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  • Isn't the C++ standard library backward-compatible?

    - by Chris Metzler
    Hi. I'm working on a 64-bit Linux system, trying to build some code that depends on third-party libraries for which I have binaries. During linking, I get a stream of undefined reference errors for one of the libraries, indicating that the linker couldn't resolve references to standard C++ functions/classes, e.g.: librxio.a(EphReader.o): In function `gpstk::EphReader::read_fic_data(std::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)': EphReader.cpp:(.text+0x27c): undefined reference to `std::basic_ostream<char, std::char_traits<char> >& std::__ostream_insert<char, std::char_traits<char> >(std::basic_ostream<char, std::char_traits<char> >&, char const*, long)' EphReader.cpp:(.text+0x4e8): undefined reference to `std::basic_ostream<char, std::char_traits<char> >& std::__ostream_insert<char, std::char_traits<char> >(std::basic_ostream<char, std::char_traits<char> >&, char const*, long)' I'm not really a C++ programmer, but this looks to me like it can't find the standard library. Doing some more research, I got the following when I looked at librxio's dependency for the standard library: $ ldd librxio.so.16.0 ./librxio.so.16.0: /usr/lib64/libstdc++.so.6: version `GLIBCXX_3.4.9' not found (required by ./librxio.so.16.0) libm.so.6 => /lib64/libm.so.6 (0x00002aaaaad45000) libstdc++.so.6 => /usr/lib64/libstdc++.so.6 (0x00002aaaaafc8000) libgcc_s.so.1 => /lib64/libgcc_s.so.1 (0x00002aaaab2c8000) libc.so.6 => /lib64/libc.so.6 (0x00002aaaab4d7000) /lib64/ld-linux-x86-64.so.2 (0x0000555555554000) So I read that as saying that librxio (one of the third-party libraries) requires at least v3.4.9 of the standard library. But the version I have installed is 4.1.2: $ rpm -qa | grep libstdc compat-libstdc++-33-3.2.3-61.x86_64 libstdc++-devel-4.1.2-14.el5.i386 libstdc++-devel-4.1.2-14.el5.x86_64 libstdc++-4.1.2-14.el5.x86_64 libstdc++-4.1.2-14.el5.i386 Shouldn't this work? The shared object major number is 6, same as for v3.4.9. At this level, shouldn't this be backward compatible? It seems like the third-party library is looking for an earlier version of the standard library than what I have installed; but isn't there backward compatibility between versions with the same major number for the shared library? Again, I'm not really a C++ programmer; but I don't see what the problem is. Any advice greatly appreciated. Thanks.

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  • Model objects versions in Django

    - by pablo
    Hi I'm building an e-commerce website. I have a Product and Order models. It's possible that a customer order a product and then the admin change its price or other fields before the customer actually get it. A possible solution is to add a 'version' field to the Product model. When the admin update a product field I'll add a timestamp and create a new object instead of updating the old one. An Order will have a reference to a specific product version. Does this make sense? Will overriding the Product Save method be sufficient to make it work? Thanks

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  • Wicket app in embedded Jetty causes UnsupportedClassVersionError

    - by Ondra Žižka
    I've tried to run a Wicket app in an embedded Jetty, using this code: public static void main( String[] args ){ Server server = new Server(8080); Context root = new Context( server, "/", Context.SESSIONS ); FilterHolder filterHolder = new FilterHolder( new WicketFilter() ); filterHolder.getInitParameters().put("applicationClassName", cz.dw.test.WicketApplication.class.getName() ); root.addFilter( filterHolder, "/*" , Handler.ALL ); try { server.start(); } catch (Exception ex) { ex.printStackTrace(); } } But I got java.lang.UnsupportedClassVersionError: Bad version number in .class file. Switching the target class version for my app (1.6 - 1.5) did not help. I use Sun JDK 1.6.0_17, Wicket 1.4.8, Jetty 6.1.24. I tried to debug, but the JRE classes have no debug data. The stacktrace is of no use as it happens when loading the classes into JVM. Any ideas what could be wrong? How can I find which class is causing this? Thanks, Ondra

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  • Is it possible to exclude some files from checkin (TFS) ?

