[Flightgear-devel] [patch] Segfault bugfix

2013-08-22 Thread Stefan Riemens
Hi all,

I've found a bug in the new integrated fgcom, which would cause a crash in
the following case:
1) start flightgear without fgcom activated (just the default cessna, at
KSFO)
2) Start the tutorial Straight in landing
3) Crash

I suspect it would crash on reset as well, but I haven't tested that

This small patch fixes it for me:
diff --git a/src/Network/fgcom.cxx b/src/Network/fgcom.cxx
index f57b75c..874d026 100644
--- a/src/Network/fgcom.cxx
+++ b/src/Network/fgcom.cxx
@@ -483,10 +483,12 @@ void FGCom::testMode(bool testMode)
 if( _callComm0 == -1 )
   SG_LOG( SG_IO, SG_ALERT, FGCom cannot call selected freq (test
mode) );
   } else {
-iaxc_dump_call_number(_callComm0);
+/*
+   iaxc_dump_call_number(_callComm0);
 iaxc_millisleep(IAX_DELAY);
 _callComm0 = -1;
 _enabled = true;
+*/
   }
 }

I'm not quite sure what the commented out code is supposed to do, but it
seems pretty harmless to comment it out. The crucial line is: _enabled =
true; This makes other code assume that IAXClient has been properly
initialised, which it hasn't, causing a null pointer deref inside IAXClient
later on.

Stefan
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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-30 Thread stefan riemens
Sorry for responding this late, I've been on a horrible internet connection.


2012/7/26 Thomas Geymayer tom...@gmail.com:
 2012/7/26 James Turner zakal...@mac.com:
 Okay, I wasn't clear from the Wiki page what the final idea was. As you say,
 so long as we're going through show-dialog it should be fine. My feeling is
 we still want a C++ hook around creating individual widgets, so we have the
 option the create custom widgets in C++, but it's not a difficult thing to
 change internally.

 You can always create widgets from C++ by adding canvas elements
 through the property tree, but I think a fully scripted GUI is the
 most flexible and powerfull approach. Do you have any usecase where
 you wan't to create a widget in C++?

 Hmm, I wonder if having a C++ base class for widgets in the canvas will
 simplify picking and mouse-over. To avoid such details to the basic canvas
 item.

 I'm currently thinking of adding a property to each element which
 allows enabling picking for this element. If the element is a group it
 receives picking events from all children otherwise only its own. We
 should also keep in mind that the Canvas won't be used only for the
 GUI but also eg. for MFDs which may have a touch interface where not
 necessarily widgets are used...

Sounds like a fine plan to me, I was just wondering how you're
planning to expose the events:
- Copy values into properties
- Expose the event class to nasal

I'd vote for the first option... This would result in quite a lot of
properties though, for all the possible states.
I've been thinking about this, would it make sense to have a default
mouse event handler, which exposes all global
mouse state to some properties in (for example) /sim/mice/mouse[0]?

That way, only a few mouse event values would need to be set as canvas
properties.

 Regards,
 Tom

On a different note: window management.
I've seen that in Tom's private branch, he has started on a window
class (albeit, it is just a skeleton currently).
I think we indeed want a c++ window manager, which is basically just a
dumb visible thing that renders a texture.
That way, the canvas code only has to render stuff to a texture and
expose that, which is a nice abstraction point.

So, given all that, where can I jump in to help? I must admit that I'm
primarily interested in C++ development,
rather than writing nasal ;(

Thanks,
Stefan

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-25 Thread stefan riemens
Hi Thomas,

This is very convincing! Congratulations, that looks really neat.
Having seen this, I think we'd better go with the canvas approach. It
would require quite a lot of code to get osgWidget to produce that...

Stefan

2012/7/25 Thomas Geymayer tom...@gmail.com:
 Am 2012-07-24 19:35, schrieb James Turner:
 Thomas, one issue I can guess at (though PLIB is also really bad at
 it, and osgWidget is not much better!) - text selection. Do you think
 you'd be able to handle a blinking insertion point and a standard
 draggable text selection area in this approach? Obviously it might
 need some additional C++ helpers but that's okay since text-editing
 is a pretty specialised behaviour.

 Yes :)

 http://youtu.be/CIS8UyuJLgM

 I have just added some property change listeners to get the position of
 the next character at a given position. The highlighting happens only
 from Nasal. What is currently missing is the possibility to also change
 the color of the selected text and to actually get the selected text,
 but this shouldn't be too hard to implement.

 One goal of mine for the GUI is to get platform native copy-and-paste
 working, BTW ;)

 This has already been on my wish/todo list :P

 Obviously Thomas knows the Canvas code since he created it [...]

 Currently documentation is not too detailed, but looking at the
 different demos and maybe also the Nasal API and source code should
 help. If not, don't hesitate to ask :)

 Regards,
 Tom

 --
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   Student of Computer Science @ Graz University of Technology
 --- Austria 

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Re: [Flightgear-devel] Switching from PUI to osgWidget

2012-07-24 Thread stefan riemens
Hi all,

Thanks for the feedback, and especially thanks to James for the offer!
I think your request for POC code is very reasonable, so let me get
back to you on that when I have some (although a combobox is already
almost there, as it is basically just a menu with a changing header).
Obviously, it will take a lot of time to implement all the needed
widgets, but I don't think it will be necessary to create a complete
osgWidget fork. From what I've seen it's pretty flexible (just lacking
a lot of widgets ;). My hope is to be able to upstream most of the
yet-to-be-made widgets.

My hope is to keep at least the current gui xml format, which I think
should be doable. Failing that, let's at least have the changes
scriptable ;)
I must admit I forgot to look at the nasal API, am going to take a
closer look at that shortly.

Regarding canvas, I think that that is definitively the way to go for
stuff like the map widget, but to be honest I have my doubts whether
it would be suitable for the entire gui. I must admit though, so far
I've only read the documentation on the wiki, so I haven't played
around with it yet.

