Search Results

Search found 24734 results on 990 pages for 'floating point conversion'.

Page 95/990 | < Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >

  • IIS 7 rewriting subdomain to point at a specific port.

    - by Tommy Jakobsen
    Having installed Team Foundation Server 2010 on Windows Server 2008, I need an easy URL for our developers to access their repositories. The default URL for the TFS repositories is http://localhost:8080/tfs Now I want the subdomain domain tfs.server.domain.com to point at http://localhost:8080/tfs. And when you write access tfs.server.domain.com/repos_name it should redirect to http://localhost:8080/tfs/repos_name. How can I do this in IIS 7? I already tried using the following rule, but it does not work. I get a 404. <rewrite> <globalRules> <rule name="TFS" stopProcessing="true"> <match url="^(?:tfs/)(.*)" /> <conditions> <add input="{HTTP_HOST}" pattern="^tfs.server.domain.com$" /> </conditions> <action type="Rewrite" url="http://localhost:8080/tfs/{R:1}" /> </rule> </globalRules> </rewrite>

    Read the article

  • How to point any *.mydomain variation to localhost (for development)?

    - by user41339
    Hi all. I am developing a site, which will make use of any given [variation of] subdomain name part (that is, the part prefixed before the host name and, optionally, the TLD part). I would imagine that in production, that would be an easy feat - make sure the DNS for second-level domain name part points to an IP, set up Apache2 virtual host to listen on that (or any) IP port 80, and just use PHP to make decisions based on the "Host" request header. However, currently the site is localhost, since I am developing it using my workstation, so first I patched the /etc/hosts to include: 127.0.0.1 mydomain I only used one name part (arguably a custom TLD) so as to not interfere with the Internet domain names. Then I set up a VirtualHost directive for Apache 2.2 like: <VirtualHost *:80> ServerName mydomain But now I can see that f.e. example.mydomain does not point to localhost, meaning the the /etc/hosts addition is not effective for "something.mydomain". It appears the rules are taken verbatim, and also I have checked that wildcards like *.mydomain are not allowed. Is there a solution for this?

    Read the article

  • College network - can I point non-domain student computers to our SUS server?

    - by Joel Coel
    Since I started here 3 months ago, one of the things that's really bothered me about the way this network is setup is something that shows up on the daily bandwidth consumption report. I get a list of top-visited sites by hits and by size, and invariably the top site (to the point that it's bigger than all the other top sites combined) is au.download.windowsupdate.com. We're pulling in ~30GB/day in windows updates. This is every day, not just after a patch Tuesday. After a patch day, it jumps closer to 40GB for a couple days. The key here is that almost none if it is by machines that I'm responsible for. My machines are for the most part fully patched, and when they're not they'll pull from a SUS server, so new updates are downloaded only once. It used to be closer to 50GB/day because most of the machines in our computer labs use DeepFreeze and weren't applying updates correctly, but that's fixed now. So the problem is definitely student-owned machines in the dorms, some of which are re-downloading the same updates in background each day, over and over. I'd love to have these machines start pulling from our SUS server. Then, if they don't ever actually install them at least they're not leeching bandwidth from our public internet connection. Any ideas on how to resolve the situation?

    Read the article

  • Interpolation between two 3D points?

