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  • MIPS return address in main

    - by Alexander
    I am confused why in the code below I need to decrement the stack pointer and store the return address again. If I don't do that... then PCSpim keeps on looping.. Why is that? ######################################################################################################################## ### main ######################################################################################################################## .text .globl main main: addi $sp, $sp, -4 # Make space on stack sw $ra, 0($sp) # Save return address # Start test 1 ############################################################ la $a0, asize1 # 1st parameter: address of asize1[0] la $a1, frame1 # 2nd parameter: address of frame1[0] la $a2, window1 # 3rd parameter: address of window1[0] jal vbsme # call function # Printing $v0 add $a0, $v0, $zero # Load $v0 for printing li $v0, 1 # Load the system call numbers syscall # Print newline. la $a0, newline # Load value for printing li $v0, 4 # Load the system call numbers syscall # Printing $v1 add $a0, $v1, $zero # Load $v1 for printing li $v0, 1 # Load the system call numbers syscall # Print newline. la $a0, newline # Load value for printing li $v0, 4 # Load the system call numbers syscall # Print newline. la $a0, newline # Load value for printing li $v0, 4 # Load the system call numbers syscall ############################################################ # End of test 1 lw $ra, 0($sp) # Restore return address addi $sp, $sp, 4 # Restore stack pointer jr $ra # Return ######################################################################################################################## ### vbsme ######################################################################################################################## #.text .globl vbsme vbsme: addi $sp, $sp, -4 # create space on the stack pointer sw $ra, 0($sp) # save return address exit: add $v1, $t5, $zero # (v1) x coordinate of the block in the frame with the minimum SAD add $v0, $t4, $zero # (v0) y coordinate of the block in the frame with the minimum SAD lw $ra, 0($sp) # restore return address addi $sp, $sp, 4 # restore stack pointer jr $ra # return If I delete: addi $sp, $sp, -4 # create space on the stack pointer sw $ra, 0($sp) # save return address and lw $ra, 0($sp) # restore return address addi $sp, $sp, 4 # restore stack pointer on vbsme: PCSpim keeps on running... Why??? I shouldn't have to increment/decrement the stack pointer on vbsme and then do the jr again right? The jal in main is supposed to handle that

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  • Modular Inverse and BigInteger division

    - by dano82
    I've been working on the problem of calculating the modular inverse of an large integer i.e. a^-1 mod n. and have been using BigInteger's built in function modInverse to check my work. I've coded the algorithm as shown in The Handbook of Applied Cryptography by Menezes, et al. Unfortunately for me, I do not get the correct outcome for all integers. My thinking is that the line q = a.divide(b) is my problem as the divide function is not well documented (IMO)(my code suffers similarly). Does BigInteger.divide(val) round or truncate? My assumption is truncation since the docs say that it mimics int's behavior. Any other insights are appreciated. This is the code that I have been working with: private static BigInteger modInverse(BigInteger a, BigInteger b) throws ArithmeticException { //make sure a >= b if (a.compareTo(b) < 0) { BigInteger temp = a; a = b; b = temp; } //trivial case: b = 0 => a^-1 = 1 if (b.equals(BigInteger.ZERO)) { return BigInteger.ONE; } //all other cases BigInteger x2 = BigInteger.ONE; BigInteger x1 = BigInteger.ZERO; BigInteger y2 = BigInteger.ZERO; BigInteger y1 = BigInteger.ONE; BigInteger x, y, q, r; while (b.compareTo(BigInteger.ZERO) == 1) { q = a.divide(b); r = a.subtract(q.multiply(b)); x = x2.subtract(q.multiply(x1)); y = y2.subtract(q.multiply(y1)); a = b; b = r; x2 = x1; x1 = x; y2 = y1; y1 = y; } if (!a.equals(BigInteger.ONE)) throw new ArithmeticException("a and n are not coprime"); return x2; }

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  • Why is the operation address incremented by two?