    - by Thomas Wanner
    We use configuration files within various projects under source control (TFS), where each developer has to make some adjustments in his local copy to configure his environment. The build process takes care about replacing the config files with the server configuration as a part of the deployment, so it doesn't actually matter what is in the repository. However, we would anyway like to keep some kind of a default non-breaking version of config files in the repository, so that e.g. people not involved in the particular project won't run into troubles because of local misconfiguration. We tried to resolve this by introducing the check-in policy that simply forbids to check-in the config files. This works fine, but just because we're lazy to always uncheck those checkboxes in the pending changes window, the question comes : is it possible to transparently disable the check-in of particular files without keeping them out of source control (e.g. locking their current version) ?

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  • Managing important runtime business logic with regard to a codebase

    - by Daniel Beardsley
    I'm working on a project which will end up have a lot of application information stored in the form of records in a database. In this case, it's the configuration of data views: which grid columns to show/hide default filters to apply to each grid view column titles sorting subtotaling ... This information is a big part of the value of the application and is essential to it's function. The data will be altered by admins a fair amount, so it's not static and it wouldn't be appropriate to have to deploy a new version of the app every time the data changes. The question is, Where should this data be stored? It will definitely live in the database because that's how it's accessed, but I feel like it needs to also be kept with the version controlled codebase because it's an integral part of functioning of the application. Has anyone dealt with an issue like this before? What did you end up doing?

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  • Best practices for using Hg with Grails?

    - by leeand00
    What should I check in/not check in? Since many of the files are sometimes auto-generated I'm not entirely sure how to handle this using version control...does it have something to do with tags? For instance in ANT, I know not to check-in my target/bin directories...but Grails adds another level of confusion to this...since some of code is generated and some of it is not. (It may become clearer as I go...but it seems to be that there needs to be some way of being able to tell what was just generated and what was modified by a developer so that it needs to be placed in version control)

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  • Tool for checking source for dependencies on specific Java versions

    - by Gregor
    Is there a quick way (e.g. tool) to detect, from the source (or maybe even from compiled classes), which parts of an application call Java API methods that are only implemented in a specific Java version? (e.g. which parts of my app are Java6-specific) I don't necessarily want to hop through all ClassMismatchErrors and avoid the trial-and-error-method. Let's say I only want to document which parts of an application won't work if they were writte for, e.g., Java6 and I want to run it in a version 5 JDK. Is there something like this? Google did not help this time, nor did I find any solution here (a rare case indeed:)

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  • Build Path issue with Java Android project when starting Eclipse

    - by Matt Smith
    I booted up eclipse to start on a project, and without typing in a word I already have several errors. package department.namespace; import android.app.Activity; import android.os.Bundle; public class DepartmentActivity extends Activity { /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); } } At package department.namespace, it says: multiple marks at this line and the type java.lang.Object cannot be resolved. It is indirectly referenced from required .class files The import android.os cannot be resolved. Override cannot be resolved as a type The method OnCreate(Bundle) is undefined for the type Activity R. cannot be resolved as a variable. Since this JUST came up when I started Eclipse, how do I fix this?

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  • Will using a VCS help me as a web dev?

    - by jsims281
    I'm thinking of trying a VCS such as subversion, to manage my next project, but I'm not sure if will offer any real benefits for me as a web developer. As I understand it, one of the major benefits of a VCS is that a group of people can work on a project at once. Reading material on the subject seems pretty one sided: "Using a version control system is an absolute must for a developer of a project above a few hundred lines of code" ...and I've got a feeling it could become a chore, with not many benefits. I work on development server on the local network, so any amount of people can work on the files already. If anyone needs to get in remotely, they use FTP. What would a modern version control system give me on top of this?

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  • Using SVN alone or in small workgroups - workflow approach?

    - by Industrial
    Hi everybody, I have spent some months working on a web application and we're come close to production stage. It's soon time to expand the development group with 1-3 people on this project. I have not too much experience on working with SVN, but It's obviously the choice for a big part of the larger companies out there, so I am guessing that the pros of SVN without a doubt outweights the time spent on commit/check ins / check outs etc. The workflow seems to become a bit more complicated with SVN, and even though I have read Version Control with Subversion by O'Reilly Media and I am not sure yet if it's overkill to use SVN for any reasons besides backup when developing alone or in a small (1-3 people) workgroup? How do you do it? What's your workflow with version control while working alone or in small workgroups? Thanks!