Regarding librocket, that would mean adding another dependency to
FlightGear. I thought the consensus was that that is not something to
be taken lightly. And then again, it would require updating all of the
gui definitions.

Stefan

2012/7/23 Jacob Burbach jmburb...@gmail.com:
 On Sun, Jul 22, 2012 at 6:42 PM, HB-GRAL flightg...@sablonier.ch wrote:
 Am 22.07.12 22:40, schrieb Thomas Geymayer:
 Hi Stefan,

 Am 2012-07-21 22:46, schrieb stefan riemens:
 It's obviously a long time wish to get rid of the PLIB dependency, and
 one of the main subsystems using it is the GUI. There are a couple of
 things lacking in possibilities with the current implementation:
 - Proper internationalisation. PUI doesn't support UTF-8, limiting
 i18n support tremendously.
 - Things like submenus
 - The code is pretty messy, by the looks of it mostly due to the
 oldness of PUI and its API

 Have you seen my ongoing efforts towards a unified 2D drawing system
 called Canvas (http://wiki.flightgear.org/Canvas). It basically allows
 drawing 2D shapes (with OpenVG) and text (using osgText::Text).

 As it uses osgText for textrendering, supporting UTF-8 is very easy. I
 just tried it and with changing a single line of code now also using
 UTF-8 is supported.

 Currently only drawing inside an existing (PUI) dialog is possible, but
 the idea is to slowly implement the current functionally in Nasal and
 get rid of the hardcoded PUI widgets. Only some code for mouse/keyboard
 interaction with Nasal will be needed.

 In contrary to using some hardcoded GUI system (PUI, osgWidget, etc.)
 this approach would give much more flexibility and also the means of
 modifying and creating new widgets without the need to touch any core code.

 With the Canvas system every type of widget would be possible, so that
 also things like submenus can be realized.

 Another advantage of the Canvas approach is that it is heavily using the
 property tree and therefore is already fully accessible from Nasal code
 and also configurable with the existing xml formats.

 Switching to another scripting language or adding support for a new one,
 I think would be far too much work and not worth the efforts.

 Regards,
 Tom


 I don’t know what is it worth to think about a GUI inside fgfs at all
 sometimes. When I look to what can be done i.e. with the FGx launcher,
 properties and now HLA/RTI I’m thinking about trying to skip the
 built-in GUI at all ;-)

 Cheers, Yves

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 Might be worth having a look at http://librocket.com, looks to be a
 very powerful and well done gui system. Uses html/css based files for
 creating, laying out, and styling the gui...has some support for
 interfacing script engines (ie nasal), localization, etc.

 This is the route I'd probably go personally if I were to do this...or
 any game/sim/3d project needing a gui...

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[Flightgear-devel] Switching from PUI to osgWidget

2012-07-21 Thread stefan riemens
Hi all!

Let me quickly introduce myself, I'm a dutch software engineering
student who has been lurking on this list for an embarrassingly long
time (think pre FG 1.0...). Anyway, I'd like to get actively involved
in FlightGear core development.

It's obviously a long time wish to get rid of the PLIB dependency, and
one of the main subsystems using it is the GUI. There are a couple of
things lacking in possibilities with the current implementation:
- Proper internationalisation. PUI doesn't support UTF-8, limiting
i18n support tremendously.
- Things like submenus
- The code is pretty messy, by the looks of it mostly due to the
oldness of PUI and its API

So, a couple of possible alternatives:
1) Suck PUI into simgear and improve it in there. I believe James
Turner suggested this a couple of months ago.
2) Switch to some other third party gui system (QT, or ceGui or
something like that)
3) Integrate a browser (getting pretty popular at other projects)
4) Switch to osgWidget

A couple of pros and cons with each of these (Warning: I'm obviously
biased: see the title of this post :):
1)
+ This is obviously the least work short term (no need to port the
current code)
- It means taking over PUI maintenance altogether. (not that it is
very well maintained now, but hey :)
- Will require some serious code surgery to get it to support
UTF-8 and to generally clean it up
2)
+ Probably a rather complete widget library
- Means taking on yet another dependency (in most cases a rather hefty one)
- Porting the existing code is a non-trivial undertaking
3)
+ Getting pretty popular, primarily because of the ease of ui
creation and javascript integration
- Doesn't fit well with FG's nasal, and the xml formats that are
already there
- Means taking on another hefty dependency (and the question
rises: which browser? I don't know any major Linux distro shipping
berkelium, for example)
4)
+No extra dependency, since it is OSG native
+ Likely to get a lot of widget code into osg proper, and thus get
rid of (a large part of) the maintenance burden.
+ UTF-8 support already there
- Porting existing code is a non-trivial undertaking (especially
since it's widget set is rather limited)

Obviously, I think the best choice of these is to switch to osgWidget,
and I'm willing to take that task upon me.
I've made a clone on Gitorious, with a osgWidget MenuBar
implementation. Its currently pretty quick and dirty, and looks
absolutely horrible, but it (mostly) works.
https://gitorious.org/~stefanriemens/fg/stefanriemens-flightgear

Before pushing further with it, I'd like to hear other devs opinions
on how to go forwards...

Stefan

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Re: [Flightgear-devel] git work flow question

2011-01-24 Thread stefan riemens
Hi Curt,

The best way to handle this is definitely using out-of-source builds.
In your git repo, just create build-branch dir's, and build from
there. For autotools, just run ../configure  make  make install,
or ccmake ..  make  make install if you want to use cmake. I do
this all the time, works fine.

Stefan

2011/1/24 Curtis Olson curtol...@gmail.com:
 I have another git question:
 James has created v2.2.0 release branches on the git server.
 I would like to keep up-to-date builds of both versions here.