    - by Gavin Jones
    I am looking at a Javascript emulator of a NES to try and understand how it works. On this line: addr = this.load(opaddr+2); The opcode is incremented by two. However, the documentation (see appendix E) I'm reading says: Zero page addressing uses a single operand which serves as a pointer to an address in zero page ($0000-$00FF) where the data to be operated on can be found. By using zero page addressing, only one byte is needed for the operand, so the instruction is shorter and, therefore, faster to execute than with addressing modes which take two operands. An example of a zero page instruction is AND $12. So if the operand's argument is only one byte, shouldn't it appear directly after it, and be + 1 instead of + 2? Why +2? This is how I think it works, which may be incorrect. Suppose our memory looks like: ------------------------- | 0 | 1 | 2 | 3 | 4 | 5 | <- index ------------------------- | a | b | c | d | e | f | <- memory ------------------------- ^ \ PC and our PC is 0, pointing to a. For this cycle, we say that the opcode: var pc= 0; //for example's sake var opcode= memory[pc]; //a So shouldn't the first operand be the next slot, i.e. b? var first_operand = memory[pc + 1]; //b

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

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

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  • Failure with LogonUser in MC++

    - by Alikar
    After fighting with this for a week I have not really gotten anywhere in why it constantly fails in my code, but not in other examples. My code, which while it compiles, will not log into a user that I know has the correct login information. Where it fails is the following line: wi = gcnew WindowsIdentity(token); It fails here because the token is zero, meaning that it was never set to a user token. Here is my full code: #ifndef UNCAPI_H #define UNCAPI_H #include <windows.h> #pragma once using namespace System; using namespace System::Runtime::InteropServices; using namespace System::Security::Principal; using namespace System::Security::Permissions; namespace UNCAPI { public ref class UNCAccess { public: //bool Logon(String ^_srUsername, String ^_srDomain, String ^_srPassword); [PermissionSetAttribute(SecurityAction::Demand, Name = "FullTrust")] bool Logon(String ^_srUsername, String ^_srDomain, String ^_srPassword) { bool bSuccess = false; token = IntPtr(0); bSuccess = LogonUser(_srUsername, _srDomain, _srPassword, 8, 0, &tokenHandle); if(bSuccess) { wi = gcnew WindowsIdentity(token); wic = wi->Impersonate(); } return bSuccess; } void UNCAccess::Logoff() { if (wic != nullptr ) { wic->Undo(); } CloseHandle((int*)token.ToPointer()); } private: [DllImport("advapi32.dll", SetLastError=true)]//[DllImport("advapi32.DLL", EntryPoint="LogonUserW", SetLastError=true, CharSet=CharSet::Unicode, ExactSpelling=true, CallingConvention=CallingConvention::StdCall)] bool static LogonUser(String ^lpszUsername, String ^lpszDomain, String ^lpszPassword, int dwLogonType, int dwLogonProvider, IntPtr *phToken); [DllImport("KERNEL32.DLL", EntryPoint="CloseHandle", SetLastError=true, CharSet=CharSet::Unicode, ExactSpelling=true, CallingConvention=CallingConvention::StdCall)] bool static CloseHandle(int *handle); IntPtr token; WindowsIdentity ^wi; WindowsImpersonationContext ^wic; };// End of Class UNCAccess }// End of Name Space #endif UNCAPI_H Now using this slightly modified example from Microsoft I was able to get a login and a token: #using <mscorlib.dll> #using <System.dll> using namespace System; using namespace System::Runtime::InteropServices; using namespace System::Security::Principal; using namespace System::Security::Permissions; [assembly:SecurityPermissionAttribute(SecurityAction::RequestMinimum, UnmanagedCode=true)] [assembly:PermissionSetAttribute(SecurityAction::RequestMinimum, Name = "FullTrust")]; [DllImport("advapi32.dll", SetLastError=true)] bool LogonUser(String^ lpszUsername, String^ lpszDomain, String^ lpszPassword, int dwLogonType, int dwLogonProvider, IntPtr* phToken); [DllImport("kernel32.dll", CharSet=System::Runtime::InteropServices::CharSet::Auto)] int FormatMessage(int dwFlags, IntPtr* lpSource, int dwMessageId, int dwLanguageId, String^ lpBuffer, int nSize, IntPtr *Arguments); [DllImport("kernel32.dll", CharSet=CharSet::Auto)] bool CloseHandle(IntPtr handle); [DllImport("advapi32.dll", CharSet=CharSet::Auto, SetLastError=true)] bool