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  • Synchronise graphics and logic code

    - by Skeith
    I have a procedural approach to the game loop that runs various classes. it looks like this: continue any in progress animations check for used input apply AI move things resolve events such as collisions draw it all to screen I have seen a lot of posts about how drawing should be running separately as fast as it can, possibly in another thread. My problem is that if the drawing runs as fast as it, can what happens if it tried to draw while I'm still applying the AI or resolving a collision? It could draw the wrong thing on screen. This seems to be a well established idea so there must be an explanation to this problem as I just cant get my head around it. The only solution I have is to update the screen so fast that any errors like that get refreshed before we see them but that sounds hacky. So how does this work / how would you implement it so that they are in sync but running at different speeds?

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  • Collision detection doesn't work for automated elements in XNA 4.0

    - by NDraskovic
    I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision: if (spheres.Count != 0) { for (int i = 1; i < spheres.Count; i++) { if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton) { start = true; break; } if (BoxSphere.Intersects(spheres[i]) && start) { MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop) start = false; break; } if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i])) { MoveBox(0, true); break; } } The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

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  • How do I access column data in a previous select statement from a sub-query? [closed]

    - by payling
    PROBLEM How do I access column data in a previous select statement from a sub-query? Below is a simple mock up of what I'm attempting to do. Tables used: Quotes, Users QUOTES TABLE qid, (quote id) owner_uid, creator_uid SQL SYNTAX: SELECT q.qid, q.owner_uid, q.creator_uid, owner.fname, owner.lname FROM quotes q, (SELECT u.fname, u.lname FROM users u WHERE u.uid = q.owner_uid) AS owner WHERE q.qid = '#' SUMMARY I want to be able to use the quote table's owner_uid and specify it for the owner table so I can return all the owner info for that particular quote. The problem is, q.owner_uid is not recognized in the owner sub-query. What am I doing wrong?

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  • Separating portion of website to its own server

    - by Brett
    So my job is to take the homepage (or maybe I should say "homesite" because it encompasses a few interrelated pages) and drag this onto its own Apache server. The problem I'm having right now is being able to weed out jumbled/bundled files (such as folders of js, css, and other files that i cant even identify) and knowing what is necessary to keep the homesite running. I'm new to this stuff (I'm an intern) so feel free to ask questions if I'm leaving vital information out. What I'm asking of you guys here is basically any pointers or tips you may be able to give me in order to get the job done. I could use some advice from people with a little more experience in web development. btw: This question may appear as though I have not completed any prior research and that is, for the most part, true. But the problem is I really am not sure how to research this. If you guys could throw me some keywords to play with that would really be helpful. Thanks!

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  • Android - Force Close - Null Pointer on Canvas?

    - by user22241
    Please bear with me. I have a very odd problem. Basically, my app so far, has 3 activities (a main splash screen, an 'options/menu' screen and the main app). If I follow the very specific steps oulined below, I get a 'null pointer exception' in the 2nd activity) and the app force closes...... Here are the steps: Start the app (a game based on Surfaceview), tap through to the third activity so the game is running, then hit the home key so the game is paused and put to the background, the activity/app is ended through DDMS in the SDK then restarted on the device (all OK so far), now if I hit the back key on the device twice in quick succession, it happens. All other sequence of events is fine, even to the point of pressing the back key, waiting for the previous activity to show, then hitting back again - all OK. Only when the back key is pressed twice in quick succession following all the above steps does the problem occur. I'm assuming that the canvas isn't ready as it's showing as 'null' when this happens, but I'm not sure why this is happening as surely it's happening when I'm trying to go back to activity 1, but the logcat shows the error in activity 2. if I stop the activity running my 'doDraw' method (which referenced the canvas), then all is OK - so I can safely assume it is the canvas causing the problem. Also, if I skip my first activity (which is a very basic full-screen button which just displays a splashscreen and waits for the user to tap the screen), and make my 2nd activity the launch activity, again, it is OK. this is the part of the code that I think is probably relevant: @Override public void surfaceChanged(SurfaceHolder arg0, int arg1, int arg2, int arg3) { vheight = this.getHeight(); vwidth = this.getWidth(); } @Override public void surfaceCreated(SurfaceHolder holder) { vheight = this.getHeight(); vwidth = this.getWidth(); this.viewWidth = vwidth; this.viewHeight = vheight; if (runthread==false){ if (preThread.getState()==Thread.State.TERMINATED){ preThread = new OptionsThread(thisholder, thiscontext, thishandler); } preThread.setRunning(true); preThread.start();} } @Override public void surfaceDestroyed(SurfaceHolder holder) { preThread.setRunning(false); //Stop the loop boolean retry = true; //Stop the thread while (retry) { try { preThread.join(); retry = false; } catch (InterruptedException e) { } } Thank you all for any help you can offer

