Search Results

Search found 2060 results on 83 pages for 'jason paddle'.

Page 1/83 | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • yum update failed

    - by Nemanja Djuric
    I have problem doint yum update on my OpenVZ VPS i get this error message : (56/69): glibc-devel-2.5-81.el5_8.7.x86_64.rpm | 2.4 MB 00:00 (57/69): libstdc++-devel-4.1.2-52.el5_8.1.x86_64.rpm | 2.8 MB 00:00 (58/69): binutils-2.17.50.0.6-20.el5_8.3.x86_64.rpm | 2.9 MB 00:00 (59/69): cpp-4.1.2-52.el5_8.1.x86_64.rpm | 2.9 MB 00:00 (60/69): device-mapper-multipath-0.4.7-48.el5_8.1.x86_64 | 3.0 MB 00:00 (61/69): mysql-5.1.58-jason.1.x86_64.rpm | 3.5 MB 00:03 (62/69): coreutils-5.97-34.el5_8.1.x86_64.rpm | 3.6 MB 00:00 (63/69): gcc-c++-4.1.2-52.el5_8.1.x86_64.rpm | 3.8 MB 00:00 (64/69): glibc-2.5-81.el5_8.7.x86_64.rpm | 4.8 MB 00:01 (65/69): gcc-4.1.2-52.el5_8.1.x86_64.rpm | 5.3 MB 00:01 (66/69): glibc-2.5-81.el5_8.7.i686.rpm | 5.4 MB 00:01 (67/69): python-libs-2.4.3-46.el5_8.2.x86_64.rpm | 5.9 MB 00:01 (68/69): mysql-server-5.1.58-jason.1.x86_64.rpm | 13 MB 00:07 (69/69): glibc-common-2.5-81.el5_8.7.x86_64.rpm | 16 MB 00:03 -------------------------------------------------------------------------------- Total 2.4 MB/s | 106 MB 00:44 Running rpm_check_debug Running Transaction Test Finished Transaction Test Transaction Check Error: file /etc/my.cnf from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/bin/mysqlaccess from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/my_print_defaults.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysql.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysql_config.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysql_find_rows.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysql_waitpid.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysqlaccess.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysqladmin.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysqldump.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/man/man1/mysqlshow.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/charsets/Index.xml from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/charsets/cp1250.xml from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/charsets/cp1251.xml from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/czech/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/danish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/dutch/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/english/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/estonian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/french/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/german/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/greek/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/hungarian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/italian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/japanese/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/korean/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/norwegian-ny/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/norwegian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/polish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/portuguese/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/romanian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/russian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/serbian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/slovak/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/spanish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/swedish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /usr/share/mysql/ukrainian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.77-4.el5_6.6.i386 file /etc/my.cnf from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/bin/mysql_find_rows from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/bin/mysqlaccess from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/my_print_defaults.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysql.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysql_config.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysql_find_rows.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysql_waitpid.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysqlaccess.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysqladmin.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysqldump.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/man/man1/mysqlshow.1.gz from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/charsets/Index.xml from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/charsets/cp1250.xml from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/charsets/cp1251.xml from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/czech/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/danish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/dutch/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/english/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/estonian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/french/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/german/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/greek/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/hungarian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/italian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/japanese/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/korean/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/norwegian-ny/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/norwegian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/polish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/portuguese/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/romanian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/russian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/serbian/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/slovak/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/spanish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/swedish/errmsg.sys from install of mysql-5.1.58-jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 file /usr/share/mysql/ukrainian/errmsg.sys from install of mysql-5.1.58- jason.1.x86_64 conflicts with file from package mysql-5.0.95-1.el5_7.1.i386 Error Summary Thank you for help, Best regards, Nemanja

