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Author Search Results: 'dELtaluca'

We found 5,542 matches.


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Viewing 1-30 of 5,542 matches. 1 | 2 | 3 | 4 | 5 | 6 | 796185

1.

None

Topic: Binary Search Tree implementation

Posted: 11/22/09 06:03 AM

Forum: Flash

At 11/22/09 02:38 AM, shazwoogle wrote: To combat this you could add a sorting algorithm at addition time. or rather a more complex sorting algorithm which would balance the tree...

Why don't you just do balanced insertion/deletion?


2.

None

Topic: Error #1033 Cpool entry

Posted: 11/20/09 05:43 PM

Forum: Flash

that is a verification error thrown by flash player when it verifies that the bytecode is valid.

Aka this is most likely not a problem with your code, but a problem with the flash compiler being utter rubbish given from what this error arrises :P I couldn't say whether it were due to 3d rotation however i'm afraid


3.

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Topic: Good programmer = Bad mathematician

Posted: 11/13/09 03:00 AM

Forum: Programming

Given that I'm on a straight to masters course in joint mathematics and computer science at a top uni, I can't say I agree too much :P

I also don't have time, but i certainly don't agree with you alphabit in saying programmers don't need any intuition :P Proper programmers anyway, script kiddies using code snipped around to build a drag and drop game (extreme example) certainly don't lol.


4.

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Topic: Flash CS4 on Windows 7

Posted: 11/09/09 02:20 PM

Forum: Flash

my CS4 works fine... except for that fact that it crashes when i close it and have to end the process from task manager each time :P


5.

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Topic: The Flash 'Reg' Lounge

Posted: 10/22/09 07:55 PM

Forum: Flash

OOOOOOOOOOW

Have you ever broke a blister and thought 'hmm, better make sure it doesn't get infected' especcialy with it being on your foot? Well guess what! DON'T USE HAND SANATISER lawl. It's the only thing i have that remotely resembles something that will prevent infection, given that it's 62% pure alcohol and kills bacteria for a living in seconds. Well you know what? IT HURTS ALOT ON RAW FLESH OWWWW

lol.

University

In other news, i've started uni </end because i can't be arsed to write anything>


6.

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Topic: Ng London Summer Fling '09

Posted: 10/19/09 01:49 PM

Forum: General

I'll be around Luis since i'm now living in London for uni :P


7.

None

Topic: Your Bad Habits?

Posted: 09/30/09 11:12 AM

Forum: General

I don't ever bite my fingernails themselves, but i'm always biting away the dry skin to the side of my fingernails.


8.

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Topic: Who gives the Best "Reason for ban"

Posted: 09/30/09 10:40 AM

Forum: General

Apart from one ban which i can't remember what it was for, my only bans have been banning myself whilst using a mod's account at a london meet :P


9.

None

Topic: Where A.s.!!!

Posted: 09/27/09 10:56 AM

Forum: Flash

At 9/27/09 10:51 AM, DerfHead wrote: The tutorial collab 08 and 06 don't actually focuse on games.

You ever heard the phrase you have to learn to walk before you run?

Well in this case, you have to learn how to perform simple bodily functions before even dreeeeaming of breathing, nevermind crawling, or god forbid walking.

What i mean by that horrible analogy, is that you have to actually learn how to use the langauge, and how to program in general, you cannot simply jump into making a game when you have absolutely no clue about the language, or programming in general


10.

None

Topic: trigo movement innacurate

Posted: 09/27/09 06:36 AM

Forum: Flash

The problem doesn't stem from your logic, but from the fact that coordinates in flash are rounded to the nearest 20th of a pixel, which means that over time, large innacuracies will build up.

Your solution should be to store the position of the objects in normal variables which will not be auto-rounded, and then simply render the object at that position.

aka: instead of:

obj.x += offset;

do:

obj.px += offset; //(where px is a normal Number variable on obj)
obj.x = obj.px;


11.

None

Topic: Dose AS3 support threads etc

Posted: 09/25/09 05:13 AM

Forum: Flash

Or as glaiel points out, swf's can communicate with eachother too, so if you could have multiple swf's open you can communicate between them and do it that way lol (Assuming that if in a browser, the browser didn't run each swf in a single thread itself)


12.

None

Topic: Dose AS3 support threads etc

Posted: 09/25/09 05:09 AM

Forum: Flash

Unless you felt like writing a program in another language doing the work for you with as many threads as you like, and communicate with it over a BinarySocket :P


13.

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Topic: Dose AS3 support threads etc

Posted: 09/25/09 05:07 AM

Forum: Flash

As far as I'm aware the only way to do multithreading... is with a PixelBender filter :P

Which is a shame, but there you are :/


14.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/24/09 07:14 PM

Forum: Flash

As me and glaiel have discussed.