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  • Not able to create Live CD

    - by Jagannath Harati
    I downloaded 12.04.1 on a Windows 7 machine. I burnt a DVD from the ISO image using Windows Disc Image Burner. I had 'verify disc' on. The disc was created successfully with no errors. I was not able to use this disc for installing Ubuntu on another Windows 7 machine. I do not get the Welcome Screen on booting. I find that on the disc I burnt, I do not find bin, disc tree, programs directories and cdromupgrade, start.*, ubuntu* files. I found the boot directory and WUBI executable file. I tried downloading several times with the same result. I had similar problem earlier with 11.04. Can you please let me where the problem is?

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  • hotkeys do not work sometimes in ubuntu 12.04

    - by stepank
    I use Ubuntu 12.04 with Unity 2D and I've stumbled upon this issue: sometimes shortcut keys stop working in some windows. For instance, I have these windows opened usually: Google Chrome, Terminal, Skype, Pidgin. Sometimes everything is OK and shortcuts work no matter what window I hit them from, however, hotkeys hit from Skype (more often) or Pidgin (less often) do not work, but they still work from Terminal or Google Chrome. Moreover, not all hotkeys are affected, the problem holds only for locking the computer (Ctrl + Alt + L) and other custom shortcuts like executing some command or launching a program (I used zenity --entry with [Super | Ctrl] + [some letter: K, N, etc] for testing). Does anyone have a clue what is causing the problem and how to fix it?

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  • Monitor flickering ATI

    - by Atzu
    I'm using ubuntu 12.10 on laptop samsung with randeon hd 6620g (APU A8), when I run amdcccle -version it says 2.18, not sure if that's the correct version. My problem is that I have and external monitor, AOC e2343Fsk and when I finally got it working at the resolution I want 1920x1080 it works fine for like 5minutes and then it starts flickering... I solved this on Windows (the exact same problem) with some options (I don't remember very well) I believe there were some buttons '+' and '-' on some vsync option I played with them on windows and Yay! got it working, but I don't see anything similar on this catalyst version (I used xorg-edgers ppa for installing fglrx). Thanks.

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  • Ubuntu stops letting wired or wireless mice click through after a short while

    - by Jonathan Chan
    Hi! I have a very confusing problem that renders Ubuntu near unusable. Whenever I try to use any wired or wireless mouse with my Ubuntu 10.10 install, clicks stop going through - often times, this blockage of clicks happens in less than a minute. Sometimes no clicks are accepted, other times, clicks are accepted in certain windows and denied in others. The end result is the same, and I am forced to resort to using the keyboard to navigate. If anyone could help me resolve this problem, I would be very appreciative, as it would finally allow me to try Ubuntu. Thanks!

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  • No sound on laptop speakers on an Acer Aspire 6920

    - by snewix
    Computer: Acer Aspire 6920 Card: HDA Intel Chip: Realtek ALC889 My problem is that the laptop build-in speakers don't play any sound. When i plug in my headphones the sound works normally, the same goes with external speakers. Those work normally like the headphones. The profile in the Sound settings is Analog two-way Stereo. I am using Ubuntu 12.04. Might trere be any problem with my sound drivers or something similar? Any form of help appreciated.

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  • Where can work-at-home coders go to find other coders to real-time chat with and get support like they were on a large team at an established company?

    - by cypherblue
    I used to work in an office surrounded by a large team of programmers where we all used the same languages and had different expertises. Now that I am on my own forming a startup at home, my productivity is suffering because I miss having people I can talk to for specific help, inspiration and reality checks when working on a coding problem. I don't have access to business incubators or shared (co-working) office spaces for startups so I need to chat with people virtually. Where can I go for real-time chat with other programmers and developers (currently I'm looking for people developing for the web, javascript and python) for live debugging and problem-solving of the tasks I am working on? And what other resources can I use to get fellow programmer support?

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  • What is the correct way to implement hit detection with non-rectangular sprites?

    - by hogni89
    What is the correct way to implement hit or touch detection for non-rectangular sprites in Cocos2d? I am working on a jigsaw puzzle, so our sprites have some strange forms (jigsaw puzzle bricks). As of now, we have implemented the "detection" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, or is it a limitation when using sprites based on .png's? If so, how should I proceed?