    Read the article

  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

    Read the article

  • #AJIReport 16 | Jason Bock on Windows Runtime and Metaprogramming

    - by Jeff Julian
    This episode we sit down with Jason Bock to talk about Windows Runtime and his upcoming book on Metaprogramming. Jason has been a consultant at Magenic for the past 11 years. In this show, Jason walks us through how to get started with Windows RT and talks about what the experience is like deploying to the Windows Store. We get into the new frontier of device development and the restrictions that are in place to protect the users and other applications. Towards the end of the show we start talking about Jason's book on Metaprogramming that he is co-authoring with Kevin Hazard. Listen to the Show Site: http://www.jasonbock.net/ Book: Metaprogramming in .NET Twitter: @JasonBock

    Read the article

  • Scottish Visual Studio 2010 Launch event with Jason Zander

    - by Martin Hinshelwood
    Microsoft are hosting a launch event for Visual Studio 2010 on Friday 16th April in Edinburgh. The have managed to convince one of the head honchos from the Visual Studio product team to come to Scotland. With Scott Guthrie last week in Glasgow and now Jason Zander, Global General Manager for Visual Studio will be arriving in Edinburgh for the Launch event. There will be two speakers for the event, Jason will be up first and will be doing a session on Windows, Web, Cloud and Windows Phone 7 development with Visual Studio 2010. Second up is Giles Davis the UK’s Technical Specialist for Visual Studio ALM (formally Visual Studio Team System) who will be introducing the new Visual Studio 2010 Developer and tester collaboration features. LAUNCH AGENDA: 9.30am – 10.00am Arrival 10.00am - 11.30am Keynote & Q&A - Jason Zander, Global GM for Visual Studio 11.30am - 12.00pm Break 12.00pm - 1.00pm Developer & Tester Collaboration with Visual Studio 2010 - Giles Davies, Technical Specialist 1.00pm - 1.30pm Lunch DATE:              Friday, 16th April 2010 LOCATION: Microsoft Edinburgh, Waverley Gate, 2-4 Waterloo Place, Edinburgh, EH1 3EG I think Jason will be hanging out for the afternoon to answer questions and meet everyone. f you would like to attend, please email Nathan Davies on [email protected] with your name, company and email address   Technorati Tags: VS2010,TFS2010,Visual Studio,Visual Studio 2010

    Read the article

  • Root Access: Don Dodge and Jason Calacanis Talk Startups

    Root Access: Don Dodge and Jason Calacanis Talk Startups Google Developer Advocate Don Dodge sits down with Jason Calacanis, serial entrepreneur and founder of Mahalo and This Week In, talking startups, whether entrepreneurs are born or made, what motivates them and how to know when to pivot or persevere. Watch to find tips on raising capital and how to measure success. From: GoogleDevelopers Views: 1 0 ratings Time: 38:18 More in Science & Technology

    Read the article

  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

    Read the article

  • Guide de création numérique de Jason Simmons, critique par Cyril Doillon

    Bonjour à tous, Je viens de terminer la lecture du Guide de création numérique de Jason Simmons qui présente de nombreuses techniques et astuces destinées aux débutants dans l'univers de l'infographie. Vous pouvez en retrouver la critique ici : http://jeux.developpez.com/livres/#L9782100518777 Avez vous eu l'occasion de lire ce livre ? Qu'en avez vous pensez ? Avez vous d'autres ...

    Read the article

  • Breakout... Getting the ball reflection X angle when htitting paddle / bricks

    - by Steven Wilson
    Im currently creating a breakout clone for my first ever C# / XNA game. Currently Ive had little trouble creating the paddle object, ball object, and all the bricks. The issue im currently having is getting the ball to bounce off of the paddle and bricks correctly based off of where the ball touches the object. This is my forumala thus far: if (paddleLocation.Intersects(ballLocation)) { position.Y = paddleLocation.Y - texture.Height; motion.Y *= -1; // determine X motion.X = 1 - 2 * (ballLocation.X - paddleLocation.X) / (paddleLocation.Width / 2); } The problem is, the ball goes the opposite direction then its supposed to. When the ball hits the left side of the paddle, instead of bouncing back to the left, it bounces right, and vise versa. Does anyone know what the math equation is to fix this?