The glitch is due to having the two clips being named the same
Flash will compile the class for the clip, as having a variable of the first type it encounters under that name, and ignore anything having the same name, assuming that it is the same object/of the same type without giving an error or anything
Thus when it attempts to cast the second object to the type of the variable, you get the runtime error.


15.

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Topic: Deleting from display list [AS3]

Posted: 09/24/09 05:03 PM

Forum: Flash

At 9/24/09 04:59 PM, MrCrinkle wrote: I have a class that extends movieclip and I made an instance of said class, then added it to the stage using addChild(). If I use removeChild() will it delete the instance entirely, or will it just remove it from the display list? If it deletes it is there a way to keep the object but prevent it from being seen?

removeChild will as you should have guessed, just remove it from the display list


16.

None

Topic: AS2 Class - non-static object vars

Posted: 09/24/09 04:44 AM

Forum: Flash

If you want to know the reason for this:

EVERYTHING in flash, apart from the base types, acts as a pointers, whenever you call 'new' (of which declaring an object using {} and arrays using [] implicitly does) it allocates space for that object, whatever type it may be, and gives you a pointer to it.

It's for this reason that the following occurs:

function move(m:MovieClip):Void
{
    m._x += 150;
}

because when you pass the movieclip as the argument to the function, you're passing a pointer to the original movieclip, not a copy of it, this is the same for everyobject, whether it be a movieclip, an array, a basic Object instance, whatever.

When flash compiles a class, anything that is simply inside of the declaration, is defined in the static class constructor, as opposed to the constructor called whenever an instance is created of the class through 'new'

Since objects are pointers, not the actual data itself, if you define an object,array, or anything else that is not a base type within the declaration, and not in the constructor for the class, each class will be set up to have the same value at creation, which in this case, means each class will have an instance of that object, pointing to the same object in memory.

It is not strictly static, because you could do the following:

class Test
{
   public var o:Object = {x:10};
}
var a:Test = new Test();
var b:Test = new Test();
a.o.x += 10; 
trace(b.o.x); //traces 20, the pointer 'o' within a,b are still both pointing to the same object, so it appears to be acting as a static member referenced through the object of the class

a.o = {x:0};
trace(a.o.x); //traces 0
trace(b.o.x); //still traces 20, by using the assignment operator, the value of the pointer has been chaged to point to a new Object.

17.

None

Topic: trace(MovieClip) returns undefined

Posted: 09/22/09 07:35 PM

Forum: Flash

You have to give the movieclip an instance name to reference it, this is different from the name of the movieclip in the library which is purely symbolic.

If you click (not double click) on the movieclip on the stage, in the properties box you will see the instance name property.


18.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/22/09 04:53 PM

Forum: Flash

At 9/22/09 04:51 PM, Xeptic wrote: Can't wait to catch that one on MTV. I doubt they'll air it though because the lyrics are too complex for MTV's audience.

Oh yeh, the lyrics. THAT's why they won't be airing it obviously :P


19.

None

Topic: The Flash 'Reg' Lounge

Posted: 09/22/09 04:50 PM

Forum: Flash

Hahahaha, anyone seen Rammstein's new video for their song German Pussy.

It starts off... reasonably innocent, by the end turns into hardcore porn practicaly.

http://visit-x.net/rammstein/

Good song though

20.

None

Topic: Fixing rounding errors

Posted: 09/21/09 06:25 PM

Forum: Flash

At 9/21/09 06:17 PM, LeechmasterB wrote: Thats why people add thrusters to satelites/space stations and whatever and it takes fuel to stay up in orbit.

Satelites/space stations are usually still skimming the earth's atmosphere so that the atmospheric drag is quite significant, wheras drag from solar wind is practicly negligable unless you're talking about keeping a satellite in orbit about the sun for 10 million years :P in which case the thrusters are more likely being used to counteract the influence of over attractors.

And if you looked more closely you'd see my code snippet IS sympletic, since:

p0.x += (v0.x += ax*dt)*dt;

is equivalent to:

v0.x += ax*dt;
p0.x += v0.x*dt;

which is sympletic, normal euler is:

p0.x += v0.x*dt;
v0.x += a0.x*dt;

p0,v0 here are the labeling for which body i'm referring to in the code.


21.

None

Topic: Fixing rounding errors

Posted: 09/21/09 05:58 PM

Forum: Flash

although i guess by that same argument you could say RK4 is better, since in reality orbits do decay due to solar wind friction and gravitational radiation etc, but the effects are magnitudes less noticebal than perihillion advancement


22.

None

Topic: Fixing rounding errors

Posted: 09/21/09 05:53 PM

Forum: Flash

At 9/21/09 05:33 PM, LeechmasterB wrote: And now i see why searching didn't show much results on this:

semi-implicit Euler method, also called symplectic Euler :P

hehehe, and yeh; i did another test, and RK4 this time did come out slightly ontop in terms of stability.

