Re: [Flightgear-devel] Redhat (vs debian) / BSD OK?

2002-03-17 Thread Martin Spott

 The problems people have with the xBSD have nothing to do with FGFS.
 Once you've got all the dependencies (i.e. GL, PLIB, MK, etc) working,

You might get in trouble with some graphics boards that are not supported by
XFree86/DRI. I know that there is a project to build something that is
comparable to the NVidia Linux kernel module but I don't know by now how far
development has gone now,

Martin.
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Re: [Flightgear-devel] Redhat (vs debian) / BSD OK?

2002-03-17 Thread Martin Spott

 FWIW on a SuSE 7.3 system I had to downgrade (install parallel actually)
 autoconf. Just pointing out SuSE needed a little tweak too.

I would'nt call it that way. Autoconf on SuSE-7.3 works pretty nice. The
only tweak is that you have to run 'aclocal' with '-I .'. I know this
because I do build FlightGear from CVS on a daily basis, using SuSE-7.3.
I once asked to include this into the 'autogen.sh' script but nobody
noticed, so I'm running my own stuff:

# ls CVS  /dev/null  (libtoolize --copy --force; aclocal -I .; autoheader; automake 
-a; autoconf)


Martin.
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Re: [Flightgear-devel] How to define a new airport

2002-03-17 Thread Martin Spott

 I'd like to define a new airport. How can I do that ? Is there any paper 
 talking about it ? 

There is FlightGear/docs-mini/AptNavFAQ.FlightGear.html with lots of useful
information but I have the impression that you need to regenerate scenery at
this location to include the new airport.

 [...] Is there any place where we can get coordinates of all 
 airports around the world ?

http://www.aircraft-charter-world.com/airports/
http://www.worldaerodata.com/


These might serve as a starting point. But they list only those who are
officially 'open'. BTW, if anyone has data on FX01 (Chambley Airbase in
France where the annual RSA meeting takes place) - o.k., I admit, I'm
repeating myself 

Martin.
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[Flightgear-devel] Why not use assert()?

2002-03-17 Thread Nicolai Czempin

Hello,

what's wrong with using
#include assert.h
...
assert(some_condition);

instead of that Null Pointer assignment?

Regards,
Nicolai


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Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-17 Thread Wolfram Kuss

David wrote:

Wolfram mentioned that GMAX-exported models don't work with PLIB
anyway.  

Yes, you can not load the gmax generated MDLs. You can try to use
Quake models as intermdediary file or maybe with Middleman
http://takeoff.to/landing
you could get an *.x file. I have not had time to try either option
myself yet, sorry.

In other cases, the best bet would probably be to load the
model into PPE, name the appropriate objects, then export it to some
other format for FlightGear to use.

Unfortunately, PLIB can generate many thousands of nodes. But we only
need the names for the gear, props etc, which should IMHO work
automatically for MDLs that you can import.

All the best,


David

Bye bye,
Wolfram.

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Re: [Flightgear-devel] OT: SuSE new release ad page

2002-03-17 Thread Christian Mayer

Alex Perry wrote:
 
 http://www.suse.com/us/products/suse_linux/i386/games.html

nearly the same text as for 7.3:
http://www.suse.com/us/products/suse_linux/73/games.html

CU,
Christian

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Re: [Flightgear-devel] OT: SuSE new release ad page

2002-03-17 Thread Martin Spott

 http://www.suse.com/us/products/suse_linux/i386/games.html

Yep, I've been pushing them a bit to make a build of the new release of
FlightGear  :-)
Unfortunately this will not include all the nice stuff that went in in the
meantime (c310 crashes on gear retraction   ;-). I'll figure out how to
build a suitable replacement' package from the CVS tree,

Martin.
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re: [Flightgear-devel] Anyone recognize this problem?

2002-03-17 Thread David Megginson

William Earnest writes:

  In file included from 
  /usr/local/lib/gcc-lib/i686-pc-linux-gnu/2.95.2/../../../.
  ./include/g++-3/iostream.h:31,

This doesn't look good -- somehow, include files from G++ 2.95.2 and
G++ 3.0 seem to be getting mixed up.


All the best,


David

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re: [Flightgear-devel] Blinking model lights

2002-03-17 Thread David Megginson

Jim Wilson writes:

  If I was going to add blinking lights to the model animation code,
  how would I do the timing?

This is still on my TODO list, together with LOD and other conditional
hiding and showing.  Were you thinking of blinking by swapping
objects, or by changing colour/texture?


All the best,


David

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re: [Flightgear-devel] Redhat (vs debian) / BSD OK?

2002-03-17 Thread David Megginson

Greg Long writes:

  My question is primarily this: Other that personal preference, is there
  any major need to install Debian over RedHat Linux 7.2 for FlighGear
  development?  I notice the gcc issue in the FAQ, but I should be cool on
  that with 7.2, though I'll check.

I think that we have many RedHat users working with FlightGear, so
there should be no problem.  We'll convert you to Debian some other
time.

  I have a friend who might join in as well, and he has an OpenBSD setup.
  If there are any known issues with FlightGear work on that platform
  please advise.

That's great -- I think we have very few OpenBSD users, and the more
the merrier for hunting down bugs, etc.


All the best,


David

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re: [Flightgear-devel] How to define a new airport

2002-03-17 Thread David Megginson

Sergio Roth writes:

  I'd like to define a new airport. How can I do that ? Is there any paper 
  talking about it ? Is there any place where we can get coordinates of all 
  airports around the world ?

The airports are defined in $FG_ROOT/Airports/default.apt.gz, but they
don't appear on the fly -- you have to rebuild your scenery using
TerraGear, and that's non-trivial.  I'd like to add dynamic airport
generation at some point in the future, but it's a big job.


