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Search found 2023 results on 81 pages for 'motion detection'.

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  • An alternative to a video codec for storing motion changes [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

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  • forward motion car physics - gradual slow

    - by spartan2417
    Im having trouble creating realistic car movements in xna 4. Right now i have a car going forward and hitting a terminal velocity which is fine but when i release the up key i need to the car to slow down gradually and then come to a stop. Im pretty sure this is easy code but i cant seem to get it to work the code - update if (Keyboard.GetState().IsKeyDown(Keys.Up)) { double elapsedTime = gameTime.ElapsedGameTime.Milliseconds; CalcTotalForce(); Acceleration = Vector2.Divide(CalcTotalForce(), MASS); Velocity = Vector2.Add(Velocity, Vector2.Multiply(Acceleration, (float)(elapsedTime))); Position = Vector2.Add(Position, Vector2.Multiply(Velocity, (float)(elapsedTime))); } added functions public Vector2 CalcTraction() { //Traction force = vector direction * engine force return Vector2.Multiply(forwardDirection, ENGINE_FORCE); } public Vector2 CalcDrag() { //Drag force = constdrag * velocity * speed return Vector2.Multiply(Vector2.Multiply(Velocity, DRAG_CONST), Velocity.Y); } public Vector2 CalcRoll() { //roll force = const roll * velocity return Vector2.Multiply(Velocity, ROLL_CONST); } public Vector2 CalcTotalForce() { //total force = traction + (-drag) + (-rolling) return Vector2.Add(CalcTraction(), Vector2.Add(-CalcDrag(), -CalcRoll())); } anyone have any ideas?

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  • Automatically triggering standard spaceship controls to stop its motion

    - by Garan
    I have been working on a 2D top-down space strategy/shooting game. Right now it is only in the prototyping stage (I have gotten basic movement) but now I am trying to write a function that will stop the ship based on it's velocity. This is being written in Lua, using the Love2D engine. My code is as follows (note- object.dx is the x-velocity, object.dy is the y-velocity, object.acc is the acceleration, and object.r is the rotation in radians): function stopMoving(object, dt) local targetr = math.atan2(object.dy, object.dx) if targetr == object.r + math.pi then local currentspeed = math.sqrt(object.dx*object.dx+object.dy*object.dy) if currentspeed ~= 0 then object.dx = object.dx + object.acc*dt*math.cos(object.r) object.dy = object.dy + object.acc*dt*math.sin(object.r) end else if (targetr - object.r) >= math.pi then object.r = object.r - object.turnspeed*dt else object.r = object.r + object.turnspeed*dt end end end It is implemented in the update function as: if love.keyboard.isDown("backspace") then stopMoving(player, dt) end The problem is that when I am holding down backspace, it spins the player clockwise (though I am trying to have it go the direction that would be the most efficient at getting to the angle it would have to be) and then it never starts to accelerate the player in the direction opposite to it's velocity. What should I change in this code to get that to work? EDIT : I'm not trying to just stop the player in place, I'm trying to get it to use it's normal commands to neutralize it's existing velocity. I also changed math.atan to math.atan2, apparently it's better. I noticed no difference when running it, though.

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  • Scripted Motion Paths (?) (XNA)

    - by Peteyslatts
    Ok, so the title isn't the greatest because this is a lot more general. Say I want to have the player be able to hit A and have their ship model roll to the right, and shift to the right of the screen, while the camera stays centered. Would I do that through programming (ie. set waypoints for the model and keep the camera focus still) or do it through animation ( so the ship model actually rolls and moves right, and just play those frames)(I actually don't know how to do this kind of 3D animation yet, haven't looked into it. Adding it to my To Do List) This is a really vague question I know, I'll try and answer any questions. Thanks, Peter

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  • Time based movement Vs Frame rate based movement?

    - by sil3nt
    Hello there, I'm new to Game programmming and SDL, and I have been following Lazyfoo's SDL tutorials. My question is related to time based motion and frame rate based motion, basically which is better or appropriate depending on situations?. Could you give me an example where each of these methods are used?. Another question I have is that, in lazyfoo's two Motion tutorials (FPS based and time based) The time based method showed a much smoother animation while the Frame rate based one was a little hiccupy, meaning you could clearly see the gap between the previous location of the dot and its current position when you compare the two programs. As beginner which method should I stick to?(all I want is smooth animations).