    Read the article

  • how to send on users profile page on selecting username( using jason autosuggest script)

    - by I Like PHP
    i m using auto suggest using Ajax Jason . now when a user select a user name , i want to send user on the link of that user name my jason data is coming in this way { query:'hel', suggestions:["hello world","hell boy ","bac to hell"], data:["2","26","34"] } now what i want that user goes to http://userProfile.php?uid=26 on select username(suppose user select "hell boy") how to do this??

    Read the article

  • JASON parsing in iphone

    - by hardik
    hello all i am having a little query i want to know that how to parse the xml string in to JASON string i want to parse the xml string in to JASON string a little code would be boost thanks in advance

    Read the article

  • Paddle Movement using Box2D

    - by Anubhav Sharma
    Hello everybody, I'm making a game like Arkanoid and to move the ship with mouse, I'm using the following code : var mousex:int = costume.stage.mouseX; if (mousex < paddleWidth/2) mousex = paddleWidth/2; else if (mousex > PhysiVals.STAGE_WIDTH - paddleWidth/2) mousex = PhysiVals.STAGE_WIDTH - paddleWidth / 2; var idealLocation:Point = new Point(mousex, ypos); var directionToTravel:b2Vec2 = new b2Vec2((idealLocation.x -> costume.x) * PhysiVals.paddleSpeed, idealLocation.y-costume.y); directionToTravel.Multiply(1 / PhysiVals.RATIO); directionToTravel.Multiply(30); body.SetLinearVelocity(directionToTravel); Everything's going fine there! The paddle is moving the way it should! The problem is I want a little inclination towards the direction its moving and when it stops moving the angle of inclination should become zero. I tried playing with the angular velocity but I have no real idea how to do this! So Please help!

    Read the article

  • Pong: How does the paddle know where the ball will hit?

    - by Roflcoptr
    After implementing Pacman and Snake I'm implementing the next very very classic game: Pong. The implementation is really simple, but I just have one little problem remaining. When one of the paddle (I'm not sure if it is called paddle) is controlled by the computer, I have trouble to position it at the correct position. The ball has a current position, a speed (which for now is constant) and a direction angle. So I could calculate the position where it will hit the side of the computer controlled paddle. And so Icould position the paddle right there. But however in the real game, there is a probability that the computer's paddle will miss the ball. How can I implement this probability? If I only use a probability of lets say 0.5 that the computer's paddle will hit the ball, the problem is solved, but I think it isn't that simple. From the original game I think the probability depends on the distance between the current paddle position and the position the ball will hit the border. Does anybody have any hints how exactly this is calculated?

    Read the article

  • JASON parsing using soap request and response

    - by hardik
    hello all in my project i want to use JASON parsing my sample soap request and response is here below please guide me how can i do that // soap request // <SOAP-ENV:Envelope SOAP-ENV:encodingStyle="http://schemas.xmlsoap.org/soap/encoding/" xmlns:SOAP-ENV="http://schemas.xmlsoap.org/soap/envelope/" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:SOAP-ENC="http://schemas.xmlsoap.org/soap/encoding/" xmlns:ns9093="urn:outmarket"><SOAP-ENV:Body><ns9093:doStartup xmlns:ns9093="urn:outmarket"><username xsi:type="xsd:string">guest</username><password xsi:type="xsd:string">guest</password></ns9093:doStartup></SOAP-ENV:Body></SOAP-ENV:Envelope> // soap response // <SOAP-ENV:Envelope xmlns:SOAP-ENV="http://schemas.xmlsoap.org/soap/envelope/" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:SOAP-ENC="http://schemas.xmlsoap.org/soap/encoding/"><SOAP-ENV:Body><ns1:doStartupResponse xmlns:ns1="urn:outmarket"><return xsi:type="xsd:xml"><isvaliduser>1</isvaliduser><userid>19</userid><cansubmitphoto>0</cansubmitphoto><cansubmitcomment>0</cansubmitcomment><cansubmitrating>0</cansubmitrating><cansubmitmarket>0</cansubmitmarket><cansubmitstallholder>0</cansubmitstallholder><databaseid>1</databaseid><markets><markettype>1</markettype><marketid>3</marketid><marketname><![CDATA[Bairnsdale Farmers Market]]></marketname><ratingname><![CDATA[Market in general]]></ratingname><good>0</good><neutral>0</neutral><bad>0</bad></markets><markets><markettype>0</markettype><marketid>3</marketid><marketname><![CDATA[Bairnsdale Farmers Market]]></marketname><ratingname><![CDATA[Market in general]]></ratingname><good>25</good><neutral>0</neutral><bad>18</bad></markets><markets><markettype>0</markettype><marketid>5</marketid><marketname><![CDATA[Bendigo Farmers' Market]]></marketname><ratingname>`

