traitement des données Google vient d'annoncer sur son blog dédié à l'open source, la publication de Supersonic, un moteur pour optimiser l'exécution des requêtes. Supersonic est une bibliothèque de moteur de requêtes écrit en C++, qui « est extrêmement utile pour créer un back end pour une base de données orientée colonnes ». Selon Google, sa force principale réside dans sa vitesse. L'outil est un moteur de cache-aware, qui exploite plusieurs techniques d'optimisation de bas niveau pour assurer des meilleurs temps d'exécution et un débit élevé. Grâce à l'utilisation...

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  • Webcast: Extreme Analytics Without Limits

    - by Rob Reynolds
    Event Date: November 8, 2012 Event Time: 1 p.m. PT / 4 p.m. ET If you are a current Oracle Business Intelligence Applications customer, or thinking about implementing the BI Apps, please join us for this Webcast to learn how the combination of Oracle Exalytics In- Memory Machine and Oracle’s market leading analytic applications enables you to go beyond the traditional boundaries of data analysis and get the insight you need from massive volumes of data – all at the speed of thought. See how you can benefit from running your analytic applications on Oracle Exalytics to: Lower TCO Improve Operational Decision Making and Enhance Competitive Advantage Deliver Speed-of-thought Analysis – Anytime, Anywhere Click here to register.

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  • Generate Unique Abstract Backgrounds with Ablaze

    - by Jason Fitzpatrick
    If you want custom and unique backgrounds without having to code your own image-generating engine, Ablaze makes it simple (and fun) to create abstract images. You can customize a wide array of options in Ablaze including the base shape (ring, horizontal line, or random), number of particles, distance each particle travels, and the speed (if you increase the speed range you get more distinct lines and if you decrease it you get smoother smokier shapes). You can also seed the design with a color palette pulled from any image you provide (the sample above was seeded with a Wonder Woman comic panel). Tweak and reset the pattern generation as much as you want; when you create an abstract image worthy of your desktop just click the save button to grab a copy of it in PNG format. Ablaze [via Flowing Data] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Object array updates one instance repeatedly [on hold]