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  • Know more about Enqueue Deadlock Detection

    - by Liu Maclean(???)
    ??? ORACLE ALLSTAR???????????????????,??????? ???????enqueue lock?????????3 ??????,????????????????????????????ora-00060 dead lock??process???3s: SQL> select * from v$version; BANNER ---------------------------------------------------------------- Oracle Database 10g Enterprise Edition Release 10.2.0.5.0 - 64bi PL/SQL Release 10.2.0.5.0 - Production CORE 10.2.0.5.0 Production TNS for Linux: Version 10.2.0.5.0 - Production NLSRTL Version 10.2.0.5.0 - Production SQL> select * from global_name; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com PROCESS A: set timing on; update maclean1 set t1=t1+1; PROCESS B: update maclean2 set t1=t1+1; PROCESS A: update maclean2 set t1=t1+1; PROCESS B: update maclean1 set t1=t1+1; ??3s? PROCESS A ?? ERROR at line 1: ORA-00060: deadlock detected while waiting for resource Elapsed: 00:00:03.02 ????Process A????????????? 3s,?????????????,??????? ?????????? ???????: SQL> col name for a30 SQL> col value for a5 SQL> col DESCRIB for a50 SQL> set linesize 140 pagesize 1400 SQL> SELECT x.ksppinm NAME, y.ksppstvl VALUE, x.ksppdesc describ 2 FROM SYS.x$ksppi x, SYS.x$ksppcv y 3 WHERE x.inst_id = USERENV ('Instance') 4 AND y.inst_id = USERENV ('Instance') 5 AND x.indx = y.indx 6 AND x.ksppinm='_enqueue_deadlock_scan_secs'; NAME VALUE DESCRIB ------------------------------ ----- -------------------------------------------------- _enqueue_deadlock_scan_secs 0 deadlock scan interval SQL> alter system set "_enqueue_deadlock_scan_secs"=18 scope=spfile; System altered. Elapsed: 00:00:00.01 SQL> startup force; ORACLE instance started. Total System Global Area 851443712 bytes Fixed Size 2100040 bytes Variable Size 738198712 bytes Database Buffers 104857600 bytes Redo Buffers 6287360 bytes Database mounted. Database opened. PROCESS A: SQL> set timing on; SQL> update maclean1 set t1=t1+1; 1 row updated. Elapsed: 00:00:00.06 Process B SQL> update maclean2 set t1=t1+1; 1 row updated. SQL> update maclean1 set t1=t1+1; Process A: SQL> SQL> alter session set events '10704 trace name context forever,level 10:10046 trace name context forever,level 8'; Session altered. SQL> update maclean2 set t1=t1+1; update maclean2 set t1=t1+1 * ERROR at line 1: ORA-00060: deadlock detected while waiting for resource  Elapsed: 00:00:18.05 ksqcmi: TX,90011,4a9 mode=6 timeout=21474836 WAIT #12: nam='enq: TX - row lock contention' ela= 2930070 name|mode=1415053318 usn<<16 | slot=589841 sequence=1193 obj#=56810 tim=1308114759849120 WAIT #12: nam='enq: TX - row lock contention' ela= 2930636 name|mode=1415053318 usn<<16 | slot=589841 sequence=1193 obj#=56810 tim=1308114762779801 WAIT #12: nam='enq: TX - row lock contention' ela= 2930439 name|mode=1415053318 usn<<16 | slot=589841 sequence=1193 obj#=56810 tim=1308114765710430 *** 2012-06-12 09:58:43.089 WAIT #12: nam='enq: TX - row lock contention' ela= 2931698 name|mode=1415053318 usn<<16 | slot=589841 sequence=1193 obj#=56810 tim=1308114768642192 WAIT #12: nam='enq: TX - row lock contention' ela= 2930428 name|mode=1415053318 usn<<16 | slot=589841 sequence=1193 obj#=56810 tim=1308114771572755 WAIT #12: nam='enq: TX - row lock contention' ela= 2931408 name|mode=1415053318 usn<<16 | slot=589841 sequence=1193 obj#=56810 tim=1308114774504207 DEADLOCK DETECTED ( ORA-00060 ) [Transaction Deadlock] The following deadlock is not an ORACLE error. It is a deadlock due to user error in the design of an application or from issuing incorrect ad-hoc SQL. The following information may aid in determining the deadlock: ??????Process A?’enq: TX – row lock contention’ ?????ORA-00060 deadlock detected????3s ??? 