    Read the article

  • Resultant Vector Algorithm for 2D Collisions

    - by John
    I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it meets a paddle. The game seems to function correctly but I'm not entirely sure my algorithm is correct. Here are my variables for the algorithm: Given: velocity = the magnitude of the initial velocity of the puck before the collision x = the x coordinate of the puck y = the y coordinate of the puck moveX = the horizontal speed of the puck moveY = the vertical speed of the puck otherX = the x coordinate of the paddle otherY = the y coordinate of the paddle piece.horizontalMomentum = the horizontal speed of the paddle before it hits the puck piece.verticalMomentum = the vertical speed of the paddle before it hits the puck slope = the direction, in radians, of the puck's velocity distX = the horizontal distance between the center of the puck and the center of the paddle distY = the vertical distance between the center of the puck and the center of the paddle Algorithm solves for: impactAngle = the angle, in radians, of the angle of impact. newSpeedX = the speed of the resultant vector in the X direction newSpeedY = the speed of the resultant vector in the Y direction Here is the code for my algorithm: int otherX = piece.x; int otherY = piece.y; double velocity = Math.sqrt((moveX * moveX) + (moveY * moveY)); double slope = Math.atan(moveX / moveY); int distX = x - otherX; int distY = y - otherY; double impactAngle = Math.atan(distX / distY); double newAngle = impactAngle + slope; int newSpeedX = (int)(velocity * Math.sin(newAngle)) + piece.horizontalMomentum; int newSpeedY = (int)(velocity * Math.cos(newAngle)) + piece.verticalMomentum; for those who are not program savvy here is it simplified: velocity = v(moveX² + moveY²) slope = arctan(moveX / moveY) distX = x - otherX distY = y - otherY impactAngle = arctan(distX / distY) newAngle = impactAngle + slope newSpeedX = velocity * sin(newAngle) + piece.horizontalMomentum newSpeedY = velocity * cos(newAngle) + piece.verticalMomentum My Question: Is this algorithm correct? Is there an easier/simpler way to do what I'm trying to do?