    - by MGN001
    I'm making a 2D shooter, and the player object holds an array of bullets that represent how many shots the player can have on screen at once. At least, this is what I'm trying for. What's happening is that each time any of the objects in the array is called, it seems to update a single object in memory. So, if I fire and then fire again, the object "starts over" from where I shot from and moves twice as fast. I've spent weeks trying to fix this and I've managed nothing. Hopefully another pair of eyes will see something I've missed. Player.cpp #include "Player.h" const int startLives = 3; const int maxHealth = 2; const float speed = 1; const int maxVelocity = 500; const int topBound = WINDOW_HEIGHT / 5 * 3; const int slowRate = 500; const int accRate = 1000; const int maxBullets = 5; const float spriteWidth = 99; const float spriteHeight = 75; const Vector2f startPosition = { (WINDOW_WIDTH / 2) - (spriteWidth / 2), (WINDOW_HEIGHT / 4 * 3) - (spriteHeight / 2) }; Bullet bullets[maxBullets]; Bullet * bulletPointers[maxBullets]; SDL_Texture * playerHealthy; SDL_Texture * playerDamaged; SDL_Texture * currentSprite; SDL_Rect * rect; Vector2f position; Vector2f velocity; int Health; int Lives; Player::Player() { rect = new SDL_Rect(); } Player::~Player() { SDL_DestroyTexture(playerHealthy); SDL_DestroyTexture(playerDamaged); SDL_DestroyTexture(currentSprite); rect = NULL; } void Player::Initialize(SDL_Renderer * renderer) { SDL_Surface * temp; temp = IMG_Load(".\\Sprites\\player.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerHealthy = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\playerDamaged.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } playerDamaged = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreen.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * bullet = SDL_CreateTextureFromSurface(renderer, temp); temp = IMG_Load(".\\Sprites\\laserGreenShot.png"); if (temp == NULL) { printf("Initialization Error: %s\n", IMG_GetError()); exit(PLAYER_INITIALIZATION_ERROR); } SDL_Texture * explosion = SDL_CreateTextureFromSurface(renderer, temp); for (int i = 0; i < maxBullets; i++) { bullets[i].Initialize(renderer, bullet, explosion); bulletPointers[i] = NULL; } temp = NULL; rect->h = spriteHeight; rect->w = spriteWidth; Reset(); } void Player::Update(Input input, float deltaTime) { if (abs(velocity.x) < slowRate * deltaTime) { velocity.x = 0; } else if (velocity.x > 0) { velocity.x -= slowRate * deltaTime; } else if (velocity.x < 0) { velocity.x += slowRate * deltaTime; } if (abs(velocity.y) < slowRate * deltaTime) { velocity.y = 0; } if (velocity.y > 0) { velocity.y -= slowRate * deltaTime; } else if (velocity.y < 0) { velocity.y += slowRate * deltaTime; } if (Health <= 0) { --Lives; Spawn(); } velocity.x += UnitVector(input.InputNew.movement).x * accRate * deltaTime; velocity.y += UnitVector(input.InputNew.movement).y * accRate * deltaTime; if (Magnitude(velocity) > maxVelocity) { velocity.x = UnitVector(velocity).x * maxVelocity; velocity.y = UnitVector(velocity).y * maxVelocity; } position.x += velocity.x * deltaTime * speed; position.y += velocity.y * deltaTime * speed; if (input.InputNew.JumpLeft && !input.InputOld.JumpLeft) { position.x -= spriteWidth; } if (input.InputNew.JumpRight && !input.InputOld.JumpRight) { position.x += spriteWidth; } Boundaries(); rect->x = position.x; rect->y = position.y; if (input.InputNew.Fire && !input.InputOld.Fire) { Fire(); } for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Update(deltaTime); if (bullets[i].getPosition().y < -33) { bulletPointers[i] = NULL; } } } } void Player::Draw(SDL_Renderer * renderer) { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] != NULL) { bullets[i].Draw(renderer); } } SDL_RenderCopy(renderer, currentSprite, NULL, rect); } void Player::Spawn() { position = startPosition; Health = maxHealth; currentSprite = playerHealthy; rect->x = position.x; rect->y = position.y; } void Player::Boundaries() { if (position.x < 0) { position.x = 0; velocity.x *= -1; } else if (position.x > WINDOW_WIDTH - spriteWidth) { position.x = WINDOW_WIDTH - spriteWidth; velocity.x *= -1; } if (position.y < topBound) { position.y = topBound; velocity.y *= -1; } else if (position.y > WINDOW_HEIGHT - spriteHeight) { position.y = WINDOW_HEIGHT - spriteHeight; velocity.y *= -1; } } int Player::getLives() { return Lives; } void Player::Reset() { Lives = startLives; Spawn(); } void Player::Fire() { for (int i = 0; i < maxBullets; ++i) { if (bulletPointers[i] == NULL) { bulletPointers[i] = &bullets[i]; bullets[i].Fire(position,velocity.x/2); break; } } } Bullet.cpp #include "Bullet.h" const int speed = 500; Vector2f bulletVelocity; float ExplosionMax = 0.5f; float ExplosionTimer; const Vector2f fireOffset = { 45.5f, 10.0f }; const Vector2f explosionOffset = { 23.5f, -27.0f }; const Vector2i bulletSize = { 9, 33 }; const Vector2i explosionSize = { 56, 54 }; Vector2f bulletPosition; SDL_Texture * bulletSprite; SDL_Texture * explosionSprite; SDL_Texture * bulletCurrentSprite; SDL_Rect * bulletRect; Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::Initialize(SDL_Renderer * renderer, SDL_Texture * bullet, SDL_Texture * explosion) { bulletSprite = bullet; explosionSprite = explosion; bulletRect = new SDL_Rect(); } void Bullet::Update(float deltaTime) { bulletPosition.y -= bulletVelocity.y * deltaTime; bulletPosition.x += bulletVelocity.x * deltaTime; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } void Bullet::Draw(SDL_Renderer * renderer) { SDL_RenderCopy(renderer, bulletCurrentSprite, NULL, bulletRect); } void Bullet::Fire(Vector2f pos, float xSpeed) { bulletPosition.x = pos.x + fireOffset.x; bulletPosition.y = pos.y + fireOffset.y; bulletVelocity.x = xSpeed; bulletVelocity.y = speed; bulletCurrentSprite = bulletSprite; bulletRect->h = bulletSize.y; bulletRect->w = bulletSize.x; bulletRect->x = static_cast<int>(bulletPosition.x); bulletRect->y = static_cast<int>(bulletPosition.y); } Vector2f Bullet::getPosition() { return bulletPosition; } void Bullet::Hit() { bulletCurrentSprite = explosionSprite; bulletVelocity = { 0.0f, 0.0f }; ExplosionTimer = ExplosionMax; bulletPosition.x += explosionOffset.x; bulletPosition.y += explosionOffset.y; bulletRect->w = explosionSize.x; bulletRect->h = explosionSize.y; }

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  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

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  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity

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  • Monday at Oracle OpenWorld 2012 - Must See Session: “Using the Right Tools, Techniques, and Technologies for Integration Projects”