All the best,


David

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson

Alex Perry writes:

   Fair enough.  I certainly overengineered props.[ch]xx, in anticipation
   of all kinds of sophisticated stuff that people never bothered doing.
   I've been learning, slowly, from the XP people to build only for today
   (all my training previously was to anticipate future needs, and it's
   hard to let that go).
  
  It's nice to have a concept that can support all that stuff if/when we
  have an excuse to make use of it.  Put the methods and stuff into the
  header file, with a comment that they are not implemented yet, and have
  the implementations break if used.  That makes it easier to have backward
  compatible code when the snazzy features get added.

Yes, except that I think we're paying a price with a couple of levels
of unnecessary indirection and with code that no one but me can
understand.  I'd like to keep most of the user-level stuff intact, but
to remove the developer-level stuff we're not actually using and
reduce the number of layers.  

One thing that has impressed me about Andy Ross's code over most of
the rest of FlightGear (including any of my own contributions that I
haven't looked at for a few months) is that I was able to understand
most of his code immediately.  Part of that is because he uses good,
clear design patterns, but a lot of it is because he is a good
practitioner of worse-is-better: when in doubt seems to err on the
side of leaving stuff out rather than putting it in.

From my experience both on open source and on large commercial
projects, I've come to agree entirely with the XP people on certain
points:

1. Never write code that you don't need right now, and never make a
   design more complicated than it needs to be for today.  On average,
   it's cheaper to add one new feature later, when it's needed, than
   to waste time and obfuscate code by adding twenty new features now
   purely on spec.

2. Deleting code is as important as writing code.  Never leave old
   code lying around.  Instead of commenting or #ifdef'ing stuff out,
   delete it.  If no one's using a particular class or method any more,
   delete it.  If only a class or method is used in only a couple of
   places, try refactoring the code to use a different approach then
   delete the class or method.

Curt and I disagree on the second point but try (most of the time) to
respect each-other's opinions.  Personally, I believe that (especially
with CVS and ediff-revision in XEmacs for restoring old stuff) the
cost of leaving in a lot of commented-out old code is painfully high
-- it makes the code hard to understand and maintain, so people tend
not to touch it until either something breaks or the whole development
stalls.  We have to try to write code that a new developer can
understand the first time through, and that means keeping it short and
simple and avoiding indirection and subclassing wherever possible (the
last point shouldn't be controversial, since modern OO design frowns
on excessive subclassing anyway).

For the record, I don't agree with the XP people on team programming
or the unimportance of documentation.


All the best,


David

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re: [Flightgear-devel] Norman's change and the PointInTriangle

2002-03-17 Thread David Megginson

Alex Perry writes:

  Can we patch the sgdPointInTriangle back to PointInTriangle
  _and_ keep the improvements from Norman in the tree ?

I think we just need to #ifdef for the PLIB version.


All the best,


David

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re: [Flightgear-devel] simple tower view

2002-03-17 Thread David Megginson

Michael Selig writes:

  I am wondering does the view manager work-in-progress support a simple 
  tower view at this stage?  Having gone from our non-CVS tower view in 0.7.8 
  to a recent CVS checkout leaves me wishing for more.

Jim Wilson is working on the rewrite.  We do plan to support tower
view (and other interesting views) very soon, but I don't know if it
will be in the first take or not.


All the best,


David

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Re: [Flightgear-devel] simple tower view

2002-03-17 Thread David Megginson

Michael Selig writes:

  That would be nice, but even something simple that puts the viewpoint 200 
  ft above the runway behind the aircraft would be great to start with.  That 
  view is a help when building and testing the new aircraft models.  It also 
  makes the sim well-primed for R/C use.

We have a center lon/lat/alt for every airport.  For small airports,
unfortunately, that's often the runway center, but it should still be
useful as a starting tower location until we have better data.


All the best,


David

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Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Erik Hofman

Norman Vine wrote:
 Erik Hofman writes:
 
Norman Vine wrote:


I'd better just go back into lurk mode I guess

Preferably not. The code improves the framerate by a factor which you
meantioned earlier, but also makes the framerate quite steady.

So you must have done something right!

 
 The routine is useless if it isn't perfect though :-(

Well that's been solved. Thanks!

  
 But as you say the improvement is rather dramatic esp. when
 in the vicinity of an airport and it's MANY 'teeny' triangles :-)

I'm realy impressed by the effect of the code. The higher I get, the 
higher the framerate! This makes me believe we could actually enlarge 
the view range when getting at a higher altitude.

I start from 10 fps on the runway all the way up to 22 fps at 5000 feet 
(when starting with --disable-skyblend). Deactivating the textures at 
that altitude gives even 27 fps!

This *must* be the right way. ;-)

Thanks again Norman.

Erik


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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-17 Thread David Megginson

Jonathan Polley writes:

  I have made an attempt to describe the contents of 'preferences.xml.'   
  Could someone knowledgeable in the properties list and preferences.xml 
  file let me know if I am understanding things correctly?  Also, is there 
  any information about what each component of FlightGear needs from the 
  property list (i.e., the various FDMs, etc.)?
  
  http://homepage.mac.com/eq_fidget/FG_Dox/preferences_xml.html

Just to start, the property tree has nothing to do with Metakit -- we
use Metakit only to hold airport and navaid data.

   path  Aircraft/c172/Panels/c172-vfr-panel.xml/  path
This tells FlightGear where it can find the configuration information for the 
aircraft.  It is the same as using the '--aircraft-dir=' option.

Actually, this is the path to the default instrument panel.
--aircraft-dir is a special option used only by UIUC.

Thanks for starting on this -- it's much needed.


All the best,


David

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Re: [Flightgear-devel] simple tower view

2002-03-17 Thread Erik Hofman

David Megginson wrote:
 Michael Selig writes:
 
   I am wondering does the view manager work-in-progress support a simple 
   tower view at this stage?  Having gone from our non-CVS tower view in 0.7.8 
   to a recent CVS checkout leaves me wishing for more.
 