18s , ???hidden parameter “_enqueue_deadlock_scan_secs”?????,????????0? ??????????: SQL> alter system set "_enqueue_deadlock_scan_secs"=4 scope=spfile; System altered. Elapsed: 00:00:00.01 SQL> alter system set "_enqueue_deadlock_time_sec"=9 scope=spfile; System altered. Elapsed: 00:00:00.00 SQL> startup force; ORACLE instance started. Total System Global Area 851443712 bytes Fixed Size 2100040 bytes Variable Size 738198712 bytes Database Buffers 104857600 bytes Redo Buffers 6287360 bytes Database mounted. Database opened. SQL> set linesize 140 pagesize 1400 SQL> show parameter dead NAME TYPE VALUE ------------------------------------ -------------------------------- ------------------------------ _enqueue_deadlock_scan_secs integer 4 _enqueue_deadlock_time_sec integer 9 SQL> set timing on SQL> select * from maclean1 for update wait 8; T1 ---------- 11 Elapsed: 00:00:00.01 PROCESS B SQL> select * from maclean2 for update wait 8; T1 ---------- 3 SQL> select * from maclean1 for update wait 8; select * from maclean1 for update wait 8 PROCESS A SQL> select * from maclean2 for update wait 8; select * from maclean2 for update wait 8 * ERROR at line 1: ORA-30006: resource busy; acquire with WAIT timeout expired Elapsed: 00:00:08.00 ???????? ??? select for update wait?enqueue request timeout ?????8s? ,???????”_enqueue_deadlock_scan_secs”=4(deadlock scan interval),?4s???deadlock detected,????Process A????deadlock ???, ??????? ??Process A?????8s?raised??”ORA-30006: resource busy; acquire with WAIT timeout expired”??,??ORA-00060,?????process A???????? ????????”_enqueue_deadlock_time_sec”(requests with timeout <= this will not have deadlock detection)???,?enqueue request time < “_enqueue_deadlock_time_sec”?Server process?????dead lock detection,?????????enqueue request ??????timeout??????(_enqueue_deadlock_time_sec????5,?timeout<5s),???????????????;??????timeout>”_enqueue_deadlock_time_sec”???,Oracle????????????????????? ??????????: SQL> show parameter dead NAME TYPE VALUE ------------------------------------ -------------------------------- ------------------------------ _enqueue_deadlock_scan_secs integer 4 _enqueue_deadlock_time_sec integer 9 Process A: SQL> set timing on; SQL> select * from maclean1 for update wait 10; T1 ---------- 11 Process B: SQL> select * from maclean2 for update wait 10; T1 ---------- 3 SQL> select * from maclean1 for update wait 10; PROCESS A: SQL> select * from maclean2 for update wait 10; select * from maclean2 for update wait 10 * ERROR at line 1: ORA-00060: deadlock detected while waiting for resource Elapsed: 00:00:06.02 ??????? select for update wait 10?10s??, ?? 10s?????_enqueue_deadlock_time_sec???(9s),??Process A???????? ???????????????6s ???????_enqueue_deadlock_scan_secs?4s ? ???????????,???????????_enqueue_deadlock_scan_secs?????????3???? ??: enqueue lock?????????????? 1. ?????????deadlock detection??3s????, ????????_enqueue_deadlock_scan_secs(deadlock scan interval)???,??????0,????????