    - by meds
    I'm working with some splines which define a path a character follows (you can see a gameplay video here to get a better understanding of what's going on: http://www.youtube.com/watch?v=BndobjOiZ6g). Basically the characters 'forward' look direction is set to the 'forward' direction of the spline and when players tilt their phone left and right the character is strafed along its 'right' coordinate. The issue with this is (rather obviously) in performance, interpolating over a spline to find the nearest position and tangent relative to the player is an incredibly costly operation. To get by this I cache a finite number of positions in what I call 'SplineDetails', the class is as follows: public class SplineDetails { public SplineDetails() { Forward = Vector3.forward; Position = Vector3.one * float.MaxValue; Alpha = -1; } public float Alpha; // [0,1] measured along length of spline where 0 is the initial point and 1 is the end point of the spline public Vector3 Position; // the point of the spline at this alpha public Vector3 Forward; // the forward tangent of the spline at this alpha } I populate this with say 30 coordinates and I can give a rough estimate of a coordinate and 'forward' based on a position past in. It's not as accurate but it's much faster. But now I'd like to make the system work better by estimating positions and 'forward' directions by interpolating between two of the cached points though I'm stuck trying to figure out some logic. My first problem is, how can I determine between which two points the object is? Given each point can be placed at different intervals along the spline it could mean that two points in front or behind the object can be closer to the object. The other problem is to figure out the proportion between the two paths it's between, i.e. if there is a point a at coordinate (0,0,0) and point b at coordinate (1,0,0) if the object is at position (0.5,0,0) then the result it should give is '0.5' (as it is equal distance away from point a and point b). That's a simple example, but what if the object is at coordinate (0.5,3,0) for example?

    Read the article

  • Difficult to point-and-click target with Apple Magic Trackpad?

    - by Andrew Swift
    My Magic Trackpad is great for most things involving dragging and gestures, but for simple point-and-click use it is starting to get really annoying. For example, my bank has a numeric code that I need to enter from a visual grid on the screen, by clicking on the six numbers in order. To do this is quite difficult with the Magic Trackpad. Idea 1: it is because when you start dragging on the touchpad, there is a brief delay before the mouse starts to move. The delay might be enough to screw up my anticipation of where the cursor is going to go. Idea 2: it may have to do with the cursor acceleration. If I move it a little, the cursor moves a little. If I move it a lot, it goes much faster. I have tried various settings in the preference pane, and although the cursor does move more or less quickly, it doesn't seem any more or less easy to hit a given target. As I am writing this post, I tried a brief experiment -- I chose a spot on the page (the bracket in the superuser logo) and tried to move the cursor there in one quick movement. It's extremely difficult, even though I've been using Macs and touchpads since 1999. There is something about the behavior of the trackpad that is making it impossible for me to learn how to accurately predict where the cursor will end up. Does anyone else have this problem?

    Read the article

  • Basic Mouse Features in Silverlight

    - by Sayre Collado
    Hi Guys, I have basic sample on how to use some features of mouse events in Silverlight. The picture. The Mouse Activity Log is to record the all activity done on the projects. My simple snippets on how to add on the textbox is:         protected void MessageLog(string msg)         {             txtMouseLog.Text += msg;         }   For the Mouse Wheel sample this is the snippets:         private void chkMouseWheel_Checked(object sender, RoutedEventArgs e)         {             image1.MouseWheel += new MouseWheelEventHandler(image1_MouseWheel);         }           void image1_MouseWheel(object sender, MouseWheelEventArgs e)         {             ImgScale.ScaleX = e.Delta > 0 ? ImgScale.ScaleX * 1.5 : ImgScale.ScaleX * 0.8;             ImgScale.ScaleY = e.Delta > 0 ? ImgScale.ScaleY * 1.5 : ImgScale.ScaleY * 0.8;               e.Handled = true;         }    And the XAML:        <Image Height="139" Name="image1" Stretch="Fill" Width="178" Source="/GBLOgs1;component/Images/Sunset.jpg">            <Image.RenderTransform>                 <ScaleTransform x:Name="ImgScale"></ScaleTransform>            </Image.RenderTransform>        </Image     I have also the showing of mouse position:           private void Mouse_MouseMove(object sender, MouseEventArgs e)         {             Point point = e.GetPosition(this);             lblMouseLocation.Content = "X: " + point.X + "and Y: " + point.Y;         }           private void checkBox1_Checked(object sender, RoutedEventArgs e)         {             lblMouseLocation.Visibility = Visibility.Visible;             MessageLog("Mouse Location Visible\n");         }           private void checkBox1_Unchecked(object sender, RoutedEventArgs e)         {             lblMouseLocation.Visibility = Visibility.Collapsed;             MessageLog("Mouse Location Collapsed\n");            And even the counting of clicked event:           int clicked = 0;         private void LayoutRoot_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)         {             Point point = e.GetPosition(this);             clicked++;               string msg = "Mouse Clicked " + clicked.ToString() + " time(s) " +                                     "Mouse Location X and Y: " + point.X + " " + point.Y + "\n";               MessageLog(msg);         }     And now the result of above snippets. Happy Programming.