 Jim Wilson is working on the rewrite.  We do plan to support tower
 view (and other interesting views) very soon, but I don't know if it
 will be in the first take or not.

Talking about views.
Currently when looking around in the cockpit you turn around a single 
point (if I recall it correctly). Wouldn't it be nessercary to actually 
incoorporate the eye distance from the middle of the head into that 
action (and limit the rotation to about 270 degrees). It would seem more 
natural that way (for me at least ;-))

Erik


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RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Norman Vine

Erik Hofman writes:

I'm realy impressed by the effect of the code. The higher I get, the 
higher the framerate! This makes me believe we could actually enlarge 
the view range when getting at a higher altitude.

Cool glad it works for you

but IMHO what is needed are imposter tiles

imposters are where you use a 'texture only substitute
for the geometry that are computed on the fly 'often enough'
This is 'radical' LOD but in our case the tiles out on the 
boundary are really just 'little slivers' and there is no need for 
anyting else.  I would think that we could easily lump many
tiles together into these impostors to form a 2 level ring of
'near' and 'far' impostors around our current scenery.  

This will of course work best for slow flying aircraft but I don't 
see any need for these impostors to need to be updated
ie regenerated any more often then say once per tile change
for the near impostors and once every 'several' tile changes
for the 'far impostors''.  This of course could be spread out over
tile change period so the effect on the frame rate should be quite
small  certainly less then the improvement the new hitlist gives .

Doing something like this would allow flying with an effective tile 
radius of at least an order of magnitude greater then what you
can do now at almost the same fps :-)

Cheers

Norman


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RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Jon Berndt

 Erik Hofman writes:
 
 I'm realy impressed by the effect of the code. The higher I get, the 
 higher the framerate! This makes me believe we could actually enlarge 
 the view range when getting at a higher altitude.

This would be really nice for very high flying (X) aircraft.

Jon


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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson

David Megginson writes:
 One thing that has impressed me about Andy Ross's code over most of
 the rest of FlightGear (including any of my own contributions that I
 haven't looked at for a few months) is that I was able to understand
 most of his code immediately.  Part of that is because he uses good,
 clear design patterns, but a lot of it is because he is a good
 practitioner of worse-is-better: when in doubt seems to err on the
 side of leaving stuff out rather than putting it in.
 
 From my experience both on open source and on large commercial
 projects, I've come to agree entirely with the XP people on certain
 points:
 
 1. Never write code that you don't need right now, and never make a
design more complicated than it needs to be for today.  On average,
it's cheaper to add one new feature later, when it's needed, than
to waste time and obfuscate code by adding twenty new features now
purely on spec.

I know you are making a point by using extereme wording, but if you
are running through the woods, it doesn't hurt to look up once in a
while.

 2. Deleting code is as important as writing code.  Never leave old
code lying around.  Instead of commenting or #ifdef'ing stuff out,
delete it.  If no one's using a particular class or method any more,
delete it.  If only a class or method is used in only a couple of
places, try refactoring the code to use a different approach then
delete the class or method.
 
 Curt and I disagree on the second point but try (most of the time) to
 respect each-other's opinions.

Perhaps you misunderstand my position.  It's one thing to delete
crufty old useless code.  However, there may be reasons to keep old
code #ifdef'd in.  And it certainly doesn't hurt to ask before you
delete someone else's old code.

 Personally, I believe that (especially with CVS and ediff-revision
 in XEmacs for restoring old stuff) the cost of leaving in a lot of
 commented-out old code is painfully high -- it makes the code hard
 to understand and maintain, so people tend not to touch it until
 either something breaks or the whole development stalls.

I think there needs to be a balance here.  Yes, cruft can get in the
way, but code represents knowledge.  Code represents experience.  Code
is the solution to a problem.

For myself personally, if I am the author of a section of code, and if
I am the one who has to maintain it and answer questions, I
*certainly* should have the right to leave comments and hints and
'knowledge' and 'experience' included in that body of code.  There may
be very good reasons why the author includes it that aren't
immediately obvious.

If something doesn't make sense, or seems out of place, there's no
harm in asking ... perhaps the author will look at the 'cruft' and say
oh yea, nothing valuable there, we can axe it.  But perhaps the code
is there is for valid reasons and it's worth keeping.

 We have to try to write code that a new developer can understand the
 first time through, and that means keeping it short and simple and
 avoiding indirection and subclassing wherever possible (the last
 point shouldn't be controversial, since modern OO design frowns on
 excessive subclassing anyway).

Yup, on this point I agree with you completely.

Curt.
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Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Norman Vine

David Megginson writes:

For the record, I don't agree with the XP people on team programming

Hopefully you will eventually come to embrace that concept too. :-)

Cheers

Norman

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re: [Flightgear-devel] Redhat (vs debian) / BSD OK?

2002-03-17 Thread Jon Stockill

On Sun, 17 Mar 2002, David Megginson wrote:

 I think that we have many RedHat users working with FlightGear, so
 there should be no problem.  We'll convert you to Debian some other
 time.

distro holy war
At this point I'll just add that Slackware users don't have any problems -
it flightgear is happy on a default install.
/distro holy war

:-)

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson

Curtis L. Olson writes:

  I know you are making a point by using extereme wording, but if you
  are running through the woods, it doesn't hurt to look up once in a
  while.

I preached full interface design in advance through much of the 1990s
-- it seemed like a good idea.  I now freely renounce that view.  Dead
code is just too expensive to keep around; I'm willing to bet that
FlightGear contributors spend more time trying to understand existing
code (including mine) than writing new code.

  Perhaps you misunderstand my position.  It's one thing to delete
  crufty old useless code.  However, there may be reasons to keep old
  code #ifdef'd in.

