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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • Selecting Dynamic ID JQuery [migrated]

    - by Vedran Wex Maricevic
    I need to select dynamic id using JQuery, and once I select it then I need to do some action on it. This is the HTML that I have: <input id="content_photos_attributes_1355755712119_image" name="content[photos_attributes][1355755712119][image]" size="30" type="file"> Please note the id value, text is always the same however the number changes (I do not have control over that change). What I need to do is to create on click for that element. This is what I got so far, and it is not working. <script type="text/javascript"> jQuery.noConflict(); jQuery("input[id *= 'content_photos_attributes_']").click(function() { alert("Image deletion is clicked"); }); </script> It really makes no difference whether I select that element by ID or by its name.

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  • Finding the median of the merged array of two sorted arrays in O(logN)?

    - by user176517
    Refering to the solution present at MIT handout I have tried to figure out the solution myself but have got stuck and I believe I need help to understand the following points. In the function header used in the solution MEDIAN -SEARCH (A[1 . . l], B[1 . . m], max(1,n/2 - m), min(l, n/2)) I do not understand the last two arguments why not simply 1, l why the max and min respectively. Thanking You.

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  • What is the correct way to use glTexCoordPointer?

    - by RubyKing
    I'm trying to work out how to use this function glTexCoordPointer. The man page states that I must set a pointer to the first element of the array that uses the texture cordinate. Here is my array: static const GLfloat GUIVertices[] = { //FIRST QUAD 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.94f, 0.0f, 1.0f, 1.0f, 1.0f, //2ND QUAD // x y z w X Y 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, -0.94f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, -0.94f, 0.0f, 1.0f, 1.0f, 1.0, }; But how do I set the pointer correctly for the fifth element on the 2nd quad first row? I was thinking something like this: glTexCoordPointer(1, GL_FLOAT, 6, reinterpret_cast<const GLvoid *>(29 * sizeof(float)));

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • Are Sony Vaio S series or T series laptops compatible with both windows 7 and Ubuntu 12.04 in dual-boot installation

    - by rini
    I am planning to buy a new laptop which is suitable for both Ubuntu 12.04 and windows 7 in dual boot configuration. I am looking for Sony Vaio two models with configurations: 13.3" S series Customizable laptop ( SVS131190S) 3rd gen Intel® Core™ i5-3210M processor (2.50GHz / 3.10GHz with Turbo Boost) Intel® HD Graphics 4000 4GB (4GB fixed onboard + 1 open slot) DDR3-1333Mhz 500GB (5400rpm) hard drive 13.3" T series Customizable ultrabook 3rd gen Intel® Core™ i7-3517U processor (1.90GHz / 3.00GHz with Turbo Boost) Intel® HD Graphics 4000 500GB (5400rpm) + 32GB MLC hybrid hard drive with RAID 0 6GB (4GB fixed onboard + 2GB removable) DDR3-1333Mhz Can anyone please tell me which laptop will function better for dual booting? Any help/comments are really appreciated.

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  • which is better performance, using a disposable local variable or reusing a global one?

    - by petervaz
    This is for an android game. Suppose I have a function that is called several times for second and do some calculations involving an arraylist (or any other complex objects for what matter). Which approach would be preffered? local: private void doStuff(){ ArrayList<Type> XList = new ArrayList<Type>(); // do stuff with list } global: private ArrayList<Type> XList = new ArrayList<Type>(); private void doStuff(){ XList.clear(); // do stuff with list }

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  • Strange problem with libc: undefined reference to `crypt'

    - by sorush-r
    I moved from Archlinux to Kubuntu 12.04 yesterday. I compiled buildroot 2012.08 on Archlinux without any problem. Though on Kubuntu libcrypt seems to be broken. sysvinit can't find it anywhere. glibc-dev and all dependencies are installed. How do I link to libcrypt? Or, which package containts that library? ... bc-gcc sulogin.o -o sulogin sulogin.o: In function `main': sulogin.c:(.text+0x49d): undefined reference to `crypt' collect2: ld returned 1 exit status

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  • Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in