However, one thing that is interesting to note, is that considering the following situation:

a body orbiting a static sun in a highly elliptical orbit:

using RK4 integration, the body will over time enter a shorter and shorter orbit, as RK4 loses energy over time.

using sympletic integration, the body will over time, have it's perhilion advance, and gain energy at a slower rate than the RK4 approach will gain energy.

http://spamtheweb.com/ul/upload/210909/8 2284_compare_eueler_rungekutta_solar.php

red is RK4, black is sympletic euler, fixed time step, in this situation at whch both approaches fail, i would consider sympletic euler to give the best results, not only because it doesn't explode, but because in reality orbits do have advancing perihelion (the orbit itself rotates) (look at mercury) which although this is not modelling it, it's an indirect result :P

However i do retract my previous statement, RK4 is still in general more stable (if only by a small margin for the massively increased level of computational complexity) than sympletic euler.


23.

None

Topic: Fixing rounding errors

Posted: 09/21/09 05:12 PM

Forum: Flash

At 9/21/09 04:58 PM, LeechmasterB wrote: Sorry to differ delta!

You say Euler, i say Simpletic Euler.

They're not the same.


24.

None

Topic: Fixing rounding errors

Posted: 09/21/09 03:05 PM

Forum: Flash

The point i was making is that rather than using the radial vector as the basis of your acceleration vector, you are calculating the angle of the radial vector, then using sine/cosine to build the vector which is totally uneccesary, and slower and less accurate.

the point of having an explicit time step, is that you can easily change the speed of the simulation, and as per my advice, have a variable time step, rather than having it bound to a single value: 1


25.

None

Topic: Fixing rounding errors

Posted: 09/21/09 02:35 PM

Forum: Flash

At 9/21/09 02:29 PM, Neo-13 wrote: vx += a*cos(theta);
vy += a*sin(theta);

... that is not what your acceleration calculations should look like.

given constant G, mass of body acting on the current body m, the acceleration should be calculated something like this:

var dx:Number = p1.x - p0.x;
var dy:Number = p1.y - p0.y;
var sc:Number = G*m*Math.pow(dx*dx+dy*dy,-1.5);

var ax:Number = dx*sc;
var ay:Number = dy*sc;

taking the squared magnitude of the vector to -1.5, will return the value of 1/r^3, r being the length of the vector, which is a composition of 1/r to normalise the vector, and 1/r^2 which is the scaling value from the gravitational acceleration formula a = -GM/r^2

from then, you should have a time step 'dt' over which your integration takes place whicih for simpletic euler integration would be:

p0.x += (v0.x += ax*dt)*dt;
p0.y += (v0.y += ay*dt)*dt;

26.

None

Topic: Fixing rounding errors

Posted: 09/21/09 02:15 PM

Forum: Flash

you might also consider using a variable time step, so that as accelerations become larger, you decrease the time step to increase accuracy, doing so means that as accelerations become larger you do smaller time steps so that it remains accurate, whilst using larger time steps when accelerations are smaller to avoid unnecesary accuracy :P


27.

None

Topic: Fixing rounding errors

Posted: 09/21/09 02:08 PM

Forum: Flash

As i said, use a better numerical integrator and or make your time steps smaller.

A simple example, whilst you might be tempted to treat acceleration as a constant over the time step: aka:

s += vt + 0.5at^2
v += at

whilst this may give you perfect accuracy when modelling freefall, since acceleration is a constant, using simpletic euler integration is much better when modelling varying forces as it will conserve energy a lot better.

v += at
s += vt

i have even found that simpletic euler can give better results than RK4 (Runge kutta integration) when modelling vastly varying accelerations, such as a body orbiting a sun in a highly elliptical orbit


28.

None

Topic: Fixing rounding errors

Posted: 09/21/09 01:53 PM

Forum: Flash

To add, rounding errors will, over a long enough period of time manifest themselves in anomalous results, but the fact you said it happens every time it loops to a notable degree tells me it is much more likely to be due to the numerical integration being too inaccurate


29.

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Topic: Fixing rounding errors

Posted: 09/21/09 01:52 PM

Forum: Flash

It is most likely not due to rounding errors, but due simply to the fact that numerical integration is not perfect, because you cannot use an infinitesemally small time step in your simulation, you are always going to get innacurate results, different methods of numerical integration will give you differeing results, some are more stable, some will conserve energy in physical simulations better, but none the less they will never be perfect.


30.

None

Topic: Ng London Summer Fling '09

Posted: 09/21/09 01:36 PM

Forum: General

At 9/21/09 01:24 PM, liljim wrote: I don't understand why you'd need to avoid those dates anyway

i'd imagine it's so that newgrounders intending on attending either festival will still be able to go to meet aswell rather than having them clash.


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Viewing 1-30 of 5,542 matches. 1 | 2 | 3 | 4 | 5 | 6 | 796185