This is where we disagree -- keeping it in makes the code much harder
for new (and existing) contributors to read and understand, gives
false hits when searching for variables and method calls, etc. etc.
With CVS, it's trivially easy to look at or restore old code later if
we need to; I'm strongly in favour of keeping the onscreen code short,
clean, and uncluttered.  Unlike the XP people, however, I am a big
supporter of explanatory comments.

There are parts of FlightGear that have a single, well-known
maintainer (such as YASim or WeatherCM), but a lot of the dead code is
in the well-trodden public corridors of FlightGear, like fg_init.cxx,
main.cxx, etc.


All the best,


David

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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Jon Berndt

 This is where we disagree -- keeping it in makes the code much harder
 for new (and existing) contributors to read and understand, gives
 false hits when searching for variables and method calls, etc. etc.
 With CVS, it's trivially easy to look at or restore old code later if
 we need to; I'm strongly in favour of keeping the onscreen code short,
 clean, and uncluttered.  Unlike the XP people, however, I am a big
 supporter of explanatory comments.

 There are parts of FlightGear that have a single, well-known
 maintainer (such as YASim or WeatherCM), but a lot of the dead code is
 in the well-trodden public corridors of FlightGear, like fg_init.cxx,
 main.cxx, etc.

I ran into this problem when looking through FlightGear code in the past.
It's hard to keep track of things like:

#ifdef xxx

 ...
 ...

 200 lines of code

 ...
 ...

#else
 ...
 ...

 100 lines of code

 ...
 ...
#endif

If the page being shown does not show the #ifdef, it can be really
confusing. I can't recall any specific examples of this in the code, but I
remember being bitten by this kind of thing a couple of times when perusing
some of the base FlightGear code.

Elimination of dead code (as we all know, CVS is really good for tracking
past changes) and better documentation would be really helpful. We'd like to
be better in JSBSim too - we all face this.

Jon


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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-17 Thread Jonathan Polley

 Just to start, the property tree has nothing to do with Metakit -- we
 use Metakit only to hold airport and navaid data.

I will make that change.

path  Aircraft/c172/Panels/c172-vfr-panel.xml/  path
 This tells FlightGear where it can find the configuration 
 information for the aircraft.  It is the same as using the 
 '--aircraft-dir=' option.

 Actually, this is the path to the default instrument panel.
 --aircraft-dir is a special option used only by UIUC.

 Thanks for starting on this -- it's much needed.

Some of the other XML files are rather easy to figure out (i.e,. keyboard.
xml), but others are not (i.e., the FDM specific files).  Does anyone have 
anything written that describes these?  The materials.xml file has quite a 
nice description at the top.

Thanks,

Jonathan Polley


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RE: [Flightgear-devel] Help with XML and preferences.xml

2002-03-17 Thread Jon Berndt

 Some of the other XML files are rather easy to figure out (i.e,. keyboard.
 xml), but others are not (i.e., the FDM specific files).  Does anyone have
 anything written that describes these?  The materials.xml file has quite a
 nice description at the top.

Can you let us know what is unclear in the FDM files so we can write up a
better explanation?

Thanks,

Jon


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RE: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's obtained

2002-03-17 Thread Greg Long

I might go ahead and give Debian a shot on the install, seems like the
distro of choice, and I have a separate Redhat box (233mhz, don't think
its S3 Virge supports OpenGL, I'd have to look) but I could use that for
testing  Debian seems to be the choice by large, and if it supports
rpm's I might as well muck around with it for a bit.

Despite RedHat's many publicized issues, I will give them credit - the
GUI install is smooth and painless, and works like a champ on the 4
systems I have tried 7.2 on.  The text installer is just as easy really.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Jon Stockill
Sent: Sunday, March 17, 2002 6:08 AM
To: [EMAIL PROTECTED]
Subject: re: [Flightgear-devel] Redhat (vs debian) / BSD OK?


On Sun, 17 Mar 2002, David Megginson wrote:

 I think that we have many RedHat users working with FlightGear, so 
 there should be no problem.  We'll convert you to Debian some other 
 time.

distro holy war
At this point I'll just add that Slackware users don't have any problems
- it flightgear is happy on a default install. /distro holy war

:-)

-- 
Jon StockillPublic Key: C6BD585D
[EMAIL PROTECTED]


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RE: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's obtained

2002-03-17 Thread Greg Long

I forgot to say that Debian must REALLY hide their ISO's - I had to get
these from www.linuxiso.org

Hopefully they boot OKburning ISO #1 right now.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Greg Long
Sent: Sunday, March 17, 2002 8:24 AM
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's
obtained


I might go ahead and give Debian a shot on the install, seems like the
distro of choice, and I have a separate Redhat box (233mhz, don't think
its S3 Virge supports OpenGL, I'd have to look) but I could use that for
testing  Debian seems to be the choice by large, and if it supports
rpm's I might as well muck around with it for a bit.

Despite RedHat's many publicized issues, I will give them credit - the
GUI install is smooth and painless, and works like a champ on the 4
systems I have tried 7.2 on.  The text installer is just as easy really.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]] On Behalf Of Jon Stockill
Sent: Sunday, March 17, 2002 6:08 AM
To: [EMAIL PROTECTED]
Subject: re: [Flightgear-devel] Redhat (vs debian) / BSD OK?


On Sun, 17 Mar 2002, David Megginson wrote:

 I think that we have many RedHat users working with FlightGear, so
 there should be no problem.  We'll convert you to Debian some other 
 time.

distro holy war
At this point I'll just add that Slackware users don't have any problems
- it flightgear is happy on a default install. /distro holy war

:-)

-- 
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[EMAIL PROTECTED]


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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-17 Thread David Megginson

Jonathan Polley writes:

  Some of the other XML files are rather easy to figure out
  (i.e,. keyboard.  xml), but others are not (i.e., the FDM specific
  files).