    Read the article

  • Difficult to point-and-click target with Apple Magic Trackpad?

    - by Andrew Swift
    My Magic Trackpad is great for most things involving dragging and gestures, but for simple point-and-click use it is starting to get really annoying. For example, my bank has a numeric code that I need to enter from a visual grid on the screen, by clicking on the six numbers in order. To do this is quite difficult with the Magic Trackpad. Idea 1: it is because when you start dragging on the touchpad, there is a brief delay before the mouse starts to move. The delay might be enough to screw up my anticipation of where the cursor is going to go. Idea 2: it may have to do with the cursor acceleration. If I move it a little, the cursor moves a little. If I move it a lot, it goes much faster. I have tried various settings in the preference pane, and although the cursor does move more or less quickly, it doesn't seem any more or less easy to hit a given target. As I am writing this post, I tried a brief experiment -- I chose a spot on the page (the bracket in the superuser logo) and tried to move the cursor there in one quick movement. It's extremely difficult, even though I've been using Macs and touchpads since 1999. There is something about the behavior of the trackpad that is making it impossible for me to learn how to accurately predict where the cursor will end up. Does anyone else have this problem?

    Read the article

  • Convert MySQL to an MS SQL Server 2008 Database

    Converting a MySQL database to an MS SQL Server 2 8 database is a bit tricky. It is however an important database migration conversion. Is there some way to do it without resorting to costly database conversion software or facing issues with ODBC connectivity This article will teach you a new method to help you accomplish this conversion.... Test Drive the Next Wave of Productivity Find Microsoft Office 2010 and SharePoint 2010 trials, demos, videos, and more.

    Read the article

  • Can't get subdomain to point to working collabNet server - what am I doing wrong?

    - by Jared
    Hello everyone, I am running a web server using CollabNet SubVersion EDGE. You can view it at 71.13.105DOT51 I also run another website, http://www.tutorialcraft.com. I went into my Cpanel, and created a DNS record as follows: svn.tutorialcraft.com. 14400 IN A 71.13.105.51 Yet, if you go to http://svn.tutorialcraft.com, it doesn't load. I tested to see if I was doing some wrong, so I created a ebay.tutorialcraft.com and pointed it to eBay servers, and it worked fine (it's not up now). Anyone have any ideas? Thanks UPDATE NOTES: I tried to point svn.tutorialcraft.com to my original IP address (the one that www.tutorialcraft.com is pointed to, and it still won't load. Also, may be worthy of note, I am running a wordpress multi-site server, and I have disabled blog redirection. Here is a sample of my .htaccess as well: RewriteEngine On RewriteCond %{HTTP_HOST} ^tutorialcraft\.com RewriteRule (.*) http://www.tutorialcraft.com/$1 [R=301,L] RewriteBase / RewriteRule ^index\.php$ - [L] # uploaded files RewriteRule ^files/(.+) wp-includes/ms-files.php?file=$1 [L] RewriteCond %{REQUEST_FILENAME} -f [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^ - [L] RewriteRule . index.php [L]

    Read the article

  • Drawing Grid in 3D view - Mathematically calculate points and draw line between them (Not working)