    Read the article

  • How to Resolve Jason issue

    - by Mohammad Nezhad
    I am working in a web scheduling application which uses DayPilot component I started by reading the documentation and use the calendar control. but whenever I do some thing which (fires an event on the Daypilot control) I face with following error An exception was thrown in the server-side event handler: System.InvalidCastException: Instance Of JasonData doesn't hold a double at DayPilot.Jason.JasonData.op_Explicit(JasonData data) at DayPilot.Web.Ui.Events.EventMoveEventArgs..ctor(JasonData parameters, string[] fields, JasonData data) at DayPilot.Web.Ui.DayPilotCalendar.ExecuteEventJASON(String ea) at DayPilot.Web.Ui.DayPilotCalendar.System.Web.UI.ICallbackEventHandler.RaiseCallbackEvent(string ea) at System.Web.UI.Page.PrepareCallback(String callbackControlID) here is the completed code in the ASPX page <DayPilot:DayPilotCalendar ID="DayPilotCalendar1" runat="server" Direction="RTL" Days="7" DataStartField="eventstart" DataEndField="eventend" DataTextField="name" DataValueField="id" DataTagFields="State" EventMoveHandling="CallBack" OnEventMove="DayPilotCalendar1_EventMove" EventEditHandling="CallBack" OnEventEdit="DayPilotCalendar1_EventEdit" EventClickHandling="Edit" OnBeforeEventRender="DayPilotCalendar1_BeforeEventRender" EventResizeHandling="CallBack" OnEventResize="DayPilotCalendar1_EventResize" EventDoubleClickHandling="CallBack" OnEventDoubleClick="DayPilotCalendar1_EventDoubleClick" oncommand="DayPilotCalendar1_Command" and here is the complete codebehind protected void Page_Load(object sender, EventArgs e) { if (!IsPostBack) Initialization(); } private void dbUpdateEvent(string id, DateTime start, DateTime end) { // update for move using (SqlConnection con = new SqlConnection(ConfigurationManager.ConnectionStrings["db"].ConnectionString)) { con.Open(); SqlCommand cmd = new SqlCommand("UPDATE [event] SET [eventstart] = @start, [eventend] = @end WHERE [id] = @id", con); cmd.Parameters.AddWithValue("id", id); cmd.Parameters.AddWithValue("start", start); cmd.Parameters.AddWithValue("end", end); cmd.ExecuteNonQuery(); } } private DataTable dbGetEvents(DateTime start, int days) { // get Data SqlDataAdapter da = new SqlDataAdapter("SELECT [id], [name], [eventstart], [eventend], [state], [other] FROM [event] WHERE NOT (([eventend] <= @start) OR ([eventstart] >= @end))", ConfigurationManager.ConnectionStrings["DayPilotTest"].ConnectionString); ; da.SelectCommand.Parameters.AddWithValue("start", start); da.SelectCommand.Parameters.AddWithValue("end", start.AddDays(days)); DataTable dt = new DataTable(); da.Fill(dt); return dt; } protected void DayPilotCalendar1_EventMove(object sender, DayPilot.Web.Ui.Events.EventMoveEventArgs e) { // Drag and Drop dbUpdateEvent(e.Value, e.NewStart, e.NewEnd); DayPilotCalendar1.DataSource = dbGetEvents(DayPilotCalendar1.StartDate, DayPilotCalendar1.Days); DayPilotCalendar1.DataBind(); DayPilotCalendar1.Update(); } private void Initialization() { // first bind DayPilotCalendar1.StartDate = DayPilot.Utils.Week.FirstDayOfWeek(new DateTime(2009, 1, 1)); DayPilotCalendar1.DataSource = dbGetEvents(DayPilotCalendar1.StartDate, DayPilotCalendar1.Days); DataBind(); } protected void DayPilotCalendar1_BeforeEventRender(object sender, BeforeEventRenderEventArgs e) { // change the color based on state if (e.Tag["State"] == "Fixed") { e.DurationBarColor = "Brown"; } } protected void DayPilotCalendar1_EventResize(object sender, DayPilot.Web.Ui.Events.EventResizeEventArgs e) { dbUpdateEvent(e.Value, e.NewStart, e.NewEnd); DayPilotCalendar1.DataSource = dbGetEvents(DayPilotCalendar1.StartDate, DayPilotCalendar1.Days); DayPilotCalendar1.DataBind(); DayPilotCalendar1.Update(); } protected void DayPilotCalendar1_EventDoubleClick(object sender, EventClickEventArgs e) { dbInsertEvent(e.Text , e.Start, e.End, "New", "New Meeting"); DayPilotCalendar1.DataSource = dbGetEvents(DayPilotCalendar1.StartDate, DayPilotCalendar1.Days); DayPilotCalendar1.DataBind(); DayPilotCalendar1.Update(); } note that I remove unnecessary code behinds