    - by Lionel Dubreuil
    Don’t miss this “CON8669 - Using the Right Tools, Techniques, and Technologies for Integration Projects“ session with Timothy Hall - Sr. Director, Oracle: Date: Monday, Oct 1, Time: 3:15 PM - 4:15 PM Location: Moscone South - 308 Every integration project brings its own unique set of challenges. There are many tools and techniques to choose from. How do you ensure that you have a means of consistently and repeatedly making decisions about which tools, techniques, and technologies are used? In working with many customers around the globe, Oracle has developed a set of criteria to help evaluate a variety of common integration questions. This session explores these criteria and how they have been further organized into decision trees that offer a repeatable means for ensuring that project teams are given the same guidance from project to project. Using these techniques, the presentation shows how you can reduce risk and speed productivity for your projects Objectives for this session are to: Discuss common questions that arise at the start of integration projects Review various decision criteria and approaches for getting to a consistent set of answers Explore how these techniques can be used to reduce risk and speed productivity

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  • Does low latency code sometimes have to be "ugly"?

    - by user997112
    (This is mainly aimed at those who have specific knowledge of low latency systems, to avoid people just answering with unsubstantiated opinions). Do you feel there is a trade-off between writing "nice" object orientated code and writing very fast low latency code? For instance, avoiding virtual functions in C++/the overhead of polymorphism etc- re-writing code which looks nasty, but is very fast etc? It stands to reason- who cares if it looks ugly (so long as its maintainable)- if you need speed, you need speed? I would be interested to hear from people who have worked in such areas.

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  • car race game collision condition.

    - by ashok patidar
    in this how can rotate car when it goes to collied with the track side. package { import flash.display.MovieClip; import flash.events.Event; import flash.events.KeyboardEvent; import flash.text.TextField; import flash.ui.Keyboard; import Math; /** * ... * @author Ashok */ public class F1race extends MovieClip { public var increment:Number = 0; //amount the car moves each frame public var posNeg:Number = 1; public var acceleration:Number = .05; //acceleration of the car, or the amount increment gets increased by. public var speed:Number = 0; //the speed of the car that will be displayed on screen public var maxSpeed:Number = 100; public var keyLeftPressed:Boolean; public var keyRightPressed:Boolean; public var keyUpPressed:Boolean; public var keyDownPressed:Boolean; public var spedometer:TextField = new TextField(); public var carRotation:Number ; public var txt_hit:TextField = new TextField(); public function F1race() { carRotation = carMC.rotation; trace(carMC.rotation); //addChild(spedometer); //spedometer.x = 0; //spedometer.y = 0; addChild(txt_hit); txt_hit.x = 0; txt_hit.y = 100; //rotation of the car addEventListener(Event.ENTER_FRAME, onEnterFrameFunction); stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed,false); stage.addEventListener(KeyboardEvent.KEY_UP, keyReleased,false); carMC.addEventListener(Event.ENTER_FRAME, carOver_road) } public function carOver_road(event:Event):void { //trace(texture.hitTestPoint(carMC.x,carMC.y,true),"--"); /* if(!texture.hitTestPoint(carMC.x,carMC.y,true)) { txt_hit.text = "WRONG WAY"; if(increment!=0) { increment=1; } } else { txt_hit.text = ""; //increment++; }*/ if (roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y,true)) { trace("left Hit" + carMC.rotation); //acceleration = .005; //if(carMC.rotation>90 || carMC.rotation>90 //carMC.rotation += 2; if ((carMC.rotation >= 90) && (carMC.rotation <= 180)) { carMC.rotation += 3; carMC.x += 3; } if ((carMC.rotation <= -90) && (carMC.rotation >= -180)) { carMC.rotation += 3; texture.y -= 3; } if ((carMC.rotation > -90) && (carMC.rotation <= -1)) { carMC.rotation += 3; texture.y -= 3; } if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x + carMC.width / 2, carMC.y,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if (roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) { trace("left right"); //carMC.rotation -= 2; if(increment<0) { increment += 1.5 * acceleration; } if(increment>0) { increment -= 1.5 * acceleration; } } if ((!roadless.hitTestPoint(carMC.x - carMC.width / 2, carMC.y, true)) && (!roadless.hitTestPoint(carMC.x, carMC.y- carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true)) && (!roadless.hitTestPoint(carMC.x, carMC.y+ carMC.height / 2,true))) { //acceleration = .05; } } public function onEnterFrameFunction(events:Event):void { speed = Math.round((increment) * 5); spedometer.text = String(speed); if ((carMC.rotation < 180)&&(carMC.rotation >= 0)){ carRotation = carMC.rotation; posNeg = 1; } if ((carMC.rotation < 0)&&(carMC.rotation > -180)){ carRotation = -1 * carMC.rotation; posNeg = -1; } if (keyRightPressed) { carMC.rotation += .5 * increment; carMC.LWheel.rotation = 8; carMC.RWheel.rotation = 8; steering.gotoAndStop(2); } if (keyLeftPressed) { carMC.rotation -= .5 * increment; carMC.LWheel.rotation = -8; carMC.RWheel.rotation = -8; steering.gotoAndStop(3); } if (keyDownPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; increment -= 0.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment -= 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } if ((Math.abs(speed)) == (Math.abs(maxSpeed))) { trace("hello"); } } if (keyUpPressed) { steering.gotoAndStop(1); carMC.LWheel.rotation = 0; carMC.RWheel.rotation = 0; //trace(carMC.rotation); texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } increment += 1 * acceleration; if ((Math.abs(speed)) < (Math.abs(maxSpeed))) { increment += acceleration; } } if ((!keyUpPressed) && (!keyDownPressed)){ /*if (increment > 0 && (!keyUpPressed)&& (!keyDownPressed)) { //texture.y -= ((90-carRotation)/90)*increment; increment -= 1.5 * acceleration; } if((increment==0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment = 0; } if((increment<0)&&(!keyUpPressed)&& (!keyDownPressed)) { increment += 1.5 * acceleration; }*/ if (increment > 0) { increment -= 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } if (increment == 0) { increment = 0; } if (increment < 0) { increment += 1.5 * acceleration; texture.y -= ((90 - carRotation) / 90) * increment; roadless.y = texture.y; if (((carMC.rotation > 90)&&(carMC.rotation < 180))||((carMC.rotation < -90)&&(carMC.rotation > -180))) { texture.x += posNeg * (((((1 - (carRotation / 360)) * 360) - 180) / 90) * increment); roadless.x = texture.x; } if (((carMC.rotation <= 90)&&(carMC.rotation > 0))||((carMC.rotation >= -90)&&(carMC.rotation < -1))) { texture.x += posNeg * ((carRotation) / 90) * increment; roadless.x = texture.x; } } } } public function keyPressed(event:KeyboardEvent):void { trace("keyPressed"); if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = true; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = true; } if (event.keyCode == Keyboard.UP) { keyUpPressed = true; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = true; } } public function keyReleased(event:KeyboardEvent):void { trace("keyReleased..."); //increment -= 1.5 * acceleration; //increment--; if (event.keyCode == Keyboard.LEFT) { keyLeftPressed = false; } if (event.keyCode == Keyboard.RIGHT) { keyRightPressed = false; } if (event.keyCode == Keyboard.UP) { keyUpPressed = false; } if (event.keyCode == Keyboard.DOWN) { keyDownPressed = false; } } } }