DuplicateToken(IntPtr ExistingTokenHandle, int SECURITY_IMPERSONATION_LEVEL, IntPtr* DuplicateTokenHandle); // GetErrorMessage formats and returns an error message // corresponding to the input errorCode. String^ GetErrorMessage(int errorCode) { int FORMAT_MESSAGE_ALLOCATE_BUFFER = 0x00000100; int FORMAT_MESSAGE_IGNORE_INSERTS = 0x00000200; int FORMAT_MESSAGE_FROM_SYSTEM = 0x00001000; //int errorCode = 0x5; //ERROR_ACCESS_DENIED //throw new System.ComponentModel.Win32Exception(errorCode); int messageSize = 255; String^ lpMsgBuf = ""; int dwFlags = FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS; IntPtr ptrlpSource = IntPtr::Zero; IntPtr prtArguments = IntPtr::Zero; int retVal = FormatMessage(dwFlags, &ptrlpSource, errorCode, 0, lpMsgBuf, messageSize, &prtArguments); if (0 == retVal) { throw gcnew Exception(String::Format( "Failed to format message for error code {0}. ", errorCode)); } return lpMsgBuf; } // Test harness. // If you incorporate this code into a DLL, be sure to demand FullTrust. [PermissionSetAttribute(SecurityAction::Demand, Name = "FullTrust")] int main() { IntPtr tokenHandle = IntPtr(0); IntPtr dupeTokenHandle = IntPtr(0); try { String^ userName; String^ domainName; // Get the user token for the specified user, domain, and password using the // unmanaged LogonUser method. // The local machine name can be used for the domain name to impersonate a user on this machine. Console::Write("Enter the name of the domain on which to log on: "); domainName = Console::ReadLine(); Console::Write("Enter the login of a user on {0} that you wish to impersonate: ", domainName); userName = Console::ReadLine(); Console::Write("Enter the password for {0}: ", userName); const int LOGON32_PROVIDER_DEFAULT = 0; //This parameter causes LogonUser to create a primary token. const int LOGON32_LOGON_INTERACTIVE = 2; const int SecurityImpersonation = 2; tokenHandle = IntPtr::Zero; dupeTokenHandle = IntPtr::Zero; // Call LogonUser to obtain a handle to an access token. bool returnValue = LogonUser(userName, domainName, Console::ReadLine(), LOGON32_LOGON_INTERACTIVE, LOGON32_PROVIDER_DEFAULT, &tokenHandle); Console::WriteLine("LogonUser called."); if (false == returnValue) { int ret = Marshal::GetLastWin32Error(); Console::WriteLine("LogonUser failed with error code : {0}", ret); Console::WriteLine("\nError: [{0}] {1}\n", ret, GetErrorMessage(ret)); int errorCode = 0x5; //ERROR_ACCESS_DENIED throw gcnew System::ComponentModel::Win32Exception(errorCode); } Console::WriteLine("Did LogonUser Succeed? {0}", (returnValue?"Yes":"No")); Console::WriteLine("Value of Windows NT token: {0}", tokenHandle); // Check the identity. Console::WriteLine("Before impersonation: {0}", WindowsIdentity::GetCurrent()->Name); bool retVal = DuplicateToken(tokenHandle, SecurityImpersonation, &dupeTokenHandle); if (false == retVal) { CloseHandle(tokenHandle); Console::WriteLine("Exception thrown in trying to duplicate token."); return -1; } // The token that is passed to the following constructor must // be a primary token in order to use it for impersonation. WindowsIdentity^ newId = gcnew WindowsIdentity(dupeTokenHandle); WindowsImpersonationContext^ impersonatedUser = newId->Impersonate(); // Check the identity. Console::WriteLine("After impersonation: {0}", WindowsIdentity::GetCurrent()->Name); // Stop impersonating the user. impersonatedUser->Undo(); // Check the identity. Console::WriteLine("After Undo: {0}", WindowsIdentity::GetCurrent()->Name); // Free the tokens. if (tokenHandle != IntPtr::Zero) CloseHandle(tokenHandle); if (dupeTokenHandle != IntPtr::Zero) CloseHandle(dupeTokenHandle); } catch(Exception^ ex) { Console::WriteLine("Exception occurred. {0}", ex->Message); } Console::ReadLine(); }// end of function Why should Microsoft's code succeed, where mine fails?

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Conditional Formatting of a Cell Based on Color Value in that Cell in Excel

    - by Otaku
    Is is possible to format a cell based on one component of the RGB value inside of it. For example, let's say I have 3 cells - A1, A2, A3. In A1, I want the cell color to be the shade of red anywhere between 0 and 255 of the number in the cell (so if it is 128, it should be like half red). For that given cell, the other values will just be 0, 0 (so in this case, zero green and zero blue). Is this possible?