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  • Multiple repositories or single repository with branches?

    - by Goro
    I have been working on a project for some time, and it has branched off into several different versions. All versions have some common code base, and each version has specific functionality that is unique, and each version will need to be supported individually. What SVN structure would you recommend? Right now I am using a separate repository for each project, but the downside of that is that it is impractical for large number of products. The downside of using a single repository with branches is that it would add revision numbers to every branch whether anything was committed, regardless from which branch. What setup do you/would you use in this situation?

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  • Grails + GAE - Issue using app.servlet.version=2.5

    - by Taylor L
    Updating the servlet version in application.properties to 2.5 has no affect on the generated web.xml. The generated web.xml is still version 2.4. app.servlet.version=2.5 Also, if I try to execute "run-app" I get the exception below: Running Grails application.. Starting AppEngine generated indices thread. Starting reload monitor thread. [java] Jan 26, 2010 5:27:05 AM com.google.apphosting.utils.jetty.JettyLogger warn [java] WARNING: Failed startup of context com.google.apphosting.utils.jetty.DevAppEngineWebAppContext@4178460d{/,C:\Users\Taylor Leese\workspace\test-gae\web-app} [java] java.lang.IllegalStateException: No such servlet: grails [java] at org.mortbay.jetty.servlet.ServletHandler.updateMappings(ServletHandler.java:953) [java] at org.mortbay.jetty.servlet.ServletHandler.setServletMappings(ServletHandler.java:1037) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.initialize(WebXmlConfiguration.java:305) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.configure(WebXmlConfiguration.java:222) [java] at org.mortbay.jetty.webapp.WebXmlConfiguration.configureWebApp(WebXmlConfiguration.java:180) [java] at org.mortbay.jetty.webapp.WebAppContext.startContext(WebAppContext.java:1215) [java] at org.mortbay.jetty.handler.ContextHandler.doStart(ContextHandler.java:500) [java] at org.mortbay.jetty.webapp.WebAppContext.doStart(WebAppContext.java:448) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at org.mortbay.jetty.handler.HandlerWrapper.doStart(HandlerWrapper.java:117) [java] at org.mortbay.jetty.Server.doStart(Server.java:217) [java] at org.mortbay.component.AbstractLifeCycle.start(AbstractLifeCycle.java:40) [java] at com.google.appengine.tools.development.JettyContainerService.startContainer(JettyContainerService.java:188) [java] at com.google.appengine.tools.development.AbstractContainerService.startup(AbstractContainerService.java:120) [java] at com.google.appengine.tools.development.DevAppServerImpl.start(DevAppServerImpl.java:217) [java] at com.google.appengine.tools.development.DevAppServerMain$StartAction.apply(DevAppServerMain.java:162) [java] at com.google.appengine.tools.util.Parser$ParseResult.applyArgs(Parser.java:48) [java] at com.google.appengine.tools.development.DevAppServerMain.<init>(DevAppServerMain.java:113) [java] at com.google.appengine.tools.development.DevAppServerMain.main(DevAppServerMain.java:89) [java] The server is running at http://localhost:8080/ Any ideas how to resolve these issues?

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  • SoapClient throws Wrong version

    - by sivansethu
    When i sending below request, i am getting 'Wrong Version" exception. <OTA_HotelGetMsgRQ xmlns="http://www.opentravel.org/OTA/2003/05" TimeStamp="2001-12-17T09:30:47.0Z" Version="4" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" > <Messages> <Message HotelCode="123" HotelName="Test Hotel" ChainCode="321" ReasonForRequest="Reservation Retrieval" RequestCode="Optional" ChainName="Test Chain" MessageType="All" StartSeqNmbr="1" EndSeqNmbr="10" /> </Messages> </OTA_HotelGetMsgRQ> above request is converted into zend code $client = new zend_soap_client(null, array( 'location' => 'http://url...', 'Uri' =>"http://www.opentravel.org/OTA/2003/05" ) ); $request = array( array('Messages'=> array ('Message' => array ( 'HotelCode' => '123', 'HotelName' => 'Test Hotel', 'ChainCode' => '321', 'ReasonForRequest' => 'Reservation Retrieval', 'RequestCode' => 'Optional', 'ChainName' => 'Test Chain', 'MessageType' => 'All', 'StartSeqNmbr' => '1', 'EndSeqNmbr' => '10' ) ) ) ); $result = $client->OTA_HotelGetMsgRQ ($request); Above line throws exception 'Wrong Version'. Anyone help me how to solve this

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  • Adobe Air update error "file version doesn't match" but it's the same!...