_enqueue_deadlock_scan_secs?????????3???, ?_enqueue_deadlock_scan_secs=0 ??3s??, ?_enqueue_deadlock_scan_secs=4??6s??,????? 2. ???????_enqueue_deadlock_time_sec(requests with timeout <= this will not have deadlock detection)???,?enqueue request timeout< _enqueue_deadlock_time_sec(????5),?Server process?????????enqueue request timeout>_enqueue_deadlock_time_sec ????_enqueue_deadlock_scan_secs???????, ??request timeout??????select for update wait [TIMEOUT]??? ??: ???10.2.0.1?????????2?hidden parameter , ???patchset 10.2.0.3????? _enqueue_deadlock_time_sec, ?patchset 10.2.0.5??????_enqueue_deadlock_scan_secs? ?????RAC???????????10s, ???????_lm_dd_interval(dd time interval in seconds) ,????????8.0.6???? ???????????????,??????,  ?10g???????60s,?11g???????10s?  ???????11g??_lm_dd_interval?????????????,?????11g??LMD????????????,??????????RAC?LMD?Deadlock Detection???????CPU,???11g?Oracle????Team???LMD????????CPU????: ????????11g?LMD???????,???????11g??? UTS TRACE ????? DD???: SQL> select * from v$version; BANNER -------------------------------------------------------------------------------- Oracle Database 11g Enterprise Edition Release 11.2.0.3.0 - 64bit Production PL/SQL Release 11.2.0.3.0 - Production CORE 11.2.0.3.0 Production TNS for Linux: Version 11.2.0.3.0 - Production NLSRTL Version 11.2.0.3.0 - Production SQL> SQL> select * from global_name 2 ; GLOBAL_NAME -------------------------------------------------------------------------------- www.oracledatabase12g.com SQL> alter system set "_lm_dd_interval"=20 scope=spfile; System altered. SQL> startup force; ORACLE instance started. Total System Global Area 1570009088 bytes Fixed Size 2228704 bytes Variable Size 1325403680 bytes Database Buffers 234881024 bytes Redo Buffers 7495680 bytes Database mounted. Database opened. SQL> set linesize 140 pagesize 1400 SQL> show parameter lm_dd NAME TYPE VALUE ------------------------------------ -------------------------------- ------------------------------ _lm_dd_interval integer 20 SQL> select count(*) from gv$instance; COUNT(*) ---------- 2 instance 1: SQL> oradebug setorapid 12 Oracle pid: 12, Unix process pid: 8608, image: [email protected] (LMD0) ? LMD0??? UTS TRACE??RAC???????????? SQL> oradebug event 10046 trace name context forever,level 8:10708 trace name context forever,level 103: trace[rac.*] disk high; Statement processed. Elapsed: 00:00:00.00 SQL> update maclean1 set t1=t1+1; 1 row updated. instance 2: SQL> update maclean2 set t1=t1+1; 1 row updated. SQL> update maclean1 set t1=t1+1; Instance 1: SQL> update maclean2 set t1=t1+1; update maclean2 set t1=t1+1 * ERROR at line 1: ORA-00060: deadlock detected while waiting for resource Elapsed: 00:00:20.51 LMD0???UTS TRACE 2012-06-12 22:27:00.929284 : [kjmpbmsg:process][type 22][msg 0x7fa620ac85a8][from 1][seq 8148.0][len 192] 2012-06-12 22:27:00.929346 : [kjmxmpm][type 22][seq 0.0][msg 0x7fa620ac85a8][from 1] *** 2012-06-12 22:27:00.929 * kjddind: received DDIND msg with subtype x6 * reqp->dd_master_inst_kjxmddi == 1 * kjddind: dump sgh: 2012-06-12 22:27:00.929346*: kjddind: req->timestamp [0.15], kjddt [0.13] 2012-06-12 22:27:00.929346*: >> DDmsg:KJX_DD_REMOTE,TS[0.15],Inst 1->2,ddxid[id1,id2,inst:2097153,31,1],ddlock[0x95023930,829],ddMasterInst 1 2012-06-12 22:27:00.929346*: lock [0x95023930,829], op = [mast] 2012-06-12 22:27:00.929346*: reqp->timestamp [0.15], kjddt [0.13] 2012-06-12 22:27:00.929346*: kjddind: updated local timestamp [0.15] * kjddind: case KJX_DD_REMOTE 2012-06-12 22:27:00.929346*: ADD IO NODE WFG: 0 frame pointer 2012-06-12 22:27:00.929346*: PUSH: type=res, enqueue(0xffffffff.0xffffffff)=0xbbb9af40, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: PROCESS: type=res, enqueue(0xffffffff.0xffffffff)=0xbbb9af40, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: POP: type=res, enqueue(0xffffffff.0xffffffff)=0xbbb9af40, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: kjddopr[TX 0xe000c.0x32][ext 0x5,0x0]: blocking lock 0xbbb9a800, owner 2097154 of inst 2 2012-06-12 22:27:00.929346*: PUSH: type=txn, enqueue(0xffffffff.0xffffffff)=0xbbb9a800, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: PROCESS: type=txn, enqueue(0xffffffff.0xffffffff)=0xbbb9a800, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: ADD NODE TO WFG: type=txn, enqueue(0xffffffff.0xffffffff)=0xbbb9a800, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: POP: type=txn, enqueue(0xffffffff.0xffffffff)=0xbbb9a800, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: kjddopt: converting lock 0xbbce92f8 on 'TX' 0x80016.0x5d4,txid [2097154,34]of inst 2 2012-06-12 22:27:00.929346*: PUSH: type=res, enqueue(0xffffffff.0xffffffff)=0xbbce92f8, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: PROCESS: type=res, enqueue(0xffffffff.0xffffffff)=0xbbce92f8, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929346*: ADD NODE TO WFG: type=res, enqueue(0xffffffff.0xffffffff)=0xbbce92f8, block=KJUSEREX, snode=1 2012-06-12 22:27:00.929855 : GSIPC:AMBUF: rcv buff 0x7fa620aa8cd8, pool rcvbuf, rqlen 1102 2012-06-12 22:27:00.929878 : GSIPC:GPBMSG: new bmsg 0x7fa620aa8d48 mb 0x7fa620aa8cd8 msg 0x7fa620aa8d68 mlen 192 dest x100 flushsz -1 2012-06-12 22:27:00.929878*: << DDmsg:KJX_DD_REMOTE,TS[0.15],Inst 2->1,ddxid[id1,id2,inst:2097153,31,1],ddlock[0x95023930,829],ddMasterInst 1 2012-06-12 22:27:00.929878*: lock [0xbbce92f8,287], op = [mast] 2012-06-12 22:27:00.929878*: ADD IO NODE WFG: 0 frame pointer 2012-06-12 22:27:00.929923 : [kjmpbmsg:compl][msg 0x7fa620ac8588][typ p][nmsgs 1][qtime 0][ptime 0] 2012-06-12 22:27:00.929947 : GSIPC:PBAT: flush start. flag 0x79 end 0 inc 4.4 2012-06-12 22:27:00.929963 : GSIPC:PBAT: send bmsg 0x7fa620aa8d48 blen 224 dest 1.0 2012-06-12 22:27:00.929979 : GSIPC:SNDQ: enq msg 0x7fa620aa8d48, type 65521 seq 8325, inst 1, receiver 0, queued 1 012-06-12 22:27:00.929979 : GSIPC:SNDQ: enq msg 0x7fa620aa8d48, type 65521 seq 8325, inst 1, receiver 0, queued 1 2012-06-12 22:27:00.929996 : GSIPC:BSEND: flushing sndq 0xb491dd28, id 0, dcx 0xbc517770, inst 1, rcvr 0 qlen 0 1 2012-06-12 22:27:00.930014 : GSIPC:BSEND: no batch1 msg 0x7fa620aa8d48 type 65521 len 224 dest (1:0) 2012-06-12 22:27:00.930088 : kjbsentscn[0x0.3f72dc][to 1] 2012-06-12 22:27:00.930144 : GSIPC:SENDM: send msg 0x7fa620aa8d48 dest x10000 seq 8325 type 65521 tkts x1 mlen xe00110 2012-06-12 22:27:00.930531 : GSIPC:KSXPCB: msg 0x7fa620aa8d48 status 30, type 65521, dest 1, rcvr 0 WAIT #0: nam='ges remote message' ela= 1372 waittime=80 loop=0 p3=74 obj#=-1 tim=1339554420931640 2012-06-12 22:27:00.931728 : GSIPC:RCVD: ksxp msg 0x7fa620af6490 sndr 1 seq 0.8149 type 65521 tkts 1 2012-06-12 22:27:00.931746 : GSIPC:RCVD: watq msg 0x7fa620af6490 sndr 1, seq 8149, type 65521, tkts 