    - by Deukalion
    I'm trying to draw a simple grid from a starting point and expand it to a size. Doing this mathematically and drawing the lines between each point, but since the "DrawPrimitives(LineList)" doesn't work the way it should work, And this method can't even draw lines between four points to create a simple Rectangle, so how does this method work exactly? Some sort of coordinate system: [ ][ ][ ][ ][ ][ ][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.0][ ][0.0][ ][2.0][ ] [ ][2.1][1.1][ ][1.1][2.1][ ] [ ][2.2][ ][0.2][ ][2.2][ ] [ ][ ][ ][ ][ ][ ][ ] I've checked with my method and it's working as it should. It calculates all the points to form a grid. This way I should be able to create Points where to draw line right? This way, if I supply the method with Size = 2 it starts at 0,0 and works it through all the corners (2,2) on each side. So, I have the positions of each point. How do I draw lines between these? VerticeCount = must be number of Points in this case, right? So, tell me, if I can't supply this method with Point A, Point B, Point C, Point D to draw a four vertice rectangle (Point A - B - C - D) - how do I do it? How do I even begin to understand it? As far as I'm concered, that's a "Line list" or a list of points where to draw lines. Can anyone explain what I'm missing? I wish to do this mathematically so I can create a a custom grid that can be altered.

    Read the article

  • Why is my server performance degrading to the point of stopping, periodically?

    - by Pascal Aschwanden
    So, once in a while, I see in firebug that a request takes over 15 or even 60 seconds to respond and sometimes never. Here is what I've ruled out: It's not the CPU, cuz every time I check the Server load its less then 6 for all 3 numbers It's not the memory, because thats fairly low too, less the 50% It's not the I/O anymore, because I've seen the graphs that Joyent sent back to me when I requested them, and they show less then 3MB of I/O (mostly all read). It's not the SQL performance - I've profiled every last SQL command that runs, and they're all (99.9% of them anyway) running in less then 30ms, most run in less then 5ms. Oh and I've been profiling all the script execution times, and even the when the problem occurs, the script always manages to finish in 50ms or less (that's 1 / 20th of a second ). Now, I do run alot of ajax calls. 1 every 2 seconds per user and I have 300 DAU+. But, even if all 300 are playing simultaneously, thats still only 150 calls per second max. The only other thing I can think of is that one of my neighbors is funky. The problem is highly intermittent. 99% of the time it works perfectly and there's excellent performance. but 99%+ is not good enough. Eventually the performance gets so bad I have to restart the server, at which point everything is fine again. I've done this about 4 times now. Any ideas? Note: this is on joyent, vps, intro package 256mb of ram with bursting. here are the mysql dump info: Traffic ø per hour Received 18 MiB 29 MiB Sent 134 MiB 221 MiB Total 151 MiB 251 MiB Connections ø per hour % max. concurrent connections 5 --- --- Failed attempts 0 0.00 0.00% Aborted 0 0.00 0.00% Total 9,418 15.59 k 100.00%

    Read the article

  • Backtrack, Wi-Fi not working

    - by hradecek
    I've installed Backtrack 5R3 KDE, and I realized that my wireless is not working, but wired is working fine. Here's the lshw output: *-network description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 05 serial: 04:7d:7b:b7:46:f8 size: 100MB/s capacity: 100MB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8105e-1.fw ip=192.168.2.2 latency=0 link=yes multicast=yes port=MII speed=100MB/s resources: irq:42 ioport:2000(size=256) memory:f0404000-f0404fff memory:f0400000-f0403fff lspci output: 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 00:14.0 USB Controller: Intel Corporation Panther Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) 00:1c.1 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 2 (rev c4) 00:1d.0 USB Controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA AHCI Controller (rev 04) 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 05)

    Read the article

  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

    Read the article

  • how can I estimate the conversion speed (fps) of a video based on CPU power? [closed]

    - by Ahoura Ghotbi
    Atm I am running a video sharing website and I am converting alot of videos. the queue is getting a bit too long (400 videos). I am planning on purchasing a new server and I was wondering if there anyway I can estimate the fps while converting 10 videos at the same time? Regards EXTRA INFO I am using MP4Box (which uses ffmpeg) to handle the encoding etc. Its encoding at 23 CRF, audio bitrate of 96 and audio sampling rate of 44100. The server will have the following processor : Dual Opteron 6272 (2 x 16 cores, 32 cores total) + 128GB RAM.