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  • Problems with Windows XP Plug and Play devices, maybe relating to MSVCR71.dll

    - by Richard
    I believe this question is unanswered as of now so I appologize if I've overlooked it. I have been having trouble some external devices with windows recently and I'm trying my darnedest to get to the bottom of it. At first, my Zero Tension USB mouse would stop working...as in the laser in the bottom of it would be on and would register movement, but the mouse on the screen wouldn't budge even an inch. At first this would happen randomly and then it would correct itself. As time went on, it became more and more frequent. At some point, the computer would make the "doo doo" sound of plugging or unplugging a USB device when the mouse stopped/started working. I dealt with it for a while and usually if I rebooted my machine, the mouse would work again for a day or two. As more time has gone on, the computer fully does not recognize the mouse AT ALL...I have another mouse that I use with the computer that works just fine and cannot seem to figure out why my Zero Tension mouse has failed. I tried plugging the Zero Tension mouse into my Mac and low and behold, it works without hesitation and never stops on me... Needless to say, I am stumped about this. I figured because I had another mouse I could deal with the loss of my fancy one for now...until my speakers stopped being recognized. I have a set of Logitec speakers that I have plugged into my sound card. Again, every now and again the audio devices would cease to be recognized by my computer, but a reboot would fix the problem. Now my speakers do not work at all with my computer and I feel like it's time to ask for help. My computer seems to be having a neural shutdown...where I can plug in devices and the computer doesn't seem to notice anything wrong, but none of the devices work. I hope this doesn't get any worse! Please help! Also, on a potentially (un)related note, when I start up my machine I get the message "This application has failed to start because Msvcp71.dll was not found. Re-installing the application may fix this problem." in reference to qbupdate.exe I don't know if that DLL being messed up has anything to do with my mouse or speakers, but I figure it might...anyway, thanks in advance for an answer and let me know if I need to clarify anything. Let me sum up: Zero Tension Mouse gradually stopped working Logitec Speakers gradually stopped working MSVCR71.dll seems to be messed up I don't know if any of those are related but any help would be much appreciated

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  • What does the directory-name: '~MntWIM' on my Windows 7 / C:\ drive mean?

    - by J Puk
    This '~MntWIM' on my Windows 7 / C:\ drive, is sized: 694 MB (728.418.589 bytes) on harddrive. It contains 3 subdirectories. 1st = Program Files, containg zero volume 2nd = Users, containing zero volume 3rd = Windows, containing 693 MB (726.823.197 bytes) on harddrive It all looks a bit useless to me, so question is: Is it safe to delete the lot? Or does it have an important function there? Hoping for an answer from which I could lern something. B.R. JP

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  • Handling nmake errorlevel/return codes

    - by tlianza
    Hi all, I have an nmake-based project which in turn calls the asp compiler, which can throw an error, which nmake seems to recognize: NMAKE : fatal error U1077: 'C:\Windows\Microsoft.NET\Framework\v2.0.50727\aspnet_compiler.exe' : return code '0x1' However, when I call nmake from within a batch file, the environment variable %ERRORLEVEL% remains set at zero: nmake /NOLOGO echo BUILD RETURNING: %ERRORLEVEL% If I control-c the nmake task, I do end up getting a non-zero ERRORLEVEL (it's set to 2) so my assumption is that I'm able to catch errors okay, but nmake isn't bubbling up the non-zero exit code from it's task. Or, at least, I'm mis-trapping it. Any help would be appreciated.

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  • Problem setting output flags for ALU in "Nand to Tetris" course