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  • How many bits for sequence number using Go-Back-N protocol.

    - by Mike
    Hi Everyone, I'm a regular over at Stack Overflow (Software developer) that is trying to get through a networking course. I got a homework problem I'd like to have a sanity check on. Here is what I got. Q: A 3000-km-long T1 trunk is used to transmit 64-byte frames using Go-Back-N protocol. If the propagation speed is 6 microseconds/km, how many bits should the sequence numbers be? My Answer: For this questions what we need to do is lay the base knowledge. What we are trying to find is the size of the largest sequence number we should us using Go-Back-N. To figure this out we need to figure out how many packets can fit into our link at a time and then subtract one from that number. This will ensure that we never have two packets with the same sequence number at the same time in the link. Length of link: 3,000km Speed: 6 microseconds / km Frame size: 64 bytes T1 transmission speed: 1544kb/s (http://ckp.made-it.com/t1234.html) Propagation time = 6 microseconds / km * 3000 km = 18,000 microseconds (18ms). Convert 1544kb to bytes = 1544 * 1024 = 1581056 bytes Transmission time = 64 bytes / 1581056bytes / second = 0.000040479 seconds (0.4ms) So then if we take the 18ms propagation time and divide it by the 0.4ms transmission time we will see that we are going to be able to stuff ( 18 / 0.4) 45 packets into the link at a time. That means that our sequence number should be 2 ^ 45 bits long! Am I going in the right direction with this? Thanks, Mike

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  • Alternative to robocopy /MIR