 If I switch branches in the source tree, git switches the files under
 version control but doesn't touch any files it doesn't know about.  (Leaving
 all the build objects from the other tree.)
 With CVS/SVN, my approach was just to check out separate trees, one for each
 branch, have two completely independent builds, and then I could cvs
 udpate and then make in either tree to update my build of either branch.
 As far as I understand git, you can't have two separate/independent branches
 active for a repository at one time.  If I do a build of the next branch,
 then switch to the releases/2.2.0 branch, I still inherit all the build
 object files from the other branch.  So then I have to do a complete make
 clean; make for simgear and flightgear each time I want to jump from one
 branch to the other ... which could be quite often as the 2.2.0 release
 nears.  This seems *highly* non-optimal in terms of wasted time and wasted
 work ... especially for people who might be bouncing back and forth several
 times in quick succession to test/edit/test/edit a bug fix in both branches.
 The other approach would be to have two completely separate git
 repositories, one that sits with the 2.2.0 branch checked out and one that
 sits with the next branch checked out, but that wastes a bunch of disk space
 and also seems really non-optimal.
 Perhaps another approach would be to do out-of-source builds.  I think
 automake/conf should support that, although it's been a while since I've
 tried it.
 What's the best way to handle this sort of work flow in the git world?
 Thanks,
 Curt.
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 http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/

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Re: [Flightgear-devel] git for dummies

2011-01-07 Thread stefan riemens
Hi Curt,

git merge is your friend! Perhaps a complete example workflow will
help you get along:
suppose you are on branch next tracking the gitorious branch next.
git branch wip   -- wip is now an exact copy of the next branch
git checkout wip
Edit files to add some really cool feature
git add [files to add] -- select which modified files you want to
commit to branch wip
git commit

Suppose you want to update your next branch, and incorporate those
changes in you wip branch:
git checkout next
git pull -- updates your branch next. Should not produce any
merge-conflicts, since you didn't alter anything in your local branch
git checkout wip
git merge next -- merges changes in next into your wip branch
(in case of merge-conflicts, fix 'em)
git add [conflicted files] -- git's way of marking the conflicts resolved
git commit

Suppose you've got your wip branch in good shape, and up to date
(ie, you've just merged next into wip) and want to push to gitorious:
git checkout next
git merge wip -- should not produce merge-conflicts, since wip was
already up to date
git push

Then another useful feature of git: you can easily alter history.
(NOTE: you should only change history that is only your own repo.
Don't change the history which is already in more repos (pushed to
gitorious)
git commit --amend-- extends the previous commit. Useful when
you're working in a branch, and need to make a temp commit to be able
to switch branches. You should also be able to use git stash in this
case, but I find this to be a lot less confusing than git stash

Hope this helps,
Stefan

2011/1/7 Curtis Olson curtol...@gmail.com:
 Hi Thorsten,
 Thanks for explaining this in detail.
 So here is my next question related to dealing with local branches.
 Let's say I make a local branch, make some changes, and I'm finally happy
 with those changes, so I commit them.  (Or maybe I've committed several
 revisions of my changes over the past few days and I'm finally happy with
 the current state of things.)
 Now I want to roll these changes in my local branch back into next and
 push them up to the upstream repository.  What is the procedure for doing
 that?
 And if in the mean time, other people have made changes and commited them
 and pushed them up to the next branch, how do I update my local branch to
 have all the latest changes that other people have made?
 Thanks,
 Curt.

 On Fri, Jan 7, 2011 at 1:00 PM, ThorstenB bre...@gmail.com wrote:

 On Fri, Jan 7, 2011 at 7:48 PM, Curtis Olson wrote:
  So what happens if I'm messing around with my
  WildCrazyIdea-I-WantToTry
  branch over lunch, and suddenly I get a phone call and have to jump back
  to
  doing something serious with FlightGear and need to quickly switch back
  to
  my RealWork branch.
  Do I have to commit my CrazyIdea branch changes --- no matter what
  intermediate state of weirdness they are in --- before I can switch back
  to
  the RealWork branch?
 If you want git to take care of switching these files, then yes,
 you'll need to commit them to some branch. I'm not familiar with this
 stashing option. What I'd do is either commit the changes to the
 current branch - or, in case the changes are just too experimental and
 I really don't want to modify the current branch, I just create a new
 branch git checkout crazyidea. The new branch is identical to the
 former current branch then. So I can just addcommit the experimental
 changes to the new crazyidea branch and then switch back to the
 former working branch - or to some other stable branch... And you can
 always remove the crazyidea branch again - if the idea turns out not
 to be so good after all, or you just wanted something temporary.

 cheers,
 Thorsten


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Re: [Flightgear-devel] git for dummies

2011-01-07 Thread stefan riemens
Hi Curt,

2011/1/7 Curtis Olson curtol...@gmail.com:
 Hi Stefan,
 Thanks for the reply.  You are exactly right to notice that I am struggling
 a bit to understand the proper git workflow when dealing with branches.  I
 have a couple more questions inserted below ...

 On Fri, Jan 7, 2011 at 1:39 PM, stefan riemens wrote:

 Hi Curt,

 git merge is your friend! Perhaps a complete example workflow will
 help you get along:
 suppose you are on branch next tracking the gitorious branch next.
 git branch wip       -- wip is now an exact copy of the next branch
 git checkout wip
 Edit files to add some really cool feature
 git add [files to add] -- select which modified files you want to
 commit to branch wip
 git commit

 Suppose you want to update your next branch, and incorporate those
 changes in you wip branch:
 git checkout next
 git pull -- updates your branch next. Should not produce any
 merge-conflicts, since you didn't alter anything in your local branch

 Clarification: as long as I've committed all my local changes to the wip
 branch before I switch back to the next branch, then I shouldn't ever have
 any conflicts, right?  If I switch back to the next branch with some
 uncommited changes in my branch, those will be sitting there still in my
 local next branch and I could have problems with the pull (and blindly
 following the suggestions in the git error messages isn't probably always
 the best solution I've found.) :-)  Am I understanding all this right?