    Read the article

  • Can we move shape (Diamond) in C#

    - by Ani
    I want to move a Diamond Shape in the form(for example 2 pixels every 200ms) horizantally. I used the following code in From_Paint Event. private void Form1_Paint(object sender, PaintEventArgs e) { Graphics g = e.Graphics; Point p1 = new Point(5,0); Point p2 = new Point(10, 5); Point p3 = new Point(5, 10); Point p4 = new Point(0, 5); Point[] ps = { p1, p2, p3, p4, p1 }; g.DrawLines(Pens.Black, ps);} I know how to move a picturebox but how to do with shape. Thanks, Ani

    Read the article

  • Stuck in a loop

    - by Luke
    while (true) { //read in the file StreamReader convert = new StreamReader("../../convert.txt"); //define variables string line = convert.ReadLine(); double conversion; int numberIn; double conversionFactor; //ask for the conversion information Console.WriteLine("Enter the conversion in the form (Amount, Convert from, Convert to)"); String inputMeasurement = Console.ReadLine(); string[] inputMeasurementArray = inputMeasurement.Split(','); //loop through the lines looking for a match while (line != null) { string[] fileMeasurementArray = line.Split(','); if (fileMeasurementArray[0] == inputMeasurementArray[1]) { if (fileMeasurementArray[1] == inputMeasurementArray[2]) { Console.WriteLine("The conversion factor for {0} to {1} is {2}", inputMeasurementArray[1], inputMeasurementArray[2], fileMeasurementArray[2]); //convert to int numberIn = Convert.ToInt32(inputMeasurementArray[0]); conversionFactor = Convert.ToDouble(fileMeasurementArray[2]); conversion = (numberIn * conversionFactor); Console.WriteLine("{0} {1} is {2} {3} \n", inputMeasurementArray[0], inputMeasurementArray[1], conversion, inputMeasurementArray[2]); break; } } else { Console.WriteLine("Please enter two valid conversion types \n"); break; } line = convert.ReadLine(); } } The file consists of the following: ounce,gram,28.0 pound,ounce,16.0 pound,kilogram,0.454 pint,litre,0.568 inch,centimetre,2.5 mile,inch,63360.0 The user will input something like 6,ounce,gram The idea is that it finds the correct line by checking if the first and second words in the file are the same as the second and third the user enters. The problem is that if it checks the first line and it fails the if statement, if goes through to the else statement and stops. I am trying to find a way where it will stop after the it finds the correct line but not until. If someone types in a value that isn't in the file, then it should show an error.

    Read the article

  • Advice: Python Framework Server/Worker Queue management (not Website)

    - by Muppet Geoff
    I am looking for some advice/opinions of which Python Framework to use in an implementation of multiple 'Worker' PCs co-ordinated from a central Queue Manager. For completeness, the 'Worker' PCs will be running Audio Conversion routines (which I do not need advice on, and have standalone code that works). The Audio conversion takes a long time, and I need to co-ordinate an arbitrary number of the 'Workers' from a central location, handing them conversion tasks (such as where to get the source files, or where to ask for the job configuration) with them reporting back some additional info, such as the runtime of the converted audio etc. At present, I have a script that makes a webservice call to get the 'configuration' for a conversion task, based on source files located on the worker already (we manually copy the source files to the worker, and that triggers a conversion routine). I want to change this, so that we can distribute conversion tasks ("Oy you, process this: xxx") based on availability, and in an ideal world, based on pending tasks too. There is a chance that Workers can go offline mid-conversion (but this is not likely). All the workers are Windows based, the co-ordinator can be WIndows or Linux. I have (in my initial searches) come across the following - and I know that some are cross-dependent: Celery (with RabbitMQ) Twisted Django Using a framework, rather than home-brewing, seems to make more sense to me right now. I have a limited timeframe in which to develop this functional extension. An additional consideration would be using a Framework that is compatible with PyQT/PySide so that I can write a simple UI to display Queue status etc. I appreciate that the specifics above are a little vague, and I hope that someone can offer me a pointer or two. Again: I am looking for general advice on which Python framework to investigate further, for developing a Server/Worker 'Queue management' solution, for non-web activities (this is why DJango didn't seem the right fit).