YASim and JSBSim each uses its own XML format, which is different from
the XML format used by the rest of FlightGear.  For YASim, see
$FG_ROOT/Aircraft-yasim/README.yasim in the base package; for JSBSim,
see the documentation at http://jsbsim.sourceforge.net/.  UIUC uses a
non-XML config-file format.


All the best,


David

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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson

Jon Berndt writes:

  Elimination of dead code (as we all know, CVS is really good for
  tracking past changes) and better documentation would be really
  helpful. We'd like to be better in JSBSim too - we all face this.

Absolutely.  While I don't tend to keep #ifdef's around, some of my
code is pretty badly obfuscated right now, so I need to take care of
the beam in my own eye before I do too much more preaching about
everyone else's slivers.


All the best,


David

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Re: [Flightgear-devel] simple tower view

2002-03-17 Thread Jim Wilson

Michael Selig [EMAIL PROTECTED] said:


 That would be nice, but even something simple that puts the viewpoint 200 
 ft above the runway behind the aircraft would be great to start with.  That 
 view is a help when building and testing the new aircraft models.  It also 
 makes the sim well-primed for R/C use.
 
 Regards,
 Michael
 

Try the pilot offset dialog on the menu.  With the dials you can position the
eye anywhere on a sphere from 1 to 100 meters radius from the model.  It is
great for testing model animations.

Best,

Jim

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RE: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's obtained

2002-03-17 Thread David Megginson

Greg Long writes:

  I might go ahead and give Debian a shot on the install, seems like the
  distro of choice, and I have a separate Redhat box (233mhz, don't think
  its S3 Virge supports OpenGL, I'd have to look) but I could use that for
  testing  Debian seems to be the choice by large, and if it supports
  rpm's I might as well muck around with it for a bit.

Debian is a bear to install but a dream to maintain.  While Magic
Carpet makes it easier than it used to be to pull in security fixes
and bug patches for a specific version of RedHat, it doesn't help
upgrading from one version to another.  In Debian, when you're ready
to move from, say, potato, to woody or sid, you just update the paths
in /etc/apt/sources.list, then type

  apt-get update
  apt-get dist-upgrade

To move from one RedHat version to another, I usually had to reformat
my hard drive.


All the best,


David

-- 
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[EMAIL PROTECTED]


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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-17 Thread Jonathan Polley


On Sunday, March 17, 2002, at 09:53 AM, Jon Berndt wrote:

 Some of the other XML files are rather easy to figure out (i.e,. 
 keyboard.
 xml), but others are not (i.e., the FDM specific files).  Does anyone 
 have
 anything written that describes these?  The materials.xml file has quite 
 a
 nice description at the top.

 Can you let us know what is unclear in the FDM files so we can write up a
 better explanation?

I think this is more along the lines of my not what is important to each 
FDM when it comes to configuration.  If I wanted to configure a Boeing 707 
model by modifying a 747 model, what is needed for each FDM type?  When I 
look in YASim, I see quite a bit of information, but I don't know what it 
pertinent.  What does it mean to add or remove an engine to the various 
FDMs?  How do I define the characteristics of an engine?  All of these 
questions come about because I am unfamiliar with how the FDMs are put 
together and how they work.

My documentation effort is driven by my lack of understanding on how 
things work, and my assumption that I am not the only one ;)  On that 
topic, I have some updates to the preferences.xml documentation

http://homepage.mac.com/eq_fidget/FG_Dox/preferences_xml.html

Thanks for the info,

Jonathan Polley



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RE: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's obtained

2002-03-17 Thread Tony Peden

On Sun, 2002-03-17 at 09:22, David Megginson wrote:
 Greg Long writes:
 
   I might go ahead and give Debian a shot on the install, seems like the
   distro of choice, and I have a separate Redhat box (233mhz, don't think
   its S3 Virge supports OpenGL, I'd have to look) but I could use that for
   testing  Debian seems to be the choice by large, and if it supports
   rpm's I might as well muck around with it for a bit.
 
 Debian is a bear to install but a dream to maintain.  While Magic
 Carpet makes it easier than it used to be to pull in security fixes
 and bug patches for a specific version of RedHat, it doesn't help
 upgrading from one version to another.  In Debian, when you're ready
 to move from, say, potato, to woody or sid, you just update the paths
 in /etc/apt/sources.list, then type
 
   apt-get update
   apt-get dist-upgrade
 
 To move from one RedHat version to another, I usually had to reformat
 my hard drive.

Which isn't to say that apt-get, dpkg, dselect, et.al. don't have their
own warts.  For example, Red Carpet seems to be good about telling you
what's going on whereas with apt-get, AFAICT, its really hard to find
out why apt-get upgrade won't install something.

That said, however, it does seem to be true that you'll only ever need
to install Debian once on a given system.


 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson
 [EMAIL PROTECTED]
 
 
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Re: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's obtained

2002-03-17 Thread Alex Perry

 I forgot to say that Debian must REALLY hide their ISO's - I had to get
 these from www.linuxiso.org
 Hopefully they boot OKburning ISO #1 right now.

That's because nobody pays them for the bandwidth.  They'd rather you use
someone else's bandwidth, or borrow a CD from someone else, or buy one.
After all, you only need that CD exactly once per computer system.


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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Alex Perry


 If the page being shown does not show the #ifdef, it can be really
 confusing. I can't recall any specific examples of this in the code, but I
 remember being bitten by this kind of thing a couple of times when perusing
 some of the base FlightGear code.

Some of it is simply people being polite and leaving another developer's
code in the file rather than deleting it for them.  However, unless the
person who #ifdef'ed the code tells the other developer to look at it,
this is unlikely to be noticed and thereafter deleted.

 Elimination of dead code (as we all know, CVS is really good for tracking
 past changes) and better documentation would be really helpful. We'd like to
 be better in JSBSim too - we all face this.