Yes, that is correct. Uncommitted changes are at the filesystem level
and don't belong to any branch. Note that switching branches in this
case may fail, because git can't merge uncommitted files. That's also
the reason that a pull may fail if you have uncommitted changes.

 git checkout wip

 git merge next -- merges changes in next into your wip branch
 (in case of merge-conflicts, fix 'em)

 Questions:
 Can you explain exactly what this git merge next does?  Does the it only
 merge my local changes in the next branch into my wip branch?   Does it
 merge all remote changes to the remote next branch into my local wip branch?
  Do I first need to do a git pull in my next branch before switching to my
 wip branch and doing the merge?
 What if it's been a few days since I created my wip branch and I've
 committed a few local changes to it.  Now I want to make sure my wip branch
 is fully up to date with all remote changes on the remote/server's next
 branch?  What is the proper way to do that?
 I could describe this another way.  Pretend I want to do something
 similar/analogous to an svn update on a tree where I've made some local
 changes, but I want to catch up with all the remote changes and make sure my
 local changes are compatible and function correctly and there aren't merge
 conflicts.   But in the git world I now have my own separate branch, my own
 local commits, and now I want to update that my local wip branch to
 reflect all the changes that have been subsequently pushed to the remote
 next branch by other developers.

Git merge next will do just that: merge your local branch next into
the current branch. So in this example where wip is a couple of days
old, you could bring it up to date using this sequence:
git checkout next -- checkout your local next branch
git pull -- get the changes in the gitorious next
branch, and merge them into your local next branch.
git checkout wip   -- checkout your local wip branch
git merge next -- merge your local branch next into the currently
checked out branch (wip)

 git add [conflicted files] -- git's way of marking the conflicts resolved
 git commit

 Suppose you've got your wip branch in good shape, and up to date
 (ie, you've just merged next into wip) and want to push to gitorious:
 git checkout next
 git merge wip -- should not produce merge-conflicts, since wip was
 already up to date
 git push

 One question here:
 Let's say I have committed two unrelated features into my wip branch.  Is
 there a way to merge individual features/commits?  Or is it all or nothing?
  If I want finer grain control would I have to create a new branch for each
 independent feature/idea I am working on?

Yes, that sure is possible. git merge [commit hash] works fine for
this. There is also git cherry-pick, I've never used that myself
though, so I can't tell you how that works exactly. However, always
remember that branches are cheap with git, so it is very git-like to
use a branch per feature.

 Then another useful feature of git: you can easily alter history.
 (NOTE: you should only change history that is only your own repo.
 Don't change the history which is already in more repos (pushed to
 gitorious)
 git commit --amend    -- extends the previous commit. Useful when
 you're working in a branch, and need to make a temp commit to be able
 to switch branches. You should also be able to use git stash in this
 case, but I find this to be a lot less confusing than git stash

 When studying

Re: [Flightgear-devel] git for dummies

2011-01-04 Thread stefan riemens
What I always do is keep the master (next in FG's case) completely in
sync with upstream's master branch. For local modifications I always
use another branch. That way, pulling and pushing always works as
you'd expect. Merging is easy and cheap with git, i love that!

PS, I'm not really a git expert, but this works for me...

Stefan

2011/1/4 Curtis Olson curtol...@gmail.com:
 I have a git question.
 I'm trying to git push a new joystick config someone sent me.  When I run
 git push I get the following message:

 $ git push
 To g...@gitorious.org:fg/fgdata.git
  ! [rejected]        master - master (non-fast-forward)
 error: failed to push some refs to 'g...@gitorious.org:fg/fgdata.git'
 To prevent you from losing history, non-fast-forward updates were rejected
 Merge the remote changes (e.g. 'git pull') before pushing again.  See the
 'Note about fast-forwards' section of 'git push --help' for details.

 Make sense, so next I run git pull and get the following message:

 $ git pull
 remote: Counting objects: 31, done.
 remote: Compressing objects: 100% (17/17), done.
 remote: Total 17 (delta 13), reused 0 (delta 0)
 Unpacking objects: 100% (17/17), done.
 From gitorious.org:fg/fgdata
    aaef799..4affc2c  master     - origin/master
 error: Your local changes to 'Aircraft/f-14b/Nasal/SAS.nas' would be
 overwritten by merge.  Aborting.
 Please, commit your changes or stash them before you can merge.

 Ok, I remember tweaking the file Aircraft/f-14b/Nasal/SAS.nas a few weeks
 ago, and in the mean time I've done a git stash and git stash apply to
 get around this problem before.  I could probably do it again.
 But here's my question.  Now that I've done the git stash and git stash
 apply commands, when I run git diff, I don't see my local differences.  Is a
 git stash apply similar to a git commit in that it actually commits my local
 edits to my local repository.
 When I'm just fiddling around, I'd prefer some times to just carry my edits
 forward as non-committed edits so it's easy to see what I've fiddled with
 and can clean things up if I no longer need or want my local tweaks.
 What's the best way now to see what my local changes are after doing a git
 stash apply?  What is the best way to carry local experimental edits forward
 while I'm still experimenting and aren't sure if I want to keep them?
 Please explain in simple language. :-)
 Thanks,
 Curt.
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Re: [Flightgear-devel] [Atlas-devel] problem linking SimGear-2.0.0 for Atlas build

2010-12-09 Thread stefan riemens
See also http://fedoraproject.org/wiki/Features/ChangeInImplicitDSOLinking

You might have luck using the fedora provided simgear libraries
(install the SimGear-devel package). I know there are a couple of
fedora patches applied to simgear, a.o. a patch for the linker.

Stefan

2010/12/9 Brian Schack bschack-flightg...@usa.net:
 Dave == dave perry  writes:

    Dave Hi, I just upgraded to fedora 14.  FlightGear builds OK from
    Dave yesterday's git with current svn osg and current simgear from
    Dave git.  Also fgrun builds OK.  But I have not been able to build
    Dave Atlas from yesterday's Atlas cvs.  I get the following link
    Dave error compiling SimGear-2.0.0 (from a tar) for use with Atlas
    Dave compile.