1 2012-06-12 22:27:00.931763 : GSIPC:RCVD: seq update (0.8148)->(0.8149) tp -15 fg 0x4 from 1 pbattr 0x0 2012-06-12 22:27:00.931779 : GSIPC:TKT: collect msg 0x7fa620af6490 from 1 for rcvr 0, tickets 1 2012-06-12 22:27:00.931794 : kjbrcvdscn[0x0.3f72dc][from 1][idx 2012-06-12 22:27:00.931810 : kjbrcvdscn[no bscn dd_master_inst_kjxmddi == 1 * kjddind: dump sgh: NXTIN (nil) 0 wq 0 cvtops x0 0x0.0x0(ext 0x0,0x0)[0000-0000-00000000] inst 1 BLOCKER 0xbbb9a800 5 wq 1 cvtops x28 TX 0xe000c.0x32(ext 0x5,0x0)[20000-0002-00000022] inst 2 BLOCKED 0xbbce92f8 5 wq 2 cvtops x1 TX 0x80016.0x5d4(ext 0x2,0x0)[20000-0002-00000022] inst 2 NXTOUT (nil) 0 wq 0 cvtops x0 0x0.0x0(ext 0x0,0x0)[0000-0000-00000000] inst 1 2012-06-12 22:27:00.932058*: kjddind: req->timestamp [0.15], kjddt [0.15] 2012-06-12 22:27:00.932058*: >> DDmsg:KJX_DD_VALIDATE,TS[0.15],Inst 1->2,ddxid[id1,id2,inst:2097153,31,1],ddlock[0x95023930,829],ddMasterInst 1 2012-06-12 22:27:00.932058*: lock [(nil),0], op = [vald_dd] 2012-06-12 22:27:00.932058*: kjddind: updated local timestamp [0.15] * kjddind: case KJX_DD_VALIDATE *** 2012-06-12 22:27:00.932 * kjddvald called: kjxmddi stuff: * cont_lockp (nil) * dd_lockp 0x95023930 * dd_inst 1 * dd_master_inst 1 * sgh graph: NXTIN (nil) 0 wq 0 cvtops x0 0x0.0x0(ext 0x0,0x0)[0000-0000-00000000] inst 1 BLOCKER 0xbbb9a800 5 wq 1 cvtops x28 TX 0xe000c.0x32(ext 0x5,0x0)[20000-0002-00000022] inst 2 BLOCKED 0xbbce92f8 5 wq 2 cvtops x1 TX 0x80016.0x5d4(ext 0x2,0x0)[20000-0002-00000022] inst 2 NXTOUT (nil) 0 wq 0 cvtops x0 0x0.0x0(ext 0x0,0x0)[0000-0000-00000000] inst 1 POP WFG NODE: lock=(nil) * kjddvald: dump the PRQ: BLOCKER 0xbbb9a800 5 wq 1 cvtops x28 TX 0xe000c.0x32(ext 0x5,0x0)[20000-0002-00000022] inst 2 BLOCKED 0xbbce92f8 5 wq 2 cvtops x1 TX 0x80016.0x5d4(ext 0x2,0x0)[20000-0002-00000022] inst 2 * kjddvald: KJDD_NXTONOD ->node_kjddsg.dinst_kjddnd =1 * kjddvald: ... which is not my node, my subgraph is validated but the cycle is not complete Global blockers dump start:--------------------------------- DUMP LOCAL BLOCKER/HOLDER: block level 5 res [0x80016][0x5d4],[TX][ext 0x2,0x0] ??dead lock!!! ???????11.2.0.3???? RAC LMD???????????”_lm_dd_interval”????????????20s?  ???????10g?_lm_dd_interval???60s,??????Processes?????????????????,????????????Server Process????????60s??????11g?????(??????LMD???????)???????,???????????10s??? Enqueue Deadlock Detection? ?11g??? RAC?LMD???????hidden parameter ????”_lm_dd_interval”???,RAC????????????????,???????????: SQL> col name for a50 SQL> col describ for a60 SQL> col value for a20 SQL> set linesize 140 pagesize 1400 SQL> SELECT x.ksppinm NAME, y.ksppstvl VALUE, x.ksppdesc describ 2 FROM SYS.x$ksppi x, SYS.x$ksppcv y 3 WHERE x.inst_id = USERENV ('Instance') 4 AND y.inst_id = USERENV ('Instance') 5 AND x.indx = y.indx 6 AND x.ksppinm like '_lm_dd%'; NAME VALUE DESCRIB -------------------------------------------------- -------------------- ------------------------------------------------------------ _lm_dd_interval 20 dd time interval in seconds _lm_dd_scan_interval 5 dd scan interval in seconds _lm_dd_search_cnt 3 number of dd search per token get _lm_dd_max_search_time 180 max dd search time per token _lm_dd_maxdump 50 max number of locks to be dumped during dd validation _lm_dd_ignore_nodd FALSE if TRUE nodeadlockwait/nodeadlockblock options are ignored 6 rows selected.