    - by baroquedub
    I'm using Claus Wahlers' AIR Remote Updater class (codeazur.com.br/lab/airremoteupdater/). All works fine and an update is triggered if the remote version is newer. The newer file is downloaded and the update starts. However I then get "an error has occured" message: "This application cannot be installed because this installer has been mis-configured" (The same file will update without errors when run manually "Would you like to replace the currently installed version?" Choosing 'replace' works fine) I have enabled Air Application Installer logging and I can see that both the app id and the pub id match - this seems to be a common reason for this problem (forums.adobe.com/thread/243421?tstart=60) The error given in the log file is as follows: AIR file version doesn't match Requested version: ; AIR file version: 1.0.2 But if I unzip the new app file and look at META-INF\AIR\application.xml the version designator shows <version>1.0.2</version> As requested! The log file is also showing me where the newer file is being downloaded and unpacked. If I look at the application.xml file in that directory: Unpackaging to C:\Documents and Settings\myusername\Local Settings\Temp\fla893D.tmp the version designator also shows <version>1.0.2</version> I don't get it?! The log tells me that the requested file version doesn't match but it's exactly the same as what's shown in the version designator of the downloaded update package... This is driving me crazy. Can anyone help?

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  • URL path changes between dev and published version

    - by Bob Horn
    I just got Scott Hanselman's chat app with SignalR working with ASP.NET MVC 4. After hours of configuration, trial and error, and getting different versions of Windows to talk to each other on my home network, it's all working except that I'm left with one issue that I'm not sure how to handle. This line of javascript has to change, depending on if I'm running the app through Visual Studio or the published (IIS) version: Works when running within VS: var connection = $.connection('echo'); Works with published version: var connection = $.connection('ChatWithSignalR/echo'); When I run within VS, the URL is: http://localhost:9145/ And the published version is: http://localhost/ChatWithSignalR If I don't change that line of code, and try to run the app within VS, using the javascript that has ChatWithSignalR in it, I get an error like this: Failed to load resource: the server responded with a status of 404 (Not Found) http://localhost:9145/ChatWithSignalR/echo/negotiate?_=1347809290826 What can I do so that I can use the same javascript code and have it work in both scenarios? var connection = $.connection('??????'); Note, this is in my Global.asax.cs: RouteTable.Routes.MapConnection<MyConnection>("echo", "echo/{*operation}");

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  • SVN Version Rollback Question

    - by phimuemue
    Hello, I'm using SVN (TortoiseSVN) and often came into the following situation: I wanted to discard any changes since a specific (old) revision and turn all files back to this specific (old) version. Then I wanted to work further as if this specific (old) revision was the newest one, i.e. I wanted to be able to commit the specific old revision as a new revision. I found several solutions for this problem (for example stackoverflow.com/questions/402159/roll-back-or-revert-entire-svn-repository-to-an-older-revision or rustyrazorblade.com/2007/04/how-to-roll-back-commits-to-an-earlier-version-of-a-repository-in-svn/). However, I wonder if there is a simple way to roll back to a specific revision. I thought version control is just good for such things (or am I misunderstanding something?). Is there a simple command/button/etc. that takes an updates my local repository to an old revision and declares it to be the newest one? Since I suppose that there is no "built-in" function to do this, I wanted to know what reason lead the developers to the decision not to integrate this feature. Does anybody know this?