    - by MahlerFive
    Although I tagged this homework, it is actually for a course which I am doing on my own for free. Anyway, the course is called "From Nand to Tetris" and I'm hoping someone here has seen or taken the course so I can get some help. I am at the stage where I am building the ALU with the supplied hdl language. My problem is that I can't get my chip to compile properly. I am getting errors when I try to set the output flags for the ALU. I believe the problem is that I can't subscript any intermediate variable, since when I just try setting the flags to true or false based on some random variable (say an input flag), I do not get the errors. I know the problem is not with the chips I am trying to use since I am using all builtin chips. Here is my ALU chip so far: /** * The ALU. Computes a pre-defined set of functions out = f(x,y) * where x and y are two 16-bit inputs. The function f is selected * by a set of 6 control bits denoted zx, nx, zy, ny, f, no. * The ALU operation can be described using the following pseudocode: * if zx=1 set x = 0 // 16-bit zero constant * if nx=1 set x = !x // Bit-wise negation * if zy=1 set y = 0 // 16-bit zero constant * if ny=1 set y = !y // Bit-wise negation * if f=1 set out = x + y // Integer 2's complement addition * else set out = x & y // Bit-wise And * if no=1 set out = !out // Bit-wise negation * * In addition to computing out, the ALU computes two 1-bit outputs: * if out=0 set zr = 1 else zr = 0 // 16-bit equality comparison * if out<0 set ng = 1 else ng = 0 // 2's complement comparison */ CHIP ALU { IN // 16-bit inputs: x[16], y[16], // Control bits: zx, // Zero the x input nx, // Negate the x input zy, // Zero the y input ny, // Negate the y input f, // Function code: 1 for add, 0 for and no; // Negate the out output OUT // 16-bit output out[16], // ALU output flags zr, // 1 if out=0, 0 otherwise ng; // 1 if out<0, 0 otherwise PARTS: // Zero the x input Mux16( a=x, b=false, sel=zx, out=x2 ); // Zero the y input Mux16( a=y, b=false, sel=zy, out=y2 ); // Negate the x input Not16( in=x, out=notx ); Mux16( a=x, b=notx, sel=nx, out=x3 ); // Negate the y input Not16( in=y, out=noty ); Mux16( a=y, b=noty, sel=ny, out=y3 ); // Perform f Add16( a=x3, b=y3, out=addout ); And16( a=x3, b=y3, out=andout ); Mux16( a=andout, b=addout, sel=f, out=preout ); // Negate the output Not16( in=preout, out=notpreout ); Mux16( a=preout, b=notpreout, sel=no, out=out ); // zr flag Or8way( in=out[0..7], out=zr1 ); // PROBLEM SHOWS UP HERE Or8way( in=out[8..15], out=zr2 ); Or( a=zr1, b=zr2, out=zr ); // ng flag Not( in=out[15], out=ng ); } So the problem shows up when I am trying to send a subscripted version of 'out' to the Or8Way chip. I've tried using a different variable than 'out', but with the same problem. Then I read that you are not able to subscript intermediate variables. I thought maybe if I sent the intermediate variable to some other chip, and that chip subscripted it, it would solve the problem, but it has the same error. Unfortunately I just can't think of a way to set the zr and ng flags without subscripting some intermediate variable, so I'm really stuck! Just so you know, if I replace the problematic lines with the following, it will compile (but not give the right results since I'm just using some random input): // zr flag Not( in=zx, out=zr ); // ng flag Not( in=zx, out=ng ); Anyone have any ideas? Edit: Here is the appendix of the book for the course which specifies how the hdl works. Specifically look at section 5 which talks about buses and says: "An internal pin (like v above) may not be subscripted". Edit: Here is the exact error I get: "Line 68, Can't connect gate's output pin to part". The error message is sort of confusing though, since that does not seem to be the actual problem. If I just replace "Or8way( in=out[0..7], out=zr1 );" with "Or8way( in=false, out=zr1 );" it will not generate this error, which is what lead me to look up in the appendix and find that the out variable, since it was derived as intermediate, could not be subscripted.

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  • How to get scrollTop of page afer browser scrolled such page?

    - by Marco Demaio
    I know how to get the scrollTop of a page, I use this simple JS function (code copied around): function GetScrolledTop() { //I never work in IE quirkmode, I always use DOCTYPE as 1st line, so I don't need to test for document.body.scrollTop return self['pageYOffset'] || document.documentElement.scrollTop; } This works and my problem is the following: I tried to add it in the page onload event <body onload="alert(GetScrolledTop());"> On page load I get ZERO (which make sense), but the problem is that I get ZERO even if I scroll the page and then reload it without touching the scrollbar. It seems like the browser does: loads page calls my GetScrolledTop() (so obviously shows ZERO) then scrolls the page to where it was before. Do you know how to get the scolledTop after the step 3? I mean how to get the scrolledTop AFTER the browser scrolled the page? (maybe without using a timer) Thanks!