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  • Looking for temporal upsampling / motion interpolation software

    - by timday
    I'm looking for something (prereably FOSS software) which can take an animation with N images as input, and which will output an animation with M frames, where M is in the range 2N to 5N or so. I believe the general technique is called "temporal upsampling" or possibly "inbetweening" (or "'tweening" for short). Note that it does need to make some effort to do motion tracking of things in the scene ("optical flow"); just fading ("dissolve") between keyframes isn't going to cut it. Googling "temporal upsampling" turns up any number of papers on the subject, but I've yet to discover any code/software (a gstreamer plugin would be perfect) I can just use to try the technique out. Any suggestions ? Additional information: "Motion interpolation" seems to be the more widely used name in the TV world for what I'm looking for. See this and the video here too. Interestingly, some cinephiles seem to hate what these technologies do to 24FPS film: e.g a comment "makes Gone With The Wind look like a soap opera shot on video".

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  • Building dynamic bounding box hierachies.

    - by adivasile
    I've been reading about collision detection and I saw that the first part was a coarse detection which generates possible contacts using bounding box hierarchies. I understand the concept of splitting up your objects in groups, to speed up the detection phase, but I'm a little confused on how do you actually build the hierachy, more so on what criteria is used to group them together. Do I iterate through all the objects in the scene, and check the distance between them to see where they should be inserted in the tree? Do you know some resources that may shed some light on this topic for me?

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  • Is an extra collision-mesh for level-data worth the hassle?

    - by Serthy
    What is the optimal approach for collision-detection with the environment in an 3D engine (with triangle mesh based geometry, no bsp)? A) Use the render mesh [+] no need for additional work for artists to fiddle with collision detection [-] high detail is harder for physics calculation [+/-] maybe use collidable flags for materials [+/-] compute the collision-mesh from the render-mesh B) Use an additional collision mesh [+] faster/more optimal collision-detection [-] additional work (either by the artist or by the programmer who has to develop an algorithm to compute it from the render-mesh) [-] more memory useage How do AAA title handle this? And what are the indie dev's approaches?

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  • Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la Game Deve

    Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la GDC 2010 C'est au cours de la Game Developers Conference 2010 (GDC 2010) que Sony a révélé et officialisé son nouveau contrôleur à détection de mouvements pour sa console de jeux PlayStation3. Les rumeurs le nommaient Gem ou Arc mais ce nouveau produit portera la dénomination de PlayStation Move. Sony a également dévoilé que le PlayStation Move serait accompagné d'un périphérique sans fils annexe nommé simplement Sub Controller qui n'est pas sans rappeler le Nunchuk de la console Nintendo Wii. Accompagné du PlayStation Eye (la webcam de la PlayStation 3), ce nouveau contrôleur sera vendu en pack avec un je...