How about doing this kind of diff ?
 /* The clever function was removed from the CVS after rev 2.13.4 */
 int clever()
   []
Anybody who is interested can cvs update back to that version
and read it through ... without cluttering things up.

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Re: [Flightgear-devel] simple tower view

2002-03-17 Thread Jim Wilson

Erik Hofman [EMAIL PROTECTED] said:

 
 Talking about views.
 Currently when looking around in the cockpit you turn around a single 
 point (if I recall it correctly). Wouldn't it be nessercary to actually 
 incoorporate the eye distance from the middle of the head into that 
 action (and limit the rotation to about 270 degrees). It would seem more 
 natural that way (for me at least ;-))
 
Did you see The Exorcist? :-D

Best,

Jim

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re: [Flightgear-devel] simple tower view

2002-03-17 Thread Michael Selig

At 3/17/02, you wrote:
Michael Selig writes:

   I am wondering does the view manager work-in-progress support a simple
   tower view at this stage?  Having gone from our non-CVS tower view in 
 0.7.8
   to a recent CVS checkout leaves me wishing for more.

Jim Wilson is working on the rewrite.  We do plan to support tower
view (and other interesting views) very soon, but I don't know if it
will be in the first take or not.


All the best,


David

--
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Sounds very good!



**
  Prof. Michael S. Selig
  Dept. of Aero/Astro Engineering
  University of Illinois at Urbana-Champaign
  306 Talbot Laboratory
  104 South Wright Street
  Urbana, IL 61801-2935
  (217) 244-5757 (o), (509) 691-1373 (fax)
  mailto:[EMAIL PROTECTED]
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  http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ)
**


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Re: [Flightgear-devel] Anyone recognize this problem?

2002-03-17 Thread Arnt Karlsen

On Sat, 16 Mar 2002 18:15:41 -0500, 
William Earnest [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Hello,
   Wound up rearranging some hardware, and am trying to move
   FlightGear to a faster machine. Sytem is based on RH-7.1 as was
   the previous, but with a 

 /usr/local/lib/gcc-lib/i686-pc-linux-gnu/2.95.2/../../../.
 ./include/g++-3/iostream.h:31,

..this is a new install?  I'd get RH72 and all erratas,
gcc is now at version 3.0.4-1.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson

Norman Vine writes:
 IMHO the biggest obstacle to reading and developing FGFS code 
 is the formatting
 
 We really need a mechanical formating means that is acceptable to every
 one as the CVS standard even if it is not perfect or even close to what one
 would personally use. 

When I've looked, I've not found any acceptably tools to do automatic
formatting of C++ code.  The *very* few tools that did exist either
were far too simplistic and weren't to the point of actually being
useful or made horrible awful choices without providing a way to
override those choices.  The closest thing I've found to a usable tool
is emacs, but that is interactive and not something you can batch, and
it is very limitted in what it does and occasionally does some ugly
stuff too.

FWIW, I try to fix really poorly / inconsistantly formated code as
it's submitted, but I'm not perfect either.

 This way everyone could format the code in a way that helped them
 understand it and the CVS maintainers could easily compare submissions
 against existing code
 
 FWIW
 I find a large percentage of the code very difficult to read because of
 indentation does not match structure and lack of whitespace
 
 I know that Curt often has had a difficult time with my submissioons
 because of massive whitespace change but in all due respect the
 majority of these changes were necessary inorder fo me to understand
 the code.

With all corresponding due respect, these white space changes may help
you understand the code, but they are anything but consistant, and
they rarely follow the conventions of the code you are tweaking.

That IMHO just makes things a lot messier and harder for anyone else
to read.

 I realize that this is a 'religous' issue and a 'tough' problem but IMHO
 it is a major obstacle to FGFS code evolution

I'd be happy if somewone could find a decent code [re]formatter that
gave us enough flexibility to make our own style choices and didn't
have glaring ommission or do really stupid things.

BTW, Norman, are you having fun hitting all the religeous hot buttons
here since your return? :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson

David Megginson writes:
 I disagree that this is the biggest obstacle (or even one of the top
 10), but then, I use an editor (XEmacs) with syntax highlighting,
 brace matching, language-based navigation (jump forward one function),
 etc., so those features might be hiding the problem from me.
 
 That said, I do agree that this is a problem.  We probably need a
 standard coding style for FlightGear code, preferably one that is
 preinstalled in most programmers' editors.  The question is whether we
 have anyone with cycles available to lead discussion on this and clean
 up the existing code base.

Personally, I've looked, and I've not found any tools that actually do
a reasonable job.  If we do come up with a style guide it will
probably piss off 100% of us.  If this is a problem in the top 10,
it's definitely not in the top 5.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 If something doesn't make sense, or seems out of place, there's no
 harm in asking ... perhaps the author will look at the 'cruft' and say
 oh yea, nothing valuable there, we can axe it.  But perhaps the code
 is there is for valid reasons and it's worth keeping.
 

From where I sit, I'd have to agree more with David.  There should be no cruft
left in the code that gets committed.  This doesn't mean individual developers
can't keep it around on there local drive, but once something is good enough
to commit it should contain working code and nothing else.   Critical
information can always be kept in comments, but ifdef'ed or commented out code
is very distracting.  For here on out I hereby give anyone permission to hack
out any dead, commented out, or useless code that I submit to the project. 
You don't need to ask. :-)

On planning ahead:  Back when I studied systems analysis 20 years ago,
planning ahead was everything.  Hardware price/performance, OO design, and
networks have changed all that.  These things are what make requirements so
unpredictable these days (and systems so flexible).  How many distribution
software designs of the early nineties anticipated web based e-commerce?  But
now as the business world becomes increasing internetworked, requirement
cycles measure in weeks and months, not years and decades.  It is hard to
break old habits though.