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  • Display continuous dates in Pivot Chart

    - by Douglas
    I have a set of data in a pivot table with date times and events. I've made a pivot chart with this data, and grouped the data by day and year, then display a count of events for each day. So, my horizontal axis goes from 19 March 2007 to 11 May 2010, and my vertical axis is numeric, going from zero to 140. For some days, I have zero events. These days don't seem to be shown on the horizontal axis, so 2008 is narrower than 2009. How do I display a count of zero for days with no events? I'd like my horizontal axis to be continuous, so that it does not miss any days, and every month ends up taking up the same amount of horizontal space. (This question is similar to the unanswered question here, but I'd rather not generate a table of all the days in the last x number of years just to get a smooth plot!)

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  • What logic operator to use, as3?

    - by VideoDnd
    What operator or expression can I use that will fire on every number, including zero? I want a logic operator that will fire with ever number it receives. My animations pause at zero. This skips on zero if (numberThing> 0); This skips on 9 if (numberThing>> 0); This jitters 'fires quickly and goes back on count' if (numberThing== 0); EXPLANATION I'm catching split string values in a logic function, and feeding them to a series of IF, ELSE IF statements. I'm using this with a timer, so I can measure the discrepency. CODE • I GET VALUES FROM TIMER • STRING GOES TO TEXTFIELD 'substr' • NUMBER TRIGGERS TWEENS 'parseInt' • Goes to series of IF and ELSE IF statements

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  • Locked DataGridView. Linq is a problem ?

    - by phenevo
    Hi, I get the collection from webservice: var allPlaceHolders = (from ph in new MyService().GetPlaceHolders() select ph).Select(l => new { Code = l.Code, Name = l.Name, Related = false }).ToList(); dgPlaceHoldersAdd.DataSource = allPlaceHolders; Designer.cs: this.dgPlaceHoldersAdd.ColumnHeadersHeightSizeMode = System.Windows.Forms.DataGridViewColumnHeadersHeightSizeMode.AutoSize; this.dgPlaceHoldersAdd.Location = new System.Drawing.Point(3, 54); this.dgPlaceHoldersAdd.Name = "dgPlaceHoldersAdd"; this.dgPlaceHoldersAdd.RowHeadersVisible = false; this.dgPlaceHoldersAdd.Size = new System.Drawing.Size(286, 151); this.dgPlaceHoldersAdd.TabIndex = 15; The problem is, that I can't changing value of checkBox column. I has enabled AutoGeneratedColumns (In datagridview at start there is not any column)

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  • Line break and also getting space in HL7 message

    - by user1280098
    My BizTalk receive XML message as a input message. I am converting that message to HL7 message using Transform in orchestration. Now if input message consists of any empty field in any of the node, the HL7 message breaks up at that postion and also include space in that message. Can anyone help me to resolve this issue? following is my HL7 message: Note --- Copy this message in Textpad to get to know exact space in it MSH|^~\&|EEHR^bbbbbbbbbb|aaaaaaaaaaaaaaaaa^12699^DNS|KYIR|CDP|201103060733||VXU^V04|14962|P|2.3.1|||| PID|1||765874316^^^^SS||ssssss^anan^T|wwwww^^^^^^M|20100217|M||2135-2^YYYYYYYY or jjjjjj^HL70005|5896 hyhyhyhy Ave^Apt# 112^Wanta Fe^NM^85678^XXX^H^^049||5033331120X ^PRN^PH^^^505^5551120^~^NET^X.400^[email protected]|5056083515X4365^WPN^PH^^^505^6086715^4365|es^English^HL70296||||215486702|||H^erererer or qwqwqw^HL70189|bnbnbn|Y|1|||| Thanks.

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  • Avoid IF statement after condition has been met

    - by greye
    I have a division operation inside a cycle that repeats many times. It so happens that in the first few passes through the loop (more or less first 10 loops) the divisor is zero. Once it gains value, a div by zero error is not longer possible. I have an if condition to test the divisor value in order to avoid the div by zero, but I am wondering that there is a performance impact that evaluating this if will have for each run in subsequent loops, especially since I know it's of no use anymore. How should this be coded? in Python?

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  • Why does RIGHT(@foostr, 0) return NULL when @foostr is varchar(max)?