 [...]

 It seems that Fedora has made ld a lot pickier than other systems.  I
 don't have Fedora so I can't test it, but as a wild guess, try changing
 the Makefile.am in simgear/screen, adding '-ldl' to the libraries for
 TextRenderTexture:

 TestRenderTexture_LDADD = \
        libsgscreen.a \
        -ldl \
        $(top_builddir)/simgear/debug/libsgdebug.a \
        $(opengl_LIBS)

 No guarantees about whether it will work, or whether it constitutes a
 good solution to the problem.  It might be interested to see how SimGear
 GIT compares to SimGear 2.0.0.

 Brian

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Re: [Flightgear-devel] SegFault on Current Git

2010-12-05 Thread stefan riemens
See also http://fedoraproject.org/wiki/Xorg/Debugging

Stefan

2010/12/5 Olaf Flebbe f...@oflebbe.de:
 Hi,

   I'll post a bug on Fedora's bug
 tracker, but if anyone using this list knows what kind of information I
 can provide to them, that would help.

 Please have a look at http://dri.freedesktop.org/wiki

 Specifically TestingAndDebugging/Capturing debugging info without networking

 Additionally maybe use the driconf tool last Tab (Errorhandling) and
 report if these settings will make a difference. (disabling direct
 rendering, flushing buffers 

 You may try to remove the $(HOME)/.driconf file.

 Cheers,
   Olaf

 PS: My DELL E4300 (intel gm45) was very unstable under ubuntu maverick
 10.10 with fg, and rock solid in lucid (10.04). I switched back...

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Re: [Flightgear-devel] SimGear Shared Object Libaries

2010-08-08 Thread stefan riemens
Just a quick hint -- Fedora has the same shared-libs policy and packages
simgear. I'm pretty sure they have patches you could use straight-away.

Stefan

2010/8/3 Chris Baines cbain...@gmail.com

 Thank you both for your quick responses, this makes the situation more
 clear. Is it possible to resolve the problems I am having compiling
 FlightGear using the method fred suggested? I have tried looking for a
 similar line in the FlightGear makefiles but can't find one?

 Thanks again,

 Chris

 On Tue, 2010-08-03 at 14:01 -0500, Curtis Olson wrote:
  Hi Chris,
 
 
  I do understand the Debian policy of compiling all libraries as shared
  libs, and understand there are many good reasons to have that policy.
   However, simgear does not official support being compiled as shared
  libs.  From a practical standpoint, there really isn't much value in
  this.  The specific version of SimGear is *very* closely linked to the
  specific version of FlightGear, and FlightGear can't run with
  mismatched versions.  Compiling C++ code into shared libraries can
  become a bit snaky due to different name mangling rules between
  compilers and even different versions of the same compiler.  Very
  likely FlightGear is the only application that will ever link to
  simgear on a person's system.  Developing two closely linked packages
  where one is built as a shared lib can be a pain for a couple
  different reasons.  libtool can be a pain for a couple reasons too.  I
  realize none of this will cause Debian to want to change it's shared
  library policy, but hopefully it shows that our logic isn't completely
  random either.
 
 
  FlightGear typically is not opposed to reasonable changes if it helps
  someone somewhere without confusing or complicating the code, so if
  there are easy, straightforward ways to untangle the interdependencies
  you are encountering as shared libs, I don't think we'd flat rule
  those out.  However, our policy is that SimGear should be compiled as
  a static lib, so we aren't going to completely restructure the code
  and the build system to directly support building simgear as shared
  libraries.
 
  Regards,
 
  Curt.
 
 
 
  On Tue, Aug 3, 2010 at 1:45 PM, Chris Baines wrote:
  Hello,
 
  I am trying to update the SimGear package in Debian (from
  1.9.1 to
  2.0.0), I have packaged the current version of fgrun and plan
  to upload
  it, but it only compiles with SimGear (v2.0.0).
 
  The current Debian Maintainer is as far as I can tell not
  active at the
  moment, which is why I have ended up trying to upgrade the
  package
  myself. The Maintainer has included a makefile that takes the
  static
  libraries and makes them is to shared object libraries.
  However these
  libraries have circular dependencies that I cant seam to
  solve. For
  instance the following shared object libraries are
  interdependent on
  each other:
 libsgprops -- libsgmisc
 libsgprops -- libsgstructure
 libsgmaterial -- libsgutil
 libsgtiming -- libsgstructure
 
  This prevents me from compiling FlightGear with the package as
  it errors
  like:
 
 
  /usr/lib/gcc/i486-linux-gnu/4.4.5/../../../../lib/libsgstructure.so:
 undefined reference to `SGTimeStamp::stamp()'
 
  Is this something you can help me with?
 
  Thanks,
 
  Chris
 
 
 
 
 
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[Flightgear-devel] Compilation broken

2010-07-02 Thread stefan riemens
Hi all,

After doing git pull, flightgear doesn't configure anymore:

../flightgear/configure --prefix=/home/stefan/flightgear/install
--with-simgear=/home/stefan/flightgear/install
--with-osg=/home/stefan/flightgear/install
configure: error: cannot find sources (src/Aircraft/aircraft.cxx) in
../flightgear or ..

Looks like James forgot to update the autoconf scripts...

Thanks,
Stefan

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Re: [Flightgear-devel] Compilation broken

2010-07-02 Thread stefan riemens
Hmm, I'm sorry... it doesn't.

Thanks, Stefan

2010/7/2, James Turner ja...@bugless.co.uk:

 On 2 Jul 2010, at 10:04, stefan riemens wrote:

 After doing git pull, flightgear doesn't configure anymore:

 ../flightgear/configure --prefix=/home/stefan/flightgear/install
 --with-simgear=/home/stefan/flightgear/install
 --with-osg=/home/stefan/flightgear/install
 configure: error: cannot find sources (src/Aircraft/aircraft.cxx) in
 ../flightgear or ..