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  • Ubuntu 12.10 install freezes at configuring hardware

    - by Max Keener
    I'm installing Ubuntu 12.10 (64 bit) from a bootable USB stick. At first I had trouble with a black screen after selecting 'install ubuntu'. I added nomodeset and xforcevesa to the options to fix that problem. Now when installing, it hangs at 'Configuring Hardware', specifically at ubuntu ubiquity: update-initramfs: Generating /boot/initrd.img-3.5.0-17-generic Specs: Asus UX32a DB51 Intel Core i5 3317U 1.7 GHz 4GB DDR3 RAM intel hd 4000 graphics 500 GB harddrive with 25 GB sandisk ssd I'm trying to install Ubuntu by itself right now on the SSD. I made custom partitions (100 mb EFI boot partition, 4GB swap space, 20GB ext4 mounted on '/') I've tried re-downloading the ubuntu iso and creating a new boot image on my flash drive and it results in the same problem. Thanks in advance for the help!

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  • GateIn + OpenAM 9.5.2

    - by user6596
    I'm actually trying GateIn for my firm and I don't manage to integrate OpenAM and GateIn. I follow all the steps in the GateInReference Guide but I've a problem. The scenarii of the problem is : Go to localhost:8080/portal Click sur Administrator I'm redirected to : openam.vauban.com:2080/openam_s952/UI/Login?realm=gatein&goto=http://localhost:8080/portal/private/classic I filled in the form with root / gtn I'm redirected to localhost:8080/portal/private/classic and the page is blank and the main fact is : The system seems to redirect me to this page infinitely.. Does Someone know an issue for this infinite loop? For information, I configured my OpenAM : Yo encode the cookies, use c66encode.

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  • Can manager classes be a sign of bad architecture?

    - by Paul
    Lately I've begun to think that having lots of manager classes in your design is a bad thing. The idea hasn't matured enough for me to make a compelling argument, but here's a few general points: I found it's a lot harder for me to understand systems that rely heavily on "managers". This is because, in addition to the actual program components, you also have to understand how and why the manager is used. Managers, a lot of the time, seem to be used to alleviate a problem with the design, like when the programmer couldn't find a way to make the program Just WorkTM and had to rely on manager classes to make everything operate correctly. Of course, mangers can be good. An obvious example is an EventManager, one of my all time favorite constructs. :P My point is that managers seem to be overused a lot of the time, and for no good reason other than mask a problem with the program architecture. Are manager classes really a sign of bad architecture?

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  • XNA - positioning after rotation

    - by DijkeMark
    I have a turret with a 2 gunbarrels. The turret rotates towards my mouse. So far no problem. When it creates a few bullets and positions them at the end of the gun barrels. Here is the problem. It only works the moment the gun is point upwards. The moment it rotates the end of the gun barrels have moved ofcourse, thus the bullets don't spawn at the end of the gun battels, but at the place the where the gun barrels are when the turret is pointing upwards. How can I check where the end of the gun barrels are the moment it rotates? Thanks in Advance, Mark Dijkema PS. If you need code please let me know, I didn't post any yet, because I didn't what code you would need.

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  • Cron doesn't execute one of the scheduled jobs

    - by user288633
    I'm using a lubuntu desktop, distribution Ubuntu 13.10, i686. This is my problem: in the job list scheduled by cron a job hasn't effect, but in /var/log/syslog its execution is traced. This is the relative log line: Jun 4 09:06:01 kiosk CRON[14189]: (root) CMD (/usr/bin/xinput set-prop 12 --type=float "Coordinate Transformation Matrix" 0 -1 1 1 0 0 0 0 1 /tmp/mybackup.log) This job should rotate touchscreen mapping. I try different solutions: I substitute in crontab the with bash -c "", I set "export DISPLAY=:0.0" ("for Graphics related job in Unix Environment we need to set first the DISPLAY...") before the command,...and many other! I know there are a lots of details affect cron execution (path, environment variables, special character and other) and I have no more idea by now :( Could some gentleman suggest me an idea? where can I find the problem? Thanks in advance!