    - by bob-montgomery
    In SQL Server 2005 If I want to find the right-most one character of a varchar(max) variable, no problem: declare @foostr varchar(max) set @foostr = 'abcd' select right (@foostr, 1) ---- d If I want to find the right-most zero characters of a string literal, no problem: select right ('abcd', 0) ------------------ It returns an empty string. If I want to find the right-most zero characters of a varchar(10), no problem: declare @foostr varchar(10) set @foostr = 'abcd' select right (@foostr, 0) ---- It returns an empty string. If I want to find the right-most zero characters of a varchar(max), well: declare @foostr varchar(max) set @foostr = 'abcd' select right (@foostr, 0) ---- NULL It returns NULL. Why?

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  • Translate to MIPS

    - by user2334400
    HELP Translate A[i] = B[i-1] + B[i] + B[i+1] to MIPS the address of array A is $s1 the address of array B is $s2 the value of i is $s3 lb $s1,0($s3) # $s1=A[i] lb $s2,0($s3) # $s2=B[i] sb $s2,0($s3) # store s2 add $t0, $zero, $s2 #t0=B[i] addi $s3,$s3,-1 #i=i-1 lb $s2 0($s3) #$s2=B[i-1] add $t1,$zero,$s2 #t1=B[i-1] add $s1,$t0,$t1 #A[i]=B[i-1]+B[i] addi $s3,$s3,2 #i+1 lb $s2,0($s3) #s2=B[i+1] add $t2,$zero,$s2 #t2=B[i+1] add $s1,$s1,$t2 #A[i] = t1 + B[i+1] sb $s1 I know this is kind of mess, but it's the best i can write

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  • ASP.NET Custom Control - Default Template?

    - by Bob Fincheimer
    I know this is really picky, but can I have one template inside a user control: <uc:MyUserControl runat="server" ID="test"> <div><b>Test</b></div> <asp:PlaceHolder runat="server" id="pH" /> </uc:MyUserControl> Instead of what I have now which requires me to: <uc:MyUserControl runat="server" ID="test"> <Content> <div><b>Test</b></div> <asp:PlaceHolder runat="server" id="pH" /> </Content> </uc:MyUserControl> Basically I want my control to have only one ITemplate inside of it.

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  • Click a button in another application

    - by sam
    I want yo use SendMessage or PostMessage to press a button in another app i have a sample code to do this but by getting Window Handle, but don't work also i used "WinDowse" to get required info. here is the code private const uint BM_CLICK = 0x00F5; private const uint WM_LBUTTONDOWN = 0x0201; private const uint WM_LBUTTONUP = 0x0202; private void PushOKButton(IntPtr ptrWindow) { WindowHandle = FindWindow(null, "Form1"); if (ptrWindow == IntPtr.Zero) return; IntPtr ptrOKButton = FindWindowEx(ptrWindow, IntPtr.Zero, "Button", "&Yes"); if (ptrOKButton == IntPtr.Zero) return; SendMessage(ptrOKButton, WM_LBUTTONDOWN, 0, 0); SendMessage(ptrOKButton, WM_LBUTTONUP, 0, 0); SendMessage(ptrOKButton, BM_CLICK, 0, 0); } is There a Compelete Suloution in c# ?

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  • What is the result of "new int[ 0 ]"? [closed]

    - by ArunSaha
    Possible Duplicates: What does zero-sized array allocation do/mean? C++ new int[0] — will it allocate memory? int * p; p = new int[ 0 ]; What is the expected outcome when new is called for zero number of elements? Is the outcome defined or undefined? Further, is it okay to call delete [] p; on that pointer? What is the intuition/analogy to this situation of pointer to an array of zero elements? Thanks in advance. Regards, Arun

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  • data type trouble in php

    - by user225269
    I don't know why but the data type in this code makes a trouble when the id in the url starts with the number zero like this: http://localhost/exp/update.php?id=03A43 In this case the id is 03A43. And my query looks like this: mysql_select_db("school", $con); $result = mysql_query("SELECT * FROM student WHERE IDNO=".(int)$_GET['id']); ?> There is no problem in the design if the id does not start with the number zero. What might be the proper data type for numbers beginning in zero?

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  • zeroing out memory

    - by robUK
    Hello, gcc 4.4.4 c89 I am just wondering what most c programmers do when they want to zero out memory. For example I have a buffer of 1024 bytes. Sometimes I do this: char buffer[1024] = {0}; Which will zero all bytes. However, should I declare like this and use memset? char buffer[1024]; . . memset(buffer, 0, sizeof(buffer); Is there any real reason you have to zero the memory? What is the worst that can happen by not doing it? Many thanks for any suggestions,

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