 Looks like James forgot to update the autoconf scripts...

 You updated at an unlucky time - I've fixed this and some other niggles, it
 should all be building cleanly again now.

 James
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Re: [Flightgear-devel] Compilation broken

2010-07-02 Thread stefan riemens
Check, that fixed it. Thanks a lot! (should have thought of this myself...)

Stefan

2010/7/2, James Turner ja...@bugless.co.uk:

 On 2 Jul 2010, at 13:11, stefan riemens wrote:

 Hmm, I'm sorry... it doesn't.

 Hmmm ... check configure.ac no longer refers to Aircraft/aircraft.cxx

 Ah, perhaps you need to re-run autogen.sh!

 James

 'I love the GNU autotools'


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Re: [Flightgear-devel] Installed, doesn't run.

2010-06-13 Thread stefan riemens
Just a general FYI, installing the nvidia driver is not really that
hard in fedora, you just need to know how to do it:
1) Install the rpmfusion repos (rpmfusion.org contains instructions)
2) Run yum install kmod-nvidia -- this will install the driver
3) Edit /etc/grub.conf (as root), adding nomodeset to every line
starting with kernel
4) Reboot

Done!

Stefan

2010/6/13, james j. brennan j...@kingmont.com:
 My install of flightgear ran fine once the non-free nvidia drivers got
 installed (which was VERY EASY with Ubuntu. and which proved to be V E R Y
 difficult with both Debian and fedora).

 In fact I've just spent the entire day at an install fest put on by a
 local Linux users group, and we never did get them installed in either of
 those systems !!!  We finally gave up up frustration!

 (Older DELL M 50 laptop with an Nvidia video card in it)

 jj




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Re: [Flightgear-devel] Windows Telnet Problem

2010-05-10 Thread stefan riemens
You should use the --fg-root= flag to point fg to your data tree!

2010/5/10, Christian Menge christ...@freedomworks.ca:
 Hey Guys,



 We are developing a custom / demo panel and trying to work with FG telnet.
 When trying to run the server we get the following error.



 COMMAND:



 fgfs -telnet=5401



 ERROR:

 Base package check failed . Found version [none] at: ..\data

 Please upgrade to version: 2.0.0





 o/s IS Windows 7 with FlightGear V2.0.0



 Thanks!



 Christian



 FreedomWorks Inc.



 US: 609-858-2290

 Canada: 905-228-0285

 Fax: 347-296-3666

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Re: [Flightgear-devel] link problem on new 64 bit system

2010-04-03 Thread stefan riemens
I think a simple yum install openal-soft-devel should fix your issue.
That will install the headers and libopenal.so. No need to do manual
symlinking.
At least, I don't need to do so, and I have practically the same setup...

Good luck

2010/4/3, John Denker j...@av8n.com:
 On 04/03/2010 10:21 AM, dave perry wrote:
 I get the following error compiling fgfs.

 /usr/bin/ld: cannot find -lopenal

 But /usr/lib64/libopenal.so.0 = libopenal.so.1 = libopenal.so.1.11.753.

 Note that libopenal.so (with no suffix) is not listed.

 My .bashrc has the line
 export
 LD_LIBRARY_PATH=/usr/lib:/usr/lib64:/usr/local/lib:/usr/local/lib64:/usr/local/lib/osgPlugins

 so I don't see why ld is not finding -lopenal?

 As a test (and, probably, a workaround) try installing a symlink
 with the name libopenal.so.

 

 This of course leaves two unanswered questions:
  1) Why is libopenal.so missing from the out-of-the-box system?
  2) Why was its absence not detected during the autoconfigure step?

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Re: [Flightgear-devel] dme fix

2010-03-08 Thread stefan riemens
Just to let you know, I received the first mail just fine...

2010/3/8, syd adams adams@gmail.com:
 My first email seems to have vanished , so here goes again ...
 I fixed the dme so that it writes the source frequency to
 dme/frequencies/selected-mhz , which allows
 dme hold to use source 2 (nav[1]) .
 This was probably intended in the first place.
 Cheers


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Re: [Flightgear-devel] reversible ILS

2009-12-20 Thread stefan riemens
Hi all,

I'd like to do a suggestion here, although I'm not able to code it
myself (I'm sorry...)

How about making allowing one to set the proposed
preferred-approach-deg property, but not requiring it. IE, if it is
not set, apply the current heuristic or some to be developed improved
heuristic. This would not change current behaviour, but it would
improve the situation.

Thanks,
Stefan

2009/12/20, John Denker j...@av8n.com:
 On 12/20/2009 05:06 AM, James Turner wrote:

 Anyway, my objection is that delegating the active runway to a user
 property (or menu item) is abdicating a hard problem to the user,

 It's not just hard, it's ESP-complete.

 ... for most users
 it's a confusing setting.

 The more relevant question would be, is it more confusing
 or less confusing than what we have now.

 Right now, every approach that involves a reversible ILS is
 unflyable.  In some cases you can't fly the missed approach
 segment, while in other cases you can't even fly the final
 approach segment.  That seems kinda confusing to me.

 For better or worse, MSFS and X-Plane do
 *not* require such a piece of user interaction, and therefore it is
 my position that we should not either. Clearly they have a better
 heuristic than we do - what I would like is for someone to propose a
 better heuristic. (My personal guess is that the heuristic will be
 based on local surface winds, but who knows, as ever I am not a
 pilot)

 A better heuristic?  Better than what?  Right now *all*
 reversible ILSs are broken in FG.

 Basing the decision on wind would be an improvement over
 what FG is currently doing.  However, basing it on wind
 _alone_ would make it hard to practice a circle-to-land
 approach, which is something that real-world pilots need
 to practice.  Also, deciding based on the _instantaneous_
 local wind is a losing proposition, since the wind might
 shift while you are in the middle of an approach.

 The submitted code that looks at preferred-approach-deg
 _allows_ but does not _require_ you to align the approach
 with the wind.  This is an argument for adopting the code,
 not for discarding it.