    Read the article

  • ubuntu 10.04: wlan0 No such device

    - by AodhanOL
    I am using a Dell xps l702x and I am using ubuntu 10.04 because I need to use f77 (don't ask) and I wasn't able to get it working on later versions of ubuntu. I cannot use the wifi at all. I have tried to fix it and have had limited success (changed the output from rfkill list all from Hard blocked: yes, to hard blocked: no). Here is the output from rfkill list all aodhan@aodhan-laptop:~$ rfkill list all 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: dell-wifi: Wireless LAN Soft blocked: no Hard blocked: no 2: dell-bluetooth: Bluetooth Soft blocked: no Hard blocked: no Here is the output from iwconfig: aodhan@aodhan-laptop:~$ iwconfig lo no wireless extensions. eth0 no wireless extensions. pan0 no wireless extensions. And here is the output from ifconfig -a: aodhan@aodhan-laptop:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr 5c:f9:dd:3d:f2:f7 inet addr:192.168.1.17 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::5ef9:ddff:fe3d:f2f7/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:3417 errors:0 dropped:0 overruns:0 frame:0 TX packets:2894 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3317567 (3.3 MB) TX bytes:505049 (505.0 KB) Interrupt:30 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:12 errors:0 dropped:0 overruns:0 frame:0 TX packets:12 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:720 (720.0 B) TX bytes:720 (720.0 B) pan0 Link encap:Ethernet HWaddr 7e:7e:e8:39:70:af BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) And finally, the output from lspci: 00:00.0 Host bridge: Intel Corporation Device 0104 (rev 09) 00:01.0 PCI bridge: Intel Corporation Sandy Bridge PCI Express Root Port (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Device 0116 (rev 09) 00:16.0 Communication controller: Intel Corporation Cougar Point HECI Controller #1 (rev 04) 00:1a.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation Cougar Point High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 2 (rev b5) 00:1c.3 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 4 (rev b5) 00:1c.4 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 5 (rev b5) 00:1c.5 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 6 (rev b5) 00:1d.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation Device 1c4b (rev 05) 00:1f.2 SATA controller: Intel Corporation Cougar Point 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation Cougar Point SMBus Controller (rev 05) 01:00.0 VGA compatible controller: nVidia Corporation Device 1246 (rev a1) 03:00.0 Network controller: Intel Corporation Device 008a (rev 34) 04:00.0 USB Controller: NEC Corporation Device 0194 (rev 04) 0a:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 06) Please help me! Thank you in advance. Edit: Further info - this is a dual install with a windows 7 system as the other option. However, I can't access that until tomorrow (I won't have access to the windows 7 disc until then, and grub isn't letting me load it). Therefore, I can't be sure whether it still works on that or not. It used to, though.

    Read the article

  • DPM - Monitoring is green, Protection has error and Latest rec point is old. How do I interpret that?

    - by LosManos
    How do I read the DPM info in this case? Monitoring says Failed but Protection shows Ok while having a Latest recovery point from last year. Under Monitoring tab I have Failed for Source | Computer | Protection group | Start time Computer\System Protection | MyServerName | Recovery point | 2014-06-09 19:00:00 which shows me that something happened last night. But under Protection tab everything is green. Here I have Protection group member | | Protection status Protection group ..name.. Computer: MyServerName Computer\System protection Bare metal recovery OK ... Latest recovery point: 2013-12-12 06:32:54 My guess is that backup failed last night once, but succeeded later. It then found out that there hasn't been any change since sometime last year and leave it be and flags Ok.

    Read the article

  • Hey, Google: It’s Time to Add Multi-Window Multitasking To Android

    - by Chris Hoffman
    In 2012, Google’s Dianne Hackborn threatened to revoke CyanogenMod’s access to the Android Market if they moved forward with adding “Cornerstone” multitasking to their custom ROM. Samsung has since created their own multi-window multitasking feature. Dianne Hackborn said this “is something that needs to be done at the mainline platform level” so apps wouldn’t break. She was right — Android needs this as a standard feature and it’s time for Google to provide it. Doesn’t Android Have Multitasking? Android originally stood out from Apple’s iOS with its powerful multitasking. Applications can continue running in the background while you’re using another application. This makes Android powerful — you can even have BitTorrent clients downloading files in the background while using another app. Android still kept the design of a single app on screen at a time. This made a lot of sense when Android only ran on smartphones with small screens. Today, Android runs on everything from smaller smartphones all the way up to huge “phablets” like the Galaxy Note. Android has gone beyond phones and runs on 12-inch tablets, convertibles with keyboard docks, laptops, and even Android desktops. Android isn’t just a phone operating system. Samsung’s Multi-Window Isn’t Good Enough Samsung has tried to add value to Android by adding a multi-window feature. When you’re using a high-end phone like the Galaxy Note or Galaxy S, or a Galaxy tablet, you have the ability to run certain apps side-by-side with each other. There are big problems here. This only works on Samsung devices, and only on specific Samsung devices. To add support for this feature in a way that doesn’t break other apps, Samsung’s multi-window feature also only works with specific apps. You can’t just run any app in multi-window view, only the apps on the Multi Window bar Samsung provides. This prevents third-party apps from breaking, which is what Google was worried about with CyanogenMod’s Cornerstone feature. A feature that only works with a handful of apps on specific devices from a single manufacturer isn’t good enough. This feature needs to work on every Android device — or at least ones with suitably large screens and powerful enough internals. It needs to be an Android platform feature so application developers can ensure their apps will work properly with it on every device. Android developers shouldn’t have to add support for each manufacturer’s own multi-window feature if other manufacturers decide to copy Samsung. Floating Apps Are a Dirty Hack Floating apps also enable real multitasking. Remember that Android allows apps to run in the background while you’re using an app in the foreground. These apps can present interfaces that appear floating above the current app — think of it like using “always on top” to make a window always appear over every other app on a desktop operating system. You can install floating apps to browse the web, take notes, chat, and watch videos while using any app. Only apps specifically designed to run as floating apps will work, so you have to seek them out. Floating apps are also awkward to use because they float over the app you’re using, blocking parts of its interface. Microsoft added floating-window support to Skype for Android. You can have a video conversation and the other person’s face will always appear on your screen, even when you leave the Skype app. Microsoft is using more of Android’s multi-window multitasking power than Google is. Custom ROMs and Root-Only Tweaks Aren’t Acceptable Some custom ROMs are adding this feature to Android. Google threatened to revoke CyanogenMod’s access to the Android Market (now known as Google Play) if they added this feature because it could potentially break third-party apps. Today, other custom ROMs are working on split-screen multitasking. Samsung added their own version to their own devices. You can also get this feature by using a root-only Xposed Framework tweak known as XMultiWindow. If you have root access, you can get multi-window multitasking or any app on your device. This shouldn’t require rooting your device or installing a custom ROM. These third-party solutions often have awkward interfaces and bugs. We need an integrated, supported solution that works the same on every device. Why Multi-Window is Important Microsoft’s Windows 8.1 stands out among tablet operating systems for its powerful multitasking support, allowing you to view several apps side-by-side at the same time. Apple is also reported to be working on adding side-by-side apps to the iPad with iOS 8. On every competitor’s operating system, you’ll be able to view a web page while you write an email, watch a video while you browse the web, or chat with someone while you do anything else. But Android’s still remained frozen in time. Despite all Android’s underlying power — and despite the way Android allows apps to adapt to different screen sizes — Google is resisting adding this feature. Large-screen Android tablets like the Nexus 10 (remember that tablet Google hasn’t updated in over 18 months?) need this feature. So do huge phones, convertibles, laptops, and Android desktops. If tablets are the future of personal computing, we should be able to do more than one thing at a time on our tablets’ big screens. Microsoft, Samsung, and even Apple are realizing this — now it’s Google’s turn. Image Credit: Sergey Galyonkin on Flickr, Karlis Dambrans on Flickr