    - by Robin Day
    We run a number of web apps that store a lot of local data in small xml files. One part of our backup / recovery strategy is to produce a local mirror of the file system via a VPN to the hosting centre. The VPN connection is only via a 12Mbps ADSL and whilst there are a lot of files and directories, the actual number of files that changes is quite small. Although the bandwidth is probably an issue, I'm seeing results such as the output below. The robocopy /MIR took 5 hours to run yet only 30 mins to actually perform the copy. Does anyone have any suggestions as to ways to improve this. The 5 hours is now bordering on too slow and if we can't find a way to speed this up then we're going to have to come up with a completely different solution. Total Copied Skipped Mismatch FAILED Extras Dirs : 17625 6618 11007 0 0 0 Files : 1112430 1223 1111207 0 0 0 Bytes : 57.451 g 192.25 m 57.263 g 0 0 0 Times : 5:01:23 0:35:55 0:00:00 4:25:27 Speed : 93509 Bytes/sec. Speed : 5.350 MegaBytes/min. Ended : Fri Apr 16 05:54:23 2010

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  • MS SQL - Problem running SQL Server Agent Job via service account credentials

    - by molecule
    There are 5 steps in this job. First job is an SSIS Package store, second to fifth are file system jobs. We configured all jobs to use Windows Authentication. Under Run As, we specified a user account which was created under SecurityCredentials and SQL Server AgentProxiesSSIS Package execution. The job runs without any problems with this user account. We then proceeded to configure the job to use a service account instead. Service account was specified under SecurityCredentials and SQL Server AgentProxiesSSIS Package Execution. The job fails with this error. Executed as user: domain\serviceaccount. ....00 for 32-bit Copyright (C) Microsoft Corp 1984-2005. All rights reserved. Started: 3:37:57 PM Error: 2010-03-09 15:37:57.95 Code: 0xC0016016 Source: Description: Failed to decrypt protected XML node "DTS:Password" with error 0x8009000B "Key not valid for use in specified state.". You may not be authorized to access this information. This error occurs when there is a cryptographic error. Verify that the correct key is available. End Error Error: 2010-03-09 15:38:01.19 Code: 0xC0047062 Source: Get CONT_VIEW_LADDER in latest 45days OracleFMDatabase [1] Description: System.Data.OracleClient.OracleException: ORA-01005: null password given; logon denied at System.Data.OracleClient.OracleException.Check(OciErrorHandle errorHandle, Int32 rc) at System.Data.OracleClient.OracleInternalConnection.OpenOnLocalTransaction(String userName, String password, String serverName, Boo... The package execution fa... The step failed. Based on some research, I then go into MS Visual Studio and Open the project. I change the property of the package security from "EncryptSensitiveWithUserKey" to "DontSaveSensitive" but i still get the above error. I am new to this so any help will be very much appreciated. Thanks in advance

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  • iPod touch has extremely slow wifi, drops packets - only on my router

    - by mskfisher
    I just purchased an iPod Touch. I am having a lot of trouble with its speeds on my Tenda W311R, but it has no speed problems on my neighbor's Netgear router. It will connect and authenticate to my network, but the Speed Test app from speedtest.net shows rates near 20-50 kbps. If I run the speed test immediately after powering the iPod on, it will get speeds of 10-20 Mbps, like it should - but the speeds slow down to the kbps range abut 10-15 seconds afterward. I get the same behavior with encryption and without encryption, and regardless of N, G, or B compatibility settings in the router. I've tried rebooting the iPod and resetting the network settings, but it's still slow. I've tried pinging the iPod from another computer, and it shows about 40% packet loss: $ ping 192.168.0.111 PING 192.168.0.111 (192.168.0.111): 56 data bytes 64 bytes from 192.168.0.111: icmp_seq=0 ttl=64 time=14.188 ms 64 bytes from 192.168.0.111: icmp_seq=1 ttl=64 time=11.556 ms 64 bytes from 192.168.0.111: icmp_seq=2 ttl=64 time=5.675 ms 64 bytes from 192.168.0.111: icmp_seq=3 ttl=64 time=5.721 ms Request timeout for icmp_seq 4 64 bytes from 192.168.0.111: icmp_seq=5 ttl=64 time=6.491 ms Request timeout for icmp_seq 6 64 bytes from 192.168.0.111: icmp_seq=7 ttl=64 time=8.065 ms Request timeout for icmp_seq 8 Request timeout for icmp_seq 9 Request timeout for icmp_seq 10 64 bytes from 192.168.0.111: icmp_seq=11 ttl=64 time=9.605 ms Signal strength is good - I'm never more than 20 feet from my access point, and it exhibits the same behavior if I'm standing next to the router. It works just well enough to receive text, but videos don't work at all. App downloads are hit and miss. I've tweaked just about all of the settings I can see to tweak, and I'm at a loss. I have also been searching Google for the past three days, all to no avail. Any suggestions?

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