    Read the article

  • asp.net mvc making ajax call jason

    - by mazhar kaunain baig
    Controller: public ActionResult EditOrganizationMeta(int id) { } [HttpPost] [ValidateInput(false)] public ActionResult EditOrganizationMeta(FormCollection collection) { } View: function DoAjaxCall() { var url = '<%= Url.Action("EditOrganizationMeta", "Organization") %>'; //url = url + '/' + dd; $.post(url, null, function(data) { alert(data); }); } <input type="button" name="something" value="Save" onclick="DoAjaxCall()" /> how would i make the ajax call , i have basically two functions with the same name EditOrganizationMeta,Do the form collection will be passed automatically.Basic confusion is regarding the method call Ok i made a call by ajax but after that My This code is not running anymore [HttpPost] [ValidateInput(false)] public ActionResult EditOrganizationMeta(FormCollection collection) { int OrganizationId = 11; string OrganizationName = "Ministry of Interior"; try { string ids = Request.Params // **getting error here some sequence is not there** .Cast<string>() .Where(p => p.StartsWith("button")) .Select(p => p.Substring("button".Length)) .First(); String RealValueOfThatControl = collection[ids]; } } catch { } return RedirectToAction("EditOrganizationMeta", new { id = OrganizationId }); } I think that there is no post

    Read the article

  • Jason/ajax web service call get redirected (302 Object moved) and then 500 unknow webservice name

    - by user646499
    I have been struggling with this for some times.. I searched around but didnt get a solution yet. This is only an issue on production server. In my development environment, everything works just fine. I am using JQuery/Ajax to update product information based on product's Color attribute. for example, a product has A and B color, the price for color A is different from color B. When user choose different color, the price information is updated as well. What I did is to first add a javascript function: function updateProductVariant() { var myval = jQuery("#<%=colorDropDownList.ClientID%").val(); jQuery.ajax({ type: "POST", url: "/Products.aspx/GetVariantInfoById", data: "{variantId:'" + myval + "'}", contentType: "application/json; charset=utf-8", dataType: "json", success: function (response) { var obj = jQuery.parseJSON(response.d); jQuery("#<%=lblStockAvailablity.ClientID%>").text(obj.StockMessage); jQuery(".price .productPrice").text(obj.CurrentPrice); jQuery(".price .oldProductPrice").text(obj.OldPrice); } }); } Then I can register the dropdown list's 'onclick' event point to function 'updateProductVariant' GetVariantInfoById is a WebGet method in the codebehind, its also very straightforward: [WebMethod] public static string GetVariantInfoById(string variantId) { int id = Convert.ToInt32(variantId); ProductVariant productVariant = IoC.Resolve().GetProductVariantById(id); string stockMessage = productVariant.FormatStockMessage(); StringBuilder oBuilder = new StringBuilder(); oBuilder.Append("{"); oBuilder.AppendFormat(@"""{0}"":""{1}"",", "StockMessage", stockMessage); oBuilder.AppendFormat(@"""{0}"":""{1}"",", "OldPrice", PriceHelper.FormatPrice(productVariant.OldPrice)); oBuilder.AppendFormat(@"""{0}"":""{1}""", "CurrentPrice", PriceHelper.FormatPrice(productVariant.Price)); oBuilder.Append("}"); return oBuilder.ToString(); } All these works fine on my local box, but if i upload to the production server, catching the traffic using fiddler, /Products.aspx/GetVariantInfoById becomes a Get call instead of a POST On my local box, HTTP/1.1 200 OK Server: ASP.NET Development Server/10.0.0.0 Date: Thu, 03 Mar 2011 09:00:08 GMT X-AspNet-Version: 4.0.30319 Cache-Control: private, max-age=0 Content-Type: application/json; charset=utf-8 Content-Length: 117 Connection: Close But when deployed on the host, it becomes HTTP/1.1 302 Found Proxy-Connection: Keep-Alive Connection: Keep-Alive Content-Length: 186 Via: 1.1 ADV-TMG-01 Date: Thu, 03 Mar 2011 08:59:12 GMT Location: http://www.pocomaru.com/Products.aspx/GetVariantInfoById/default.aspx Server: Microsoft-IIS/7.0 X-Powered-By: ASP.NET then of course, then it returns 500 error titleUnknown web method GetVariantInfoById/default.aspx.Parameter name: methodName Can someone please take a look? I think its some configuration in the production server which automatially redirects my webservice call to some other URL, but since the product server is out of my control, i am seeking a local fix for this. Thanks for the help!