    - by Azaral
    I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the one that is a large mathematical derivation. My situation is a little different though. My first question though is will the answer provided in the stack overflow page even work to begin with, assuming the original circumstances of moving target and stationary shooter. My situation is a little different than that situation. My target moves, the shooter moves, and the bullets from the shooter start off with the velocities in x and y added to the bullets' x and y velocities. If you are sliding to the right, the bullets will remain in front of you as you move so as long as your velocity remains constant. What I'm trying to do is to get the enemy to be able to determine where they need to shoot in order to hit the player. Unless the player and enemy is stationary, the velocity from the ship adding to the velocity of the bullets will cause a miss. I'd rather like to prevent that. I used the formula in the stack overflow answer and did what I thought were the appropriate adjustments. I've been banging at this for the last four hours and I just can't make it click. It is probably something really simple and boneheaded that I am missing (that seems to be a lot of my problems lately). Here is the solution presented from the stack overflow answer: It boils down to solving a quadratic equation of the form: a * sqr(x) + b * x + c == 0 Note that by sqr I mean square, as opposed to square root. Use the following values: a := sqr(target.velocityX) + sqr(target.velocityY) - sqr(projectile_speed) b := 2 * (target.velocityX * (target.startX - cannon.X) + target.velocityY * (target.startY - cannon.Y)) c := sqr(target.startX - cannon.X) + sqr(target.startY - cannon.Y) Now we can look at the discriminant to determine if we have a possible solution. disc := sqr(b) - 4 * a * c If the discriminant is less than 0, forget about hitting your target -- your projectile can never get there in time. Otherwise, look at two candidate solutions: t1 := (-b + sqrt(disc)) / (2 * a) t2 := (-b - sqrt(disc)) / (2 * a) Note that if disc == 0 then t1 and t2 are equal. If there are no other considerations such as intervening obstacles, simply choose the smaller positive value. (Negative t values would require firing backward in time to use!) Substitute the chosen t value back into the target's position equations to get the coordinates of the leading point you should be aiming at: aim.X := t * target.velocityX + target.startX aim.Y := t * target.velocityY + target.startY Here is my code, after being corrected by Sam Hocevar (thank you again for your help!). It still doesn't work. For some reason it never enters the section of code inside the if(disc = 0) (obviously because it is always less than zero but...). However, if I plug the numbers from my game log on the enemy and player positions and velocities it outputs a valid firing solution. I have looked at the code side by side a couple of times now and I can't find any differences. There has got to be something simple I'm missing here. If someone else could look at this code and determine what is going on here I'd appreciate it. I know it's not going through that section because if it were, shouldShoot would become true and the enemy would be blasting away at the player. This section calls the function in question, CalculateShootHeading() if(shouldMove) { UseEngines(); } x += xVelocity; y += yVelocity; CalculateShootHeading(); if(shouldShoot) { ShootWeapons(); } UpdateWeapons(); This is CalculateShootHeading(). This is inside the enemy class so x and y are the enemy's x and y and the same with velocity. One output from my game log gives Player X = 2108, Player Y = -180.956, Player X velocity = 10.9949, Player Y Velocity = -6.26017, Enemy X = 1988.31, Enemy Y = -339.051, Enemy X velocity = 1.81666, Enemy Y velocity = -9.67762, 0 enemy projectiles. The output from the console tester is Bullet position = 2210.49, -239.313 and Player Position = 2210.49, -239.313. This doesn't make any sense. The only thing that could be different is the code or the input into my function in the game and I've checked that and I don't think that it is wrong as it's updated before this and never changed. float const bulletSpeed = 30.f; float const dx = playerX - x; float const dy = playerY - y; float const vx = playerXVelocity - xVelocity; float const vy = playerYVelocity - yVelocity; float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed; float const b = 2.f * (vx * dx + vy * dy); float const c = dx * dx + dy * dy; float const disc = b * b - 4.f * a * c; shouldShoot = false; if (disc >= 0.f) { float t0 = (-b - std::sqrt(disc)) / (2.f * a); float t1 = (-b + std::sqrt(disc)) / (2.f * a); if (t0 < 0.f || (t1 < t0 && t1 >= 0.f)) { t0 = t1; } if (t0 >= 0.f) { float shootx = vx + dx / t0; float shooty = vy + dy / t0; heading = std::atan2(shooty, shootx) * RAD2DEGREE; } shouldShoot = true; }

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  • how embed a video on EaselJS [on hold]

    - by user3697195
    i try to make a videoplayer with EaselJS and the console dont says about it this is my HTML http://pastebin.com/djY4cpyX this is my Javascript function init() { var stage = new createjs.Stage('gameCanvas');; video = document.createElement('video'); video.setAttribute('webkit-playsinline'); video.src = 'js/bitmap/trailer.mp4'; var Video = new createjs.Bitmap(video); stage.addChild(Video); createjs.Ticker.addEventListener(stage); createjs.Ticker.setFPS(24); stage.update(); }

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  • Game getting progressively laggier?

    - by Valentin Krummenacher
    I have a small game in HTML5 that uses socket.io to communicate with a node.js server. Now my problem is that, eversince I did my last update on it it seems to have something "chunk up" in the background making it laggier and laggier the longer it runs. In the update were a few temporary local variables being defined with var(you know, variables that are only used during one function and then not needed anymore) alongside with alot of other changes, and I am not even sure if this update or something else is causing this. Might the "var" have caused it? Or what other reasons might this strange complication have?

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  • Enabling and Disabling Colliders Unity

    - by Blue
    I'm trying to make the collider appear every 1 second. But I can't get the code write. I tried enabling the collider under a boolean and putting a yield to make it every second or so. But it's not working(gives me an error: Update() can not be a coroutine.). How would I fix this? Would I need a timer system and set the collider to be enabled every 'x' seconds and disabled every 'y' seconds? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • PCI hotplug doesn't seem to work

    - by user245454
    In virsh I detach a PCI bus from host and attach it to a VM. I don't see any errors in these steps. But I don't see the PCI device listed in the VM. virsh # nodedev-dettach pci_0000_01_00_0 Device pci_0000_01_00_0 dettached virsh # attach-device VM1 pci_add.xml Device attached successfully $ cat pci_add.xml <hostdev mode='subsystem' type='pci' managed='yes'> <source> <address domain='0x000' bus='0x01' slot='0x00' function='0x0'/> </source> </hostdev> Is PCI hot plug not supported? I am using Ubuntu 12.04.3(kernel 3.8.0-34). I can add the same PCI device through virsh edit VM1 and start the VM1. This way I am able to see the device.

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  • Debian package libmarkdown-php, how can I use it? [closed]

    - by JamesM-SiteGen
    Hello all, I am just wondering how do you implement libmarkdown-php in a php script? By this, I mean: What code do I run to use the markdown library? Does it simply just add one function? Does it allows me to encode markdown2html and vise versa? Where is a doc for this package, I can't find one? :( Okay, so it terns out that I found the docs, just did not match them up, the project-page did not contain any info on it being the Squeeze package libmarkdown-php, Said to know it is not in Lenny. Thanks @palhmbus for matching them. :)

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  • Polipo dpkg failure problem [closed]

    - by ICXC
    Possible Duplicate: polipo E: Sub-process /usr/bin/dpkg returned an error code (1) This is the error I get each time I try to install polipo with the command apt-get install polipo or when I try to install it from Ubuntu software center: Starting polipo: Couldn't open config file /etc/polipo/config: 2. invoke-rc.d: initscript polipo, action "start" failed. dpkg: error processing polipo (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: polipo Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) Setting up polipo (1.0.4.1-1.1) ... Starting polipo: Couldn't open config file /etc/polipo/config: 2. invoke-rc.d: initscript polipo, action "start" failed. dpkg: error processing polipo (--configure): subprocess installed post-installation script returned error exit status 1 How can I solve this?

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  • VirtualBox: Start Firefox in Ubuntu via a Windows script?

    - by SpaceRook
    I am using VirtualBox to run Ubuntu 12.04 as a guest in a Windows 7 host. I would like execute a command in Windows that will launch Ubuntu's Firefox. I tried VirtualBox's VBoxManage guestcontrol function. The command seems to do something, but nothing seems to happen in Ubuntu: C:\VirtualBox>VBoxManage.exe guestcontrol MyVirtualMachineUbuntu exec --image "/usr/bin/firefox" --username bob --password password --wait-stdout --verbose Waiting for guest to start process ... Waiting for process to exit ... Exit code=1 (Status=500 [successfully terminated]) The /usr/bin/firefox command works when I run it in Ubuntu. Also, with guestcontrol, I can successfully call /bin/ls. But I can't actually get a major program like Firefox to run. Any ideas? Thanks.

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  • If you need more than 3 levels of indentation, you're screwed?

    - by jokoon
    Per the Linux kernel coding style document: The answer to that is that if you need more than 3 levels of indentation, you're screwed anyway, and should fix your program. What can I deduct from this quote? On top of the fact that too long methods are hard to maintain, are they hard or impossible to optimize for the compiler? I don't really understand if this quote encourages better coding practice or is really a mathematical / algorithmic sort of truth. I also read in some C++ optimizing guide that dividing up a program into more function improves its design is a common thing taught at school, but it should be not done too much, since it can turn into a lot of JMP calls (even if the compiler can inline some methods by itself).

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  • Cheese Not Working in Ubuntu 11.10

    - by user34305
    When i launch Cheese, nothing launches nor the green light on may laptop webcam glows. I typed cheese in terminal and i got cheese:2293): Gdk-WARNING **: The program 'cheese' received an X Window System error. This probably reflects a bug in the program. The error was 'BadRequest (invalid request code or no such operation)'. (Details: serial 144 error_code 1 request_code 136 minor_code 19) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the --sync command line option to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.)

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  • How to program a cutting tool for 3D model in game

    - by Jesse S
    I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be. The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is. Any pointers in the right direction would be greatly appreciated.

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  • When tracking which elements were clicked e.target.id is sometimes empty [migrated]

    - by Ivan
    I am trying to test the following JavaScript code, which is meant to keep track of the timing of user responses on a multiple choice survey: document.onclick = function(e) { var event = e || window.event; var target = e.target || e.srcElement; //time tracking var ClickTrackDate = new Date; var ClickData = ""; ClickData = target.id + "=" + ClickTrackDate.getUTCHours() + ":" + ClickTrackDate.getUTCMinutes() + ":" + ClickTrackDate.getUTCSeconds() +";"; document.getElementById("txtTest").value += ClickData; alert(target.id); // for testing } Usually target.id equals to the the id of the clicked element, as you would expect, but sometimes target.id is empty, seemingly at random, any ideas?

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Calculate initial velocity of a 3d vector-based projectile

    - by Frotty
    Okay, so I got a Projectile with 2 Vectors, position and velocity. I now want to calculate the initial velocity for it in order to reach a specific point on the map. Or actually, how high has the start z-velocity to be (because x and y are probably defined by a speed variable) in order for the projectile to hit the marked position. The projectile is influenced by a constant gravity vector. All calculations are done 32 times per second. I want this, because I don't want to use a parabola function, so the projectile can still be influenced by other sources, simply adding some velocity. I didn't really find anything referring to that topic and would be glad for every helping answer, Thanks.

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  • Are Promises/A a good event design pattern to implement even in synchronous languages like PHP?

    - by Xeoncross
    I have always kept an eye out for event systems when writing code in scripting languages. Web applications have a history of allowing the user to add plugins and modules whenever needed. In most PHP systems you have a global/singleton event object which all interested parties tie into and wait to be alerted to changes. Event::on('event_name', $callback); Recently more patterns like the observer have been used for things like jQuery. $(el).on('event', callback); Even PHP now has built in classes for it. class Blog extends SplSubject { public function save() { $this->notify(); } } Anyway, the Promises/A proposal has caught my eye. It is designed for asynchronous systems, but I'm wondering if it is also a good design to implement now that even synchronous languages like PHP are changing. Combining Dependency Injection with Promises/A seems it might be the best combination for handling events currently.

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  • Javascript Open a Window Full Size (Mazimized)

    - by SAMIR BHOGAYTA
    function f_open_window_max( aURL, aWinName ) { var wOpen; var sOptions; sOptions = 'status=yes,menubar=yes,scrollbars=yes,resizable=yes,toolbar=yes'; sOptions = sOptions + ',width=' + (screen.availWidth - 10).toString(); sOptions = sOptions + ',height=' + (screen.availHeight - 122).toString(); sOptions = sOptions + ',screenX=0,screenY=0,left=0,top=0'; wOpen = window.open( '', aWinName, sOptions ); wOpen.location = aURL; wOpen.focus(); wOpen.moveTo( 0, 0 ); wOpen.resizeTo( screen.availWidth, screen.availHeight ); return wOpen; }

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