 Having a preferred-approach-deg setting is clearly Pareto-
 superior to what FGFS is currently doing ... and is quite
 possibly superior to whatever Xplane and MSFS are doing.

 Aka 'figure out what the user wanted, and do it'. I know John alluded
 to ESP, but I regard that as abdication - we simply need to try /
 think harder about a workable heuristic, instead of abandoning the
 idea in favour of a setting.

 Everyone is welcome to try / think harder.  In the meantime,
 implementing an interim solution that is both realistic and
 useful is better than sticking with something that is completely
 broken.

 If somebody has a specific proposal (or, better yet, code)
 that works better than the preferred-approach-deg scheme,
 please let us know.

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Re: [Flightgear-devel] FC12 openal and pulseaudio question

2009-11-29 Thread stefan riemens
I'm currently compiling the current cvs, I'll tell you the result when
that finishes... (may be tomorrow, data updates are pretty
long-taking...)

Stefan

2009/11/29, dave perry skida...@mindspring.com:
 Update on symptoms:

 I went back to osg-2.8.2, updated SimGear, fgfs, and data from cvs.
 Recall that I upgraded from FC10 to FC12 using preupgrade.  Sound is
 fine in several other applications.  My first run of fgfs had no sound
 and great frame rates (throttled to 30) at KHAF and KSFO.  When I used
 file  Quit  Exit to try and end fgfs, it locks up completely.  If I
 minimize the window and then maximize the window, it is black.  I then
 used Applications  System Tools  System Monitor to kill the fgfs
 process.  fgfs process is using 100% of cpu before I kill it. When I
 restart fgfs, it has very poor frame rate and crackly sound.  If I kill
 the pulseaudio process, and then run fgfs, pulseaudio process is back, I
 am back to no sound and great frame rates and when I exit fgfs, it locks
 up again.

 Anyone successfully using fgfs with sound in FC12?

 Dave P.

 Curtis Olson wrote:
 On Sat, Nov 28, 2009 at 8:31 PM, dave perry wrote:

 Hi,

 I used the preupgrade to FC12 from FC10 this Saturday on my ASUS
 notebook (Intel core2 duo).  This installed
 openal-soft-1.10.622-2
 openal-soft-devel-1.10.622-2  and
 pulseaudio-0.9.21-1

 I had to use OpenSceneGraph-2.9.5 as the svn up for osg broke fgfs
 link.

 With the above I either get good frame rates (same as in FC10) and no
 sound or crackly sound with very low frame rates depending on how I
 launch fgfs.

 Question:  What versions of openal and pulseaudio are others with FC12
 using that give good sound and performance?


 I have a machine here where I did the upgrade from Fedora 10 to Fedora
 11 and I see similar symptoms to what you report in your FC10-FC12
 upgrade.  For the most part, all other audio apps are just fine on
 this machine.  I can play youtube videos, I can play mp3's and audio
 CD's.  I hear the desktop sound effects, etc.  But audio for
 FlightGear has been totally hosed since my upgrade.

 I have another machine (laptop) which I installed FC11 directly, and
 audio with respect to FlightGear is better.  I generally hear what I
 should here, but there is quite a bit of static/crackling mixed in, so
 it is far from perfect.

 Erik mentioned running openal-info or alcinfo, but neither of these
 are installed on my machine with my version of openal or alc:

 $ rpm -aq openal
 openal-0.0.9-0.17.20060204cvs.fc11.i586

 As others have pointed out, pulseaudio (despite it's imperfections) is
 installed by default on a lot of current distributions.  It seems like
 we should try to find a way to work with it some how.  I personally
 don't want to uninstall pulseaudio from my system and then have to
 struggle with all my other individual apps to reconfigure their audio
 and get them back to a working state ... right now, FlightGear seems
 to be the only app I have that isn't playing nice with pulseaudio.

 Even my virtual machine (windows XP running inside my Linux host)
 happily plays all it's sound effects through my linux host system.

 Regards,

 Curt.
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Re: [Flightgear-devel] more sound problems with Tuesday cvs update

2009-11-25 Thread stefan riemens
Alternatively, upgrade to something newer. I have found PulseAudio has
much improved since f10. (I'm a long-time fedora user myself as well).
F10 is going to be end of life (no more updates) within a month time
anyway. F12 has been great for me...

2009/11/25, Victhor Foster victhor.fos...@gmail.com:
 Uninstall PulseAudio. I used to have those problems and they're gone
 after I removed it.

 2009/11/25 Heiko Schulz aeitsch...@yahoo.de:
 Hi Erik,
 Hi Erik,

 I have two systems running fgfs.
 (1)  AMD Athlon XP 3200+ with-up to-date FC10
 (pulseaudio-0.9.14-3.fc10.i386)
 (2)  Intel Core 2 duo with-up to-date x86_64 FC10
 (pulseaudio-0.9.14-3.fc19.x86_64)

 Before the recent updates, both had normal cockpit sound
 but no marker
 beacon or nav ident sounds as well as working Doppler in
 fly-by view.
 How ever, in  outside orbit view, the sound pitch
 depended on the
 viewers direction from the aircraft.

 Now, on both systems, the cockpit  sound is normal
 when the  aircraft is
 stationary, but as soon as velocity is non zero , the sound
 becomes
 crackly  something like the right sound is fighting
 with a very low
 pitched sound.  Also,  Doppler is  now very
 broken with only the  very
 low pitched rumble and a crackle or pop when the closing
 speed goes from
 positive to negative.

 Hope this is helpful,

 Dave P.

 I have to add that Sound volume is broken too now,(but Mute is working),
 and mk-viii as well. Can't hear them anymore

 Kind Regards
 HHS

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Re: [Flightgear-devel] [GIT] various fixes including atcvoice, commlist and nans

2009-10-26 Thread stefan riemens
Unfortunately, this has broken mingw x-compilation for me:

i686-pc-mingw32-g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../..
-I../../src  -I/usr/i686-pc-mingw32/sys-root/mingw/include  -O2 -g
-pipe -Wall -Wp,-D_FORTIFY_SOURCE=2 -fexceptions
--param=ssp-buffer-size=4 -mms-bitfields -D_REENTRANT -MT ATCVoice.o
-MD -MP -MF .deps/ATCVoice.Tpo -c -o ATCVoice.o ATCVoice.cxx
ATCVoice.cxx:42: error: expected unqualified-id before '' token
make[2]: *** [ATCVoice.o] Error 1
make[2]: Leaving directory `/home/stefan/flightgear/flightgear/src/ATCDCL'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/stefan/flightgear/flightgear/src'
make: *** [all-recursive] Error 1

Thanks,
Stefan

2009/10/26, Erik Hofman e...@ehofman.com:
 Csaba Halász wrote:
 On Mon, Oct 26, 2009 at 10:08 AM, James Turner zakal...@mac.com wrote:

 For these kind of fixes, I'd much rather you committed them straight
 away to CVS, because it's easy for anyone to look at a single NaN fix
 (or whatever) and convince themselves it's correct - or raise an
 objection. When many trivial fixes are combined like this, the odds of
 someone reading through the whole diff is going to be lower.

 I can't commit anything to cvs, so that's out of the question. And I
 hope I will never need to because we finally get rid of CVS :)
 Gitorious commits provide the relevant changes separately. See here:
 http://gitorious.org/~jester/fg/jesters-clone/commits/nan-fixes Each
 commit can be clicked and you get the relevant diff, such as
 http://gitorious.org/~jester/fg/jesters-clone/commit/99373b02c2e8d09a780de2e4c4b2b175437a05b6

 But I have offered diffs, just say if you want a particular one :) I
 have attached the one for ATCVoice.

 This patch has been committed. Thanks, it was due time.

 Erik

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Re: [Flightgear-devel] [GIT] various fixes including atcvoice, commlist and nans

2009-10-26 Thread stefan riemens
Excuse me, sorry for wasting time... Indeed a cvs conflict!

2009/10/26, Csaba Halász csaba.hal...@gmail.com:
 On Mon, Oct 26, 2009 at 5:18 PM, stefan riemens fgfs.ste...@gmail.com
 wrote:
 Unfortunately, this has broken mingw x-compilation for me:
 ATCVoice.cxx:42: error: expected unqualified-id before '' token

 Please make sure you don't have a cvs conflict. Line 42 should be
 using namespace std;  and no  around there.

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Re: [Flightgear-devel] heads up - effects

2009-07-17 Thread stefan riemens
The current simgear cvs version doesn't compile for me either. I'm on
fedora 11, with gcc 4.4.0. I've tried with both osg 2.8.0 (system
version) and osg trunk. See the builderror here:
http://briemens.com/fs/simgear-build-error

Thanks,
Stefan

2009/7/16, Frederic Bouvier fredfgf...@free.fr:
 Hi Tim,

 - Tim Moore a écrit :

 I've checked in the initial work on my effects framework. This allows
 one specify OpenGL attributes,
 including shaders, in .eff files. For the moment these are only
 associated with terrain materials.

 The default effect for terrain has a shader that does per-pixel
 lighting, with a fallback to the
 traditional pipeline if a system doesn't support shaders. This effect
 is in Effects/terrain-default.eff.
 Also, you can disable the use of shader effects with the property
 /sim/rendering/shader-effects.

 In the coming weeks there will be more documentation and examples, as
 well as effects for models, of course.

 Let me know if anything breaks,

 I was awaiting your changes eagerly, but I'll have to admit I won't be able
 to build a win32 binary before I go to my holiday location. The main problem
 I am facing is that simgear::props::BOOL conflict with a BOOL typedef inside
 windows.h ( same for INT, LONG, FLOAT  DOUBLE ). It's ok to use the fully
 qualified name, but the using namespace simgear::props directive creates an
 ambiguity. Second one is that the dependency on SGVec3 type inside props.hxx
 needs more that forward declarations, and that creates a lot of problems to
 include SGMath.hxx inside props.hxx.

 I will try to address that when I come back.

 Regards,
 -Fred


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Re: [Flightgear-devel] heads up - effects

2009-07-17 Thread stefan riemens
Thanks, it is indeed

Stefan

2009/7/17, Tim Moore timo...@redhat.com:
 stefan riemens wrote:
 The current simgear cvs version doesn't compile for me either. I'm on
 fedora 11, with gcc 4.4.0. I've tried with both osg 2.8.0 (system
 version) and osg trunk. See the builderror here:
 http://briemens.com/fs/simgear-build-error

 Thanks,
 Stefan

 That problem should be fixed in CVS.

 Tim

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Re: [Flightgear-devel] drivers

2009-07-16 Thread stefan riemens
Have you tried using the the proprietary FGLRX driver from rpmfusion?
I don't have this card myself, so i can't verify whether it works.
It's the first thing to pop to mind tho.

BTW, this should have probably been sent to the flightgear-users mailinglist...

Regards,
Stefan

2009/7/16, James J. Brennan j...@kingmont.com:
 I have purchased a new Dell laptop which has an ATI Radeon Mobility HD
 3670 vido card installed.

 I've placed FEDORA 11 (32 bit) on it and downloaded Flightgear which
 fails to run.  (I also tried the Fedora 11, 64 bit version with the same
 result)

 Problem is that the drivers that I have do not support hardware accel.

 I've downloaded what I think is the correct driver installation package
 from ATI, but after installing it I lost the video display!

 (What I have is   ati-driver-installer-9-5-x86.x86_64.run .)

 I uninstalled it (with some difficulty) and now have the display back,
 but (of course) Flightgear still is inop.

 Has anyone had any luck in getting this card to work?
 Any thoughts will be appreciated!

 jj

 http://kingmont.com




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