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • LibGdx drawing weird behaviour

    - by Ryckes
    I am finding strange behaviour while rendering TextureRegions in my game, only when pausing it. I am making a game for Android, in Java with LibGdx. When I comment out the line "drawLevelPaused()" everything seems to work fine, both running and paused. When it's not commented, everything works fine until I pause the screen, then it draws those two rectangles, but maybe ships are not shown, and if I comment out drawShips() and drawTarget() (just trying) maybe one of the planets disappears, or if I change the order, other things disappear and those that disappeared before now are rendered again. I can't find the way to fix this behaviour I beg your help, and I hope it's my mistake and not a LibGdx issue. I use OpenGL ES 2.0, stated in AndroidManifest.xml, if it is of any help. Thank you in advance. My Screen render method(game loop) is as follows: @Override public void render(float delta) { Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); controller.update(delta); renderer.render(); } When world state is PAUSED controller.update does nothing at all, there is a switch in it. And renderer.render() is as follows: public void render() { int worldState=this.world.getWorldState(); updateCamera(); spriteBatch.begin(); drawPlanets(); drawTarget(); drawShips(); if(worldState==World.PAUSED) { drawLevelPaused(); } else if(worldState==World.LEVEL_WON) { drawLevelWin(); } spriteBatch.end(); } And those methods are: private void updateCamera() { this.offset=world.getCameraOffset(); } private void drawPlanets() { for(Planet planet : this.world.getPlanets()) { this.spriteBatch.draw(this.textures.getTexture(planet.getTexture()), (planet.getPosition().x - this.offset[0]) * ppuX, (planet.getPosition().y - this.offset[1]) * ppuY); } } private void drawTarget() { Target target=this.world.getTarget(); this.spriteBatch.draw(this.textures.getTexture(target.getTexture()), (target.getPosition().x - this.offset[0]) * ppuX, (target.getPosition().y - this.offset[1]) * ppuY); } private void drawShips() { for(Ship ship : this.world.getShips()) { this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1.0f, 1.0f, ship.getAngle()-90.0f); } if(this.world.getStillShipVisibility()) { Ship ship=this.world.getStillShip(); Arrow arrow=this.world.getArrow(); this.spriteBatch.draw(this.textures.getTexture(ship.getTexture()), (ship.getPosition().x - this.offset[0]) * ppuX, (ship.getPosition().y - this.offset[1]) * ppuY, ship.getBounds().width*ppuX/2, ship.getBounds().height*ppuY/2, ship.getBounds().width*ppuX, ship.getBounds().height*ppuY, 1f, 1f, ship.getAngle() - 90f); this.spriteBatch.draw(this.textures.getTexture(arrow.getTexture()), (ship.getCenter().x - this.offset[0] - arrow.getBounds().width/2) * ppuX, (ship.getCenter().y - this.offset[1]) * ppuY, arrow.getBounds().width*ppuX/2, 0, arrow.getBounds().width*ppuX, arrow.getBounds().height*ppuY, 1f, arrow.getRate(), ship.getAngle() - 90f); } } private void drawLevelPaused() { this.shapeRenderer.begin(ShapeType.FilledRectangle); this.shapeRenderer.setColor(0f, 0f, 0f, 0.8f); this.shapeRenderer.filledRect(0, 0, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.filledRect(0, (this.height-PAUSE_MARGIN_HEIGHT)/this.ppuY, this.width/this.ppuX, PAUSE_MARGIN_HEIGHT/this.ppuY); this.shapeRenderer.end(); for(Button button : this.world.getPauseButtons()) { this.spriteBatch.draw(this.textures.getTexture(button.getTexture()), (button.getPosition().x - this.offset[0]) * this.ppuX, (button.getPosition().y - this.offset[1]) * this.ppuY); } }

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • RPM Version Issue and won't install

    - by Tiffany Walker
    Get this error when trying to install an RPM: rpm -Uvh rpmforge-release-0.5.3-1.el6.rf.x86_64.rpm warning: rpmforge-release-0.5.3-1.el6.rf.x86_64.rpm: Header V3 DSA signature: NOKEY, key ID 6b8d79e6 error: Failed dependencies: rpmlib(FileDigests) <= 4.6.0-1 is needed by rpmforge-release-0.5.3-1.el6.rf.x86_64 rpmlib(PayloadIsXz) <= 5.2-1 is needed by rpmforge-release-0.5.3-1.el6.rf.x86_64 uname -a Linux host 2.6.32-042stab075.2 #1 SMP Tue Mar 5 15:21:53 MSK 2013 x86_64 x86_64 x86_64 GNU/Linux What do I need to do to fix this EDIT: Fixed. I'll answer this in 2 days. I assumed the server was CentOS 6 since I don't use 5 any more. ;/

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