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  • fingerprint-gui can not recognize my upek reader (147e:1002)

    - by ymfoi
    I've got a new laptop which is Lenove's E420s. And I have encountered a big problem that I can't make the fingerprint reader work properly. I've also tried fingerprint-gui. But unfortunately, it's told that "No Device Found". Here is my screenshot: http://ge.tt/98Xg2WD/v/0 It's said that 147e:1002 is supported by fingerprint-gui on the official website. So, I'm curious about the situation. Anybody knows? P.S: I'm using gentoo, but I think this problem may not have anything to do with distribution since I compiled the source from official site.

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  • Is it me, or is it you? Does the sync work?

    - by bisi
    I have been on this for several hours now, trying to get a simple second folder to sync with my (paid) account. I cannot tell you how many times I removed all devices, removed stored passwords, killed all processes of u1, logged out and back in online...and still, the tick in the file browser (Synchronize this folder) is loading and loading and loading. Also, I have logged out, rebooted countless times. And this is after me somehow managing to get the u1 preferences to finally "connect" again. I have also checked the status of your services, and none are close to what I am experiencing. And I have checked the suggested related questions above! So please, just confirm whether it is a problem on my side, or a problem on your side.

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  • Trying to use stencils in 2D while retaining layer depth

    - by Steve
    This is a screen of what's going on just so you can get a frame of reference. http://i935.photobucket.com/albums/ad199/fobwashed/tilefloors.png The problem I'm running into is that my game is slowing down due to the amount of texture swapping I'm doing during my draw call. Since walls, characters, floors, and all objects are on their respective sprite sheet containing those types, per tile draw, the loaded texture is swapping no less than 3 to 5+ times as it cycles and draws the sprites in order to layer properly. Now, I've tried throwing all common objects together into their respective lists, and then using layerDepth drawing them that way which makes things a lot better, but the new problem I'm running into has to do with the way my doors/windows are drawn on walls. Namely, I was using stencils to clear out a block on the walls that are drawn in the shape of the door/window so that when the wall would draw, it would have a door/window sized hole in it. This is the way my draw was set up for walls when I was going tile by tile rather than grouped up common objects. first it would check to see if a door/window was on this wall. If not, it'd skip all the steps and just draw normally. Otherwise end the current spriteBatch Clear the buffers with a transparent color to preserve what was already drawn start a new spritebatch with stencil settings draw the door area end the spriteBatch start a new spritebatch that takes into account the previously set stencil draw the wall which will now be drawn with a hole in it end that spritebatch start a new spritebatch with the normal settings to continue drawing tiles In the tile by tile draw, clearing the depth/stencil buffers didn't matter since I wasn't using any layerDepth to organize what draws on top of what. Now that I'm drawing from lists of common objects rather than tile by tile, it has sped up my draw call considerably but I can't seem to figure out a way to keep the stencil system to mask out the area a door or window will be drawn into a wall. The root of the problem is that when I end a spriteBatch to change the DepthStencilState, it flattens the current RenderTarget and there is no longer any depth sorting for anything drawn further down the line. This means walls always get drawn on top of everything regardless of depth or positioning in the game world and even on top of each other as the stencil has to happen once for every wall that has a door or window. Does anyone know of a way to get around this? To boil it down, I need a way to draw having things sorted by layer depth while also being able to stencil/mask out portions of specific sprites.

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  • My desktop disappeared, how do I get it back?

    - by sunny
    I have Ubuntu 12.04 LTS. This morning when I logged into my Ubuntu, after login screen the complete desktop was empty, the only operation I could perform is right-click and open terminal. What I've tried: Ctrl+Alt+F1 unity --reset : didn't work From terminal unity --reset : didn't work And from login screen selecting Ubuntu 2D and that also didn't solve the problem. My laptop is Toshiba SA-60 onboard ATI graphic card with 1 GB RAM. Please tell me how to solve this problem. I don't want to reinstall Ubuntu as whenever I install a I/O error pops up, forget about that. I don't want to reinstall Ubuntu. Please help.

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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • Help with Dial Up

    - by iSeth
    I am trying to set up a computer for my friend that has dial up. The problem is nothing I try can detect the modem. GnomePPP can't find it and I can't figure Kppp out. I've been looking all over the net on my ethernet trying to find an answer but I keep getting routed back here. I have also tried using scanModem and it finds something like Conexant Systems, Inc. HCF 56k Data/Fax/Voice Modem but the rest of it is really confusing. I've also tried this but I'm not very terminal savvy and it didn't work. It seems like I have to compile a driver but I don't know which one or how to do it. I have also tried multiple modems. Any help would be appreciated. Thanks EDIT: scanModem thinks the modem is disabled on startup. EDIT: I reinstalled Ubuntu but the problem persists.

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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