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  • Check if the vector is behind another or maybe opposite directions?

    - by Gilson
    I'm doing a network game and on the client side, i interpolate the client position with the server sent extrapolated position. The client has its own physics simulation wich is corrected by the server in steps. The problem is when it laggs and i 'kick' the ball, the server gets a delayed message and sends me the position backwards of the client position wich makes the ball goes back and forth. I want to ignore those and maybe compensate that on the server, not sure though. The problem is the clock difference on those case are 0.07ms or 0.10 ms wich isn't that high to ignore the message i guess. When i get the server position, i extrapolate with the clock interval * serverBallVelocity Can i check if my new ball server position is behind my actual ball vector position? I tried to use the dot product after normalized the two vectors to check if they are opposite but it ain't working properly. Any suggestions on checking that?

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  • Opposite Force to Apply to a Collided Rigid Body?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the force to apply to a body after it collides with a wall. My rigid body looks like this: /our simulation object class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private float mass; private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); private static Vector2D acceleration = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position.x,position.y, getWidth(), getHeight(), angle); rectChanged(); } public Vector2D getPosition() { return getRect().getCenter(); } @Override public void update(float timeStep) { doUpdate(timeStep); } public void doUpdate(float timeStep) { //integrate physics //linear acceleration.x = forces.x / mass; acceleration.y = forces.y / mass; velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; //angular float angAcc = torque / inertia; angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return relWorldVec; } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); worldRelVec.x = Vector2Ds[0]; worldRelVec.y = Vector2Ds[1]; return worldRelVec; } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; pointVelVec.x = (tangent.x * angularVelocity) + velocity.x; pointVelVec.y = (tangent.y * angularVelocity) + velocity.y; return pointVelVec; } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } } The way it is given force is by the applyForce method, this method considers angular torque. I'm just not sure how to come up with the vectors in the case where: RigidBody hits static entity RigidBody hits other RigidBody that may or may not be in motion. Would anyone know a way (without too complex math) that I could figure out the opposite force I need to apply to the car? I know the normal it is colliding with and how deep it collided. My main goal is so that say I hit a building from the side, well the car should not just stay there, it should slowly rotate out of it if I'm more than 45 degrees. Right now when I hit a wall I only change the velocity directly which does not consider angular force. Thanks!

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  • How to make a non-english clone of CoffeeScript?

    - by Ans
    I want to make a non-english programming language that is identical to what CoffeeScript is to JavaScript. What I mean is that I don't want to build my own design or syntax. Just want to have a non-english programming language that compiles to JavaScript. I want to follow everything CoffeeScript fellows so I don't really want to make any design decisions. For example: This is coffeescript: number = 42 opposite = true number = -42 if opposite I want my language to be something like: ??? = 42 ??? = ???? ??? = -42 ??? ??? that get compiled to: var number, opposite; number = 42; opposite = true; if (opposite) { number = -42; }

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  • Is there an "opposite" to the null coalescing operator? (…in any language?)

    - by Jay
    null coalescing translates roughly to return x, unless it is null, in which case return y I often need return null if x is null, otherwise return x.y I can use return x == null ? null : x.y; Not bad, but that null in the middle always bothers me -- it seems superfluous. I'd prefer something like return x :: x.y;, where what follows the :: is evaluated only if what precedes it is not null. I see this as almost an opposite to null coalescence, kind of mixed in with a terse, inline null-check, but I'm [almost] certain that there is no such operator in C#. Are there other languages that have such an operator? If so, what is it called? (I know that I can write a method for it in C#; I use return NullOrValue.of(x, () => x.y);, but if you have anything better, I'd like to see that too.)

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  • Opposite of nl2br? Is it str_replace?

    - by Julian H. Lam
    So the function nl2br is handy. Except in my web app, I want to do the opposite, interpret line breaks as new lines, since they will be echoed into a pre-filled form. str_replace can take <br /> and replace it with whatever I want, but if I put in \n, it echoes literally a backslash and an n. It only works if I put a literal line break in the middle of my script, and break the indentation (so there are no trailing space). See: <?=str_replace('<br />',' ',$foo)?> Am I missing escape characters? I think I tried every combination...

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  • How to create sliding drawer in both sides opposite to one another?

    - by janmejoy
    I have added the code that working for right to left sliding perfectly but i want sliding from left to right also so check the layout and help me out.Here i have mentioned the layout properly for right to left ,Is it possible to get the Slider window in both sides i mean left and right horizontally... <?xml version="1.0" encoding="utf-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:background="@drawable/bg" android:orientation="vertical" > <Button android:id="@+id/ship" android:layout_width="186dp" android:layout_height="23dp" android:layout_marginTop="49dp" android:background="@drawable/signup" android:text="Shipping Calculator" android:textColor="#ffffffff" android:layout_gravity="center" android:textStyle="bold" /> </LinearLayout> <SlidingDrawer android:id="@+id/drawer" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="horizontal" android:handle="@+id/handle" android:content="@+id/content"> <ImageView android:id="@+id/handle" android:layout_width="wrap_content" android:layout_height="fill_parent" android:src="@drawable/tag"/> <LinearLayout android:id="@+id/content" android:layout_width="wrap_content" android:layout_height="fill_parent" android:background="@drawable/slidimage" android:orientation="vertical" android:padding="10dp" > <TextView android:id="@+id/text1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_gravity="center" android:layout_marginTop="15dp" android:layout_marginLeft="51dp" android:text="SIGN-UP" android:textColor="#000000" android:textSize="28dp" android:textStyle="bold" /> </LinearLayout> </SlidingDrawer> <SlidingDrawer android:id="@+id/drawers" android:layout_width="match_parent" android:layout_height="match_parent" android:handle="@+id/handles" android:layout_gravity="left" android:scrollX="100dp" android:orientation="horizontal" android:content="@+id/contents"> <ImageView android:id="@+id/handles" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_gravity="left" android:src="@drawable/tag"/> <LinearLayout android:id="@+id/contents" android:layout_width="wrap_content" android:layout_height="fill_parent" android:layout_gravity="left" android:background="@drawable/slidimage" android:orientation="vertical" android:padding="10dp" > <TextView android:id="@+id/text1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_gravity="center" android:layout_marginTop="15dp" android:layout_marginLeft="51dp" android:text="SIGN-UP" android:textColor="#000000" android:textSize="28dp" android:textStyle="bold" /> </LinearLayout> </SlidingDrawer> </FrameLayout>

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  • Why does a checkbox's "checked" attribute return the opposite of it's actual value on click event?

    - by Kappers
    I've got the following HTML <li><input type="checkbox" /><label>This is the label!</label></li> I bound a click event to the li, and let the click event bubble up to the li before doing anything else. $('li').each(function(i){ var item = $(this); var checkbox = $("input[type='checkbox']", item); item.bind('click', function(e){ var isChecked = checkbox.is(':checked'); console.log(isChecked); e.stopPropagation(); }); }); Starting with an unchecked checkbox, when the click event fires, isChecked returns true when I click on the checkbox, but returns false when I click on the label or li. Does anyone know why?

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  • sybase - values from one table that aren't on another, on opposite ends of a 3-table join

    - by Lazy Bob
    Hypothetical situation: I work for a custom sign-making company, and some of our clients have submitted more sign designs than they're currently using. I want to know what signs have never been used. 3 tables involved: table A - signs for a company sign_pk(unique) | company_pk | sign_description 1 --------------------1 ---------------- small 2 --------------------1 ---------------- large 3 --------------------2 ---------------- medium 4 --------------------2 ---------------- jumbo 5 --------------------3 ---------------- banner table B - company locations company_pk | company_location(unique) 1 ------|------ 987 1 ------|------ 876 2 ------|------ 456 2 ------|------ 123 table C - signs at locations (it's a bit of a stretch, but each row can have 2 signs, and it's a one to many relationship from company location to signs at locations) company_location | front_sign | back_sign 987 ------------ 1 ------------ 2 987 ------------ 2 ------------ 1 876 ------------ 2 ------------ 1 456 ------------ 3 ------------ 4 123 ------------ 4 ------------ 3 So, a.company_pk = b.company_pk and b.company_location = c.company_location. What I want to try and find is how to query and get back that sign_pk 5 isn't at any location. Querying each sign_pk against all of the front_sign and back_sign values is a little impractical, since all the tables have millions of rows. Table a is indexed on sign_pk and company_pk, table b on both fields, and table c only on company locations. The way I'm trying to write it is along the lines of "each sign belongs to a company, so find the signs that are not the front or back sign at any of the locations that belong to the company tied to that sign." My original plan was: Select a.sign_pk from a, b, c where a.company_pk = b.company_pk and b.company_location = c.company_location and a.sign_pk *= c.front_sign group by a.sign_pk having count(c.front_sign) = 0 just to do the front sign, and then repeat for the back, but that won't run because c is an inner member of an outer join, and also in an inner join. This whole thing is fairly convoluted, but if anyone can make sense of it, I'll be your best friend.

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  • SQL: How to Return One DB Row from Two That Have The Same Values In Opposite Columns Using the MAX F

    - by OneSource
    Hi, This is what I'm trying to do. I have three columns in a table - ID, Column1, Column2 - with this example data: ID Column1 Column2 1     1            2 2     2            1 3     4            3 4     3            4 Since, in the first two rows, Column1 and Column2 have the same values (but in different columns), I want my MAX query to return an ID of 2. Same thing with rows 3 and 4 .... since Columns 1 and 2 have the same values (but in different columns), I want MAX(ID) to return 4. Of course, with MAX, you use Group By, but that will not work in my case. In effect, I need a Group By to work across two columns. Is this possible? If not, what's the best way to accomplish getting the IDs of 2 and 4 given the matching values that are in different columns? Thanks!

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  • What is the opposite of Jquery .not - OR - How to I target href links that contain the following....

    - by stolkramaker
    Right. So here we go. I am currently using the following code to target all links and apply an iframe toolbar $("a[href^='http:']").not("[href*='www.domiain.com']").not("[href*='www.twitter.com']").each(function(){ var tempurl = 'http://www.domain.com/shiftbar/shiftbar.html?iframe='; var $this = $(this); var currenturl = this.getAttribute("href"); var href = tempurl + currenturl; $this.attr('href', href ); }); I need to do the same, but now for links that ONLY contain twitter $("a[href^='http:']").contains("[href*='www.twitter.com']").each(function(){ $this.attr("target", "_blank"); }); it doesn't work. I've tried .has .contains But I suppose I am not familiar with jquery enough at this point.

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  • Which technologies will most affect Financial Services over the next decade? [on hold]

    - by opposite of you
    I couldn't quite think of a proper description, so as Wikipedia puts it so beautifully: Financial services are the economic services provided by the finance industry, which encompasses a broad range of organizations that manage money, including credit unions, banks, credit card companies, insurance companies, consumer finance companies, stock brokerages, investment funds and some government sponsored enterprises. These are quite a range of industries. I've already thought about how banks specifically have gotten involved with app markets allowing users to make transfers on the go, and this goes with cloud computing, but what else could there be apart from mobile technologies and cloud computing? Or how else could they be used? I feel like I'm thinking about this wrong.. Apart from mobile computing and cloud computing, what other examples will influence the sector either positively or negatively?

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  • What is the opposite of JAXB? i.e. generating XML FROM classes?

    - by 8EM
    I am currently designing a solution to a problem I have. I need to dynamically generate an XML file on the fly using Java objects, in the same way JAXB generates Java classes from XML files, however the opposite direction. Is there something out there already like this? Alternatively, a way in which one could 'save' a state of java classes. The goal I am working towards is a dynamically changing GUI, where a user can redesign their GUI in the same way you can with iGoogle.

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  • unity4.3 rigidbody2d unexpected force behaviour

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Ubuntu Font Family and Mac OS X confusing font name and font

    - by William
    I really like the Ubuntu Font Family, and frequently use it in my documents. At school, I want to be able to use the font family so my documents that make at home using Ubuntu show up correctly at school. However, we do not have permission to use Font View (which also allows you to install fonts), so I copied the .ttf files for the Ubuntu font into the /home/Library/Fonts directory. The fonts now show up in the list of available fonts. However, when I click on Ubuntu Light, it uses the Ubuntu font, and when I click on Ubuntu, it us the Ubuntu Light font. This is irritating because my documents that I make on my home computer show up in the opposite font at school, and documents I make at school show up in the opposite font at school. This is really irritating. My school uses Mac OSX 10.4. Any help would be greatly appreciated.

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  • I need help with 3d shading/lighting.

    - by Xavier
    How do you guys handle shading in a 3d game? I have a directional light source that shades one side of a tree made of cubes. The remaining 3 sides all get ambient shading only. So the 3d effect is lost when looking at two ambient shaded sides. Am I missing something? Should I be shading the side furthest from the light source even darker? I tried looking at Fallout 3 and it kinda looks like this is what they do however Minecraft appears to shade a grass mound with two opposite sides light and the remaining two opposite sides dark kinda giving the effect that there are two directional lights for the two light shaded sides and ambient light for the dark shaded sides.

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  • Invoking javascript in iframe from parent page

    - by DrJokepu
    Basically, I have an iframe embedded in a page and the iframe has some javascript routines I need to invoke from the parent page. Now the opposite is quite simple as you only need to call parent.functionName() but unfortunately I need exactly the opposite of that. Please note that my problem is not changing the source url of the iframe, but invoking function defined in the iframe.

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  • Path parsing in rails

    - by fl00r
    Hi! I am looking for method for parsing route path like this: ActionController::Routing.new("post_path").parse #=> {:controller => "posts", :action => "index"} It should be opposite to url_for Upd I've found out: http://stackoverflow.com/questions/2222522/what-is-the-opposite-of-url-for-in-rails-a-function-that-takes-a-path-and-genera ActionController::Routing::Routes.recognize_path("/posts") So now I need to convert posts_path into "/posts"

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  • Run GTK+ application in client browser

    - by mgray
    Hi, I've been searching for ways to run a GTK+ application on a browser. WebKit and its associated GTK+ port seem to do the opposite - making applications more Web-friendly, but the opposite would also be nice. There seems to have been some activity to realize that for XCode, with Cappuccino and Atlas, that can translate NIB files into CIB files. If anyone can point me in the right direction, I'd really appreciate it! Thanks! mike

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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