    Read the article

  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

    Read the article

  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

    Read the article

  • Adding visible "Markers" to represent Geopoints to a MapView using ItemizedOverlay in Android

    - by LordSnoutimus
    Hello, I am building an application which stores GPS locations in a SQLite database and then outputs the data onto a MapView using an Overlay by drawing a red line between the points. I want to be able to show graphical markers (images) for each of these points as well as the red line. My code is as follows: public class MyOverlay extends ItemizedOverlay { // private Projection projection; private Paint linePaint; private Vector points; public MyOverlay(Drawable defaultMarker) { super(defaultMarker); points = new Vector<GeoPoint>(); //set colour, stroke width etc. linePaint = new Paint(); linePaint.setARGB(255, 255, 0, 0); linePaint.setStrokeWidth(3); linePaint.setDither(true); linePaint.setStyle(Style.FILL); linePaint.setAntiAlias(true); linePaint.setStrokeJoin(Paint.Join.ROUND); linePaint.setStrokeCap(Paint.Cap.ROUND); } public void addPoint(GeoPoint point) { populate(); points.addElement(point); } //public void setProjection(Projection projection) { // this.projection = projection; // } public void draw(Canvas canvas, MapView view, boolean shadow) { populate(); int size = points.size(); Point lastPoint = new Point(); if(size == 0) return; view.getProjection().toPixels(points.get(0), lastPoint); Point point = new Point(); for(int i = 1; i<size; i++){ view.getProjection().toPixels(points.get(i), point); canvas.drawLine(lastPoint.x, lastPoint.y, point.x, point.y, linePaint); lastPoint = point; } } @Override protected OverlayItem createItem(int arg0) { // TODO Auto-generated method stub return null; } @Override public int size() { // TODO Auto-generated method stub return 0; } } What would be the easiest way to implement adding markers for each GeoPoint? Thanks

    Read the article

  • Ray-box Intersection Theory

    - by Myx
    Hello: I wish to determine the intersection point between a ray and a box. The box is defined by its min 3D coordinate and max 3D coordinate and the ray is defined by its origin and the direction to which it points. Currently, I am forming a plane for each face of the box and I'm intersecting the ray with the plane. If the ray intersects the plane, then I check whether or not the intersection point is actually on the surface of the box. If so, I check whether it is the closest intersection for this ray and I return the closest intersection. The way I check whether the plane-intersection point is on the box surface itself is through a function bool PointOnBoxFace(R3Point point, R3Point corner1, R3Point corner2) { double min_x = min(corner1.X(), corner2.X()); double max_x = max(corner1.X(), corner2.X()); double min_y = min(corner1.Y(), corner2.Y()); double max_y = max(corner1.Y(), corner2.Y()); double min_z = min(corner1.Z(), corner2.Z()); double max_z = max(corner1.Z(), corner2.Z()); if(point.X() >= min_x && point.X() <= max_x && point.Y() >= min_y && point.Y() <= max_y && point.Z() >= min_z && point.Z() <= max_z) return true; return false; } where corner1 is one corner of the rectangle for that box face and corner2 is the opposite corner. My implementation works most of the time but sometimes it gives me the wrong intersection. I was wondering if the way I'm checking whether the intersection point is on the box is correct or if I should use some other algorithm. Thanks.

    Read the article

< Previous Page | 91 92 93 94 95 96 97 98 99 100 101 102  | Next Page >