    Read the article

  • Error when logging in with Machinist in Shoulda test

    - by user303747
    I am having some trouble getting the right usage of Machinist and Shoulda in my testing. Here is my test: context "on POST method rating" do p = Product.make u = nil setup do u = login_as post :vote, :rating => 3, :id => p end should "set rating for product to 3" do assert_equal p.get_user_vote(u), 3 end And here's my blueprints: Sham.login { Faker::Internet.user_name } Sham.name { Faker::Lorem.words} Sham.email { Faker::Internet.email} Sham.body { Faker::Lorem.paragraphs(2)} User.blueprint do login password "testpass" password_confirmation { password } email end Product.blueprint do name {Sham.name} user {User.make} end And my authentication test helper: def login_as(u = nil) u ||= User.make() @controller.stubs(:current_user).returns(u) u end The error I get is: /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/validations.rb:1090:in `save_without_dirty!': Validation failed: Login has already been taken, Email has already been taken (ActiveRecord::RecordInvalid) from /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/dirty.rb:87:in `save_without_transactions!' from /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/transactions.rb:200:in `save!' from /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/connection_adapters/abstract/database_statements.rb:136:in `transaction' from /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/transactions.rb:182:in `transaction' from /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/transactions.rb:200:in `save!' from /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/transactions.rb:208:in `rollback_active_record_state!' from /home/jason/moderndarwin/vendor/rails/activerecord/lib/active_record/transactions.rb:200:in `save!' from /usr/lib/ruby/gems/1.8/gems/machinist-1.0.6/lib/machinist/active_record.rb:55:in `make' from /home/jason/moderndarwin/test/blueprints.rb:37 from /usr/lib/ruby/gems/1.8/gems/machinist-1.0.6/lib/machinist.rb:77:in `generate_attribute_value' from /usr/lib/ruby/gems/1.8/gems/machinist-1.0.6/lib/machinist.rb:46:in `method_missing' from /home/jason/moderndarwin/test/blueprints.rb:37 from /usr/lib/ruby/gems/1.8/gems/machinist-1.0.6/lib/machinist.rb:20:in `instance_eval' from /usr/lib/ruby/gems/1.8/gems/machinist-1.0.6/lib/machinist.rb:20:in `run' from /usr/lib/ruby/gems/1.8/gems/machinist-1.0.6/lib/machinist/active_record.rb:53:in `make' from ./test/functional/products_controller_test.rb:25:in `__bind_1269805681_945912' from /home/jason/moderndarwin/vendor/gems/thoughtbot-shoulda-2.10.2/lib/shoulda/context.rb:293:in `call' from /home/jason/moderndarwin/vendor/gems/thoughtbot-shoulda-2.10.2/lib/shoulda/context.rb:293:in `merge_block' from /home/jason/moderndarwin/vendor/gems/thoughtbot-shoulda-2.10.2/lib/shoulda/context.rb:288:in `initialize' from /home/jason/moderndarwin/vendor/gems/thoughtbot-shoulda-2.10.2/lib/shoulda/context.rb:169:in `new' from /home/jason/moderndarwin/vendor/gems/thoughtbot-shoulda-2.10.2/lib/shoulda/context.rb:169:in `context' from ./test/functional/products_controller_test.rb:24 I can't figure out what it is I'm doing wrong... I have tested the login_as with my auth (Authlogic) in my user_controller testing. Any pointers in the right direction would be much appreciated!