Best,

Jim

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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Norman Vine

Curtis L. Olson writes:

I'd be happy if somewone could find a decent code [re]formatter that
gave us enough flexibility to make our own style choices and didn't
have glaring ommission or do really stupid things.

astyle is the only 'free' beautifier I know of that does a reasonable
job on c++templates exceptions try blocks ect  
It only has a limited set of styles available though so you have to 
accept one of the more standard ones unless you want to write
some code

My self I find the default settings 'just work' for me

BTW, Norman, are you having fun hitting all the religeous hot buttons
here since your return? :-)

In all honesty I hadn't thought of it that way but if these are truely 
'religeous' hot buttons then they probably need to be brought up 
once in a while :-)

Cheers

Norman


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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Jim Wilson

Norman Vine [EMAIL PROTECTED] said:

 I realize that this is a 'religous' issue and a 'tough' problem but IMHO
 it is a major obstacle to FGFS code evolution
 

It is a tough problem to solve, but I haven't found it to be much of a problem
reading fgfs code (have seen much worse).  Maybe I'm not looking at the right
code :-)  It would be nice if people making patches to a module adhered as
best as possible to the style of the original author, so that the module as a
unit remains readible.

Best,

Jim

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson

Jim Wilson writes:
 From where I sit, I'd have to agree more with David.  There should be no cruft
 left in the code that gets committed.  This doesn't mean individual developers
 can't keep it around on there local drive, but once something is good enough
 to commit it should contain working code and nothing else.   Critical
 information can always be kept in comments, but ifdef'ed or commented out code
 is very distracting.  For here on out I hereby give anyone permission to hack
 out any dead, commented out, or useless code that I submit to the project. 
 You don't need to ask. :-)

That works fine as long as the other person doesn't misidentify
undead, unuseless code as being dead and useless.  Not asking first
can lead to hard feelings, and there's been too much of that going on
around here lately.  Where we can find ways to be nicer to each other,
that is good. :-)

 On planning ahead:  Back when I studied systems analysis 20 years ago,
 planning ahead was everything.  Hardware price/performance, OO design, and
 networks have changed all that.  These things are what make requirements so
 unpredictable these days (and systems so flexible).  How many distribution
 software designs of the early nineties anticipated web based e-commerce?  But
 now as the business world becomes increasing internetworked, requirement
 cycles measure in weeks and months, not years and decades.  It is hard to
 break old habits though.

This can be viewed at different levels.  No we can't predict the
future, and yes we need to be nimble and flexible and quick to adjust
to the world changing around us, but some planning, some vision, some
anticipation of the future is necessary to be succesful.  Anyone who
writes successful code is doing this at some level even if they say
they aren't. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson

Norman Vine writes:
 Curtis L. Olson writes:
 
 I'd be happy if somewone could find a decent code [re]formatter that
 gave us enough flexibility to make our own style choices and didn't
 have glaring ommission or do really stupid things.
 
 astyle is the only 'free' beautifier I know of that does a reasonable
 job on c++templates exceptions try blocks ect  
 It only has a limited set of styles available though so you have to 
 accept one of the more standard ones unless you want to write
 some code
 
 My self I find the default settings 'just work' for me

I admit I haven't tried this tool in a year or so, but when I did try
it, they seemed much more focused on java formatting.  And I wasn't
even close to happy with it's treatment of C++.

I'd love to see something with the flexibility of 'indent' available
for C++, but that doesn't seem to be happening.

 BTW, Norman, are you having fun hitting all the religeous hot buttons
 here since your return? :-)
 
 In all honesty I hadn't thought of it that way but if these are truely 
 'religeous' hot buttons then they probably need to be brought up 
 once in a while :-)

Well, as long as it's done 'respectfully' and 'considerately' that's
fine.  But there's been way to much disrespect, snipping, and ill will
going around this list lately.  I know nothing is ever perfect. least
of all human beings, but I think we could all make a concious effort
to be nicer to each other and keep the tone of our messages
positive... we really go no where when we are busy flaming each other
and there has been really too much of that going on lately.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Re: OT: SuSE new release ad page

2002-03-17 Thread Jim Wilson

Melchior FRANZ [EMAIL PROTECTED] said:

 * Jim Wilson -- Sunday 17 March 2002 19:09:
  Interesting note, the top item on the list, Racer is not GPL or
anything
  close  to opensource ( see http://www.racer.nl/legal.htm ).  It also
uses the
  fmod lib for sound...which is imho overkill for a race sim...and it
is not
  open either  (in fact you can't even get the source).  Guess I'm not
all that
  familiar with Suse.  Is that typical for their distribution?
 
 http://www.linuxracer.racesim.net/whatis.html
 
 m.

Yes, but Ruud (the author) clearly states otherwise and has consistently
fought attempts by some to redefine his stated intent.  Personally, I don't
think Ruud realizes what he's doing.  He's got some pipe dream that someone is
going to come along and offer him big bucks for his engine.  I've seen the
code and wouldn't consider it that marketable.  But who knows.  As it stands I
think he would certainly gain by licensing under GPL.  Right now anyone could
read it and steal his ideas, if not the code, for commercial purpose and he
would have no real recourse.  In the end though I strongly believe it is the
author's right to license her or his code any way they like, and I find it
annoying when GPL champions try to pressure programmers to do otherwise.

Best,

Jim


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RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread David Megginson

Curtis L. Olson writes:

  One thing we'd need to think about before we got too far down this
  path is the texture RAM requirements of such a scheme.

They should be minimal.  For the first tier of imposter tiles, we're
using textures that we already have, and just replacing the tile with
a single quad (or two triangles) that use the most common texture.
For the second tier, we're not using textures at all.  It should work.

  We would need to do something like put 'long enough' skirts around all
  the tiles (including the ones with terrain mesh) to hide the gaps.

By skirts do you mean something like these?

  http://java.sun.com/products/jfc/tsc/articles/jcanyon/#SECTION3.1.2


All the best,


David

-- 
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[EMAIL PROTECTED]


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RE: [Flightgear-devel] New subject? was: ARGGHHH !

2002-03-17 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 positive... we really go no where when we are busy flaming each other
 and there has been really too much of that going on lately.
 
On that note I propose we dump this thread (known as: ARGG!) now and
continue the discussion under different heading :-)

Best,

Jim


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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson

Jim Wilson writes:

  From where I sit, I'd have to agree more with David.  There should
  be no cruft left in the code that gets committed.  This doesn't
  mean individual developers can't keep it around on there local
  drive, but once something is good enough to commit it should
  contain working code and nothing else.  Critical information can
  always be kept in comments, but ifdef'ed or commented out code is
  very distracting.  For here on out I hereby give anyone permission
  to hack out any dead, commented out, or useless code that I submit
  to the project.  You don't need to ask. :-)

We'll keep this on file.  Same goes for me, by the way.

Here's something that might help -- perhaps coders who want to keep
old code around and visible could paste it into a separate file, like
foobar.attic for foobar.cxx.  That way, it would still be visible and
easy to find.  Personally, I think that's overkill, but it's an
alternative for people who don't quite trust CVS to preserve their
thoughts for posterity.

  On planning ahead: Back when I studied systems analysis 20 years
  ago, planning ahead was everything.  Hardware price/performance, OO
  design, and networks have changed all that.  These things are what
  make requirements so unpredictable these days (and systems so
  flexible).  How many distribution software designs of the early
  nineties anticipated web based e-commerce?  But now as the business
  world becomes increasing internetworked, requirement cycles measure
  in weeks and months, not years and decades.  It is hard to break
  old habits though.

On tech projects where I've been involved (ranging from $25K to over
$50M), I figure we lost $10-$100 for every $1 we saved anticipating
future needs.  Jim's right -- people are just too stupid to guess the
future (if you want a laugh, read the analysts' predictions on Yahoo!
finance every morning before the markets open, and compare them with
the market close after 4:15 EST -- it boggles my mind that they
analysts be wrong *more* than 50% of the time).

Planning ahead is OK, but C++ code and interfaces are not the place to
do it.  What you want is a short, 1-3 page roadmap document saying
here's what we might do in the future and here's how we might do it.
There's no point writing more than a few pages unless you want to give
up any pretence of writing non-fiction.  Perhaps we should stick three
files in every code directory: a README file, explaining what the code
in the directory does, a PLANS file, where we can put ideas for future
interfaces, and an ATTIC file, where we can paste old code we might
need again some day.  When people send patches, they can send updates
to these files as well.

I'll volunteer to start the README files myself, if no one objects.
Don't expect more than ten words each.


All the best,


David

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RE: [Flightgear-devel] new_hitlist

2002-03-17 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   One thing we'd need to think about before we got too far down this
   path is the texture RAM requirements of such a scheme.
 
 They should be minimal.  For the first tier of imposter tiles, we're
 using textures that we already have, and just replacing the tile with
 a single quad (or two triangles) that use the most common texture.
 For the second tier, we're not using textures at all.  It should
 work.

I think Norman original mentioned 'imposters' which specifically means
'texture image' replacements of geometry.  Here you would do something
along the lines of rendering the entire tile from a satellite view
into a single texture, and then just render that texture on a simple
quad rather than the entire geometry.  There are any number of ways to
skin the cat though.

   We would need to do something like put 'long enough' skirts around all
   the tiles (including the ones with terrain mesh) to hide the gaps.
 
 By skirts do you mean something like these?
 
   http://java.sun.com/products/jfc/tsc/articles/jcanyon/#SECTION3.1.2

If that's the article I'm thinking of, then yes.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Curtis L. Olson

David Megginson writes:
 Perhaps we should stick three
 files in every code directory: a README file, explaining what the code
 in the directory does, a PLANS file, where we can put ideas for future
 interfaces, and an ATTIC file, where we can paste old code we might
 need again some day.  When people send patches, they can send updates
 to these files as well.
 
 I'll volunteer to start the README files myself, if no one objects.
 Don't expect more than ten words each.

If you are willing to setup these files and keep them from getting too
far out of date, then this sounds like a reasonable proposal to me.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] San Jose (photo scenary)

2002-03-17 Thread John Wojnaroski



  I'd like to experiment flying under San Jose photo scenary. I've already
  downloaded the package but I don't know how to start it. Anyone coul'd
help
  me ?

 If you look at the contents, there is one directory.
 Simply put it all in the same directory that currently has a KSJC* file in
it.

What is the URL/ftp site where one might obtain the package? could not find
any info on the website.

Regards
JW


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Re: [Flightgear-devel] Norman's change and the PointInTriangle

2002-03-17 Thread Cameron Moore

* [EMAIL PROTECTED] (Alex Perry) [2002.03.18 12:14]:
  Alex Perry writes:
  Yeah, but I'm running PLIB from CVS and I've now got a nameclash.
 
 Norman replied:
  #if 0
  //code that clashes 
  
  sgdIsectInfLinePlane()
  sgdPointInTriangle()
  
  #endif //0
 
 Err, yeah, sarcasm I can do that /sarcasm
 I figured that it would be a good idea to generalize for everybody else,
 and that someone would know exactly what test to use for the decision.

I don't have time to do this myself, but the real solution here is to
add a configure test for these functions and set the proper define.  It
would be a good chance for someone to learn autoconf.  It's not that
difficult.
-- 
Cameron Moore
[ I'm writing an unauthorized autobiography. ]

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[Flightgear-devel] Debian can wait

2002-03-17 Thread Greg Long

Well that install sucked.  No Geforce