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  • Getting started with object detection - Image segmentation algorithm

    - by Dev Kanchen
    Just getting started on a hobby object-detection project. My aim is to understand the underlying algorithms and to this end the overall accuracy of the results is (currently) more important than actual run-time. I'm starting with trying to find a good image segmentation algorithm that provide a good jump-off point for the object detection phase. The target images would be "real-world" scenes. I found two techniques which mirrored my thoughts on how to go about this: Graph-based Image Segmentation: http://www.cs.cornell.edu/~dph/papers/seg-ijcv.pdf Contour and Texture Analysis for Image Segmentation: http://www.eng.utah.edu/~bresee/compvision/files/MalikBLS.pdf The first one was really intuitive to understand and seems simple enough to implement, while the second was closer to my initial thoughts on how to go about this (combine color/intensity and texture information to find regions). But it's an order of magnitude more complex (at least for me). My question is - are there any other algorithms I should be looking at that provide the kind of results that these two, specific papers have arrived at. Are there updated versions of these techniques already floating around. Like I mentioned earlier, the goal is relative accuracy of image segmentation (with an eventual aim to achieve a degree of accuracy of object detection) over runtime, with the algorithm being able to segment an image into "naturally" or perceptually important components, as these two algorithms do (each to varying extents). Thanks! P.S.1: I found these two papers after a couple of days of refining my search terms and learning new ones relevant to the exact kind of techniques I was looking for. :) I have just about reached the end of my personal Google creativity, which is why I am finally here! Thanks for the help. P.S.2: I couldn't find good tags for this question. If some relevant ones exist, @mods please add them. P.S.3: I do not know if this is a better fit for cstheory.stackexchange (or even cs.stackexchange). I looked but cstheory seems more appropriate for intricate algorithmic discussions than a broad question like this. Also, I couldn't find any relevant tags there either! But please do move if appropriate.

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  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

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  • Is there a simple way to stop enemies standing in the same spot?

    - by Iain
    So: top-down game, my enemies chase the player, when they get within a certain distance they stand still and fire. If they're all coming from the same direction they all end up standing in the same spot (i.e. standing "within" each other), as I'm not currently doing collision detection between enemies - they are free to pass over each other. What's a simple way around this? Either some form of collision detection or some ai?

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Comparing a saved movement with other movement with Kinect

    - by Ewerton
    I need to develop an application where a user (physiotherapist) will perform a movement in front of the Kinect, I'll write the data movement in the database and then the patient will try to imitate this motion. The system will calculate the similarity between the movement recorded and executed. My first idea is, during recording (each 5 second, by example), to store the position (x, y, z) of the points and then compare them in the execution time(by patient). I know that this approach is too simple, because I imagine that in people of different sizes the skeleton is recognized differently, so the comparison is not reliable. My question is about the best way to compare a saved motion with a movement executed (on the fly). PS: Sorry by my English.

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  • 5 Free Intrusion Detection Softwares (IDS)

    Tools and Utilities to Monitor Your Network For Suspicious or Malicious Activity Snort for Windows Snort is an open source network intrusion detection system, capable of performing real-time traffi... [Author: Alam Je - Computers and Internet - March 24, 2010]

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  • Temporary Post Used For Theme Detection (407391ef-2a52-4f66-86ce-ae972978f67d – 3bfe001a-32de-4114-a6b4-4005b770f6d7)

    - by Kavitha
    This is a temporary post that was not deleted. Please delete this manually. (de29367c-6ce5-4b1f-8b4a-a859ecde27a9 – 3bfe001a-32de-4114-a6b4-4005b770f6d7) This article titled,Temporary Post Used For Theme Detection (407391ef-2a52-4f66-86ce-ae972978f67d – 3bfe001a-32de-4114-a6b4-4005b770f6d7), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Temporary Post Used For Theme Detection (be923fa6-3c12-49cc-ae55-c5fc02e681cb – 3bfe001a-32de-4114-a6b4-4005b770f6d7)

    - by Kavitha
    This is a temporary post that was not deleted. Please delete this manually. (19a474df-a007-467b-96e1-46716e6fae03 – 3bfe001a-32de-4114-a6b4-4005b770f6d7) This article titled,Temporary Post Used For Theme Detection (be923fa6-3c12-49cc-ae55-c5fc02e681cb – 3bfe001a-32de-4114-a6b4-4005b770f6d7), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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