    Read the article

  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

    Read the article

  • Mail troubleshooting

    - by Jason Swett
    I'm just trying to send myself an e-mail. On on Ubuntu using sendmail. For some reason, it doesn't work. Here's the command I'm running and what shows up when I run it: jason@ve:~$ echo "Subject: test" | /usr/lib/sendmail -v [email protected] [email protected]... Connecting to [127.0.0.1] via relay... 220 ve.5wrvhfxg.vesrv.com ESMTP Sendmail 8.14.3/8.14.3/Debian-9.1ubuntu1; Wed, 29 Dec 2010 13:51:49 -0800; (No UCE/UBE) logging access from: localhost.localdomain(OK)-localhost.localdomain [127.0.0.1] >>> EHLO ve.5wrvhfxg.vesrv.com 250-ve.5wrvhfxg.vesrv.com Hello localhost.localdomain [127.0.0.1], pleased to meet you 250-ENHANCEDSTATUSCODES 250-PIPELINING 250-EXPN 250-VERB 250-8BITMIME 250-SIZE 250-DSN 250-ETRN 250-DELIVERBY 250 HELP >>> VERB 250 2.0.0 Verbose mode >>> MAIL From:<[email protected]> SIZE=14 250 2.1.0 <[email protected]>... Sender ok >>> RCPT To:<[email protected]> >>> DATA 250 2.1.5 <[email protected]>... Recipient ok 354 Enter mail, end with "." on a line by itself >>> . 050 <[email protected]>... Connecting to 205.186.165.157. via esmtp... 050 <[email protected]>... Deferred: Connection refused by 205.186.165.157. 250 2.0.0 oBTLpnEj012261 Message accepted for delivery [email protected]... Sent (oBTLpnEj012261 Message accepted for delivery) Closing connection to [127.0.0.1] >>> QUIT 221 2.0.0 ve.5wrvhfxg.vesrv.com closing connection It seems to me that the "Connection refused by 205.186.165.157" part is where things are going wrong, but I have no idea where or how to begin troubleshooting. Any advice?

    Read the article

  • MouseMotion Sensor Method Call

    - by user321894
    I have a soon-to-be due assignment due in computer science. I have encountered a problem, for which no matter how long I study the API's of the class and superclasses, I can not figure out. Suppose I wish to design a sort of "Breakout game" where the mouse motion controls the motion of a block that is used to bounce a ball, which then destroys multi colored bricks. How do you specifically make the block "listen" to the mouse? The below code is what I have attempted to achieve the desired results. /** Breakout Program*/ public class Breakout extends GraphicsProgram implements MouseMotionListener { ... /** The Paddle Itself */ private GRect paddle = new GRect(0, HEIGHT-PADDLEBOTTOM_OFFSET, PADDLEWIDTH, PADDLEHEIGHT); ... /** Run the Breakout program. */ public void run() { paddle.setFillColor(Color.BLACK); paddle.setFilled(true); add(paddle); paddle.addMouseListener(this); ... } /** Move the horizontal middle of the paddle to the x-coordinate of the mouse position - * -but keep the paddle completely on the board. */ public void mouseMoved(MouseEvent e) { GPoint p= new GPoint(e.getPoint()); double x = p.getX(); paddle.setLocation(x, HEIGHT-PADDLEBOTTOM_OFFSET); } } Any clarification on why/what I am doing incorrectly would be helpful, thanks.

    Read the article

  • Why does Java think my object is a variable?

    - by user2896898
    Ok so I'm trying to make a simple pong game. I have a paddle that follows the mouse and a ball that bounces around. I wrote a method collidesWith(Sprite s) inside of my Sprite class that checks if the ball collides with the paddle (this works and isn't the problem). I have two objects extending my sprite class, a ball and a paddle object. So inside of my ball class I'm trying to check if it collides with the paddle. So I've tried if(this.collidesWith(paddle) == true){ System.out.println("They touched"); } I've also tried ball.collidesWith(paddle) and other combinations but it always says the same thing about the paddle (and the ball when I use ball.collidesWith) "Cannot find symbol. Symbol: variable paddle(or ball). Location: class Ball" So if I'm reading this right, it thinks that the paddle (and ball) are variables and it's complaining because it can't find them. How can I make it understand I am passing in objects, not variables? For extra information, an earlier assignment had me make two boxes and for them to change colors when they were colliding. In that assignment I used very similar code to above with if(boxOne.collidesWith(boxTwo) == true){ System.out.println("yes"); } And in this code it worked just fine. The program knew that boxOne and boxTwo were child classes of my Sprite class. Anyone know why they wouldn't work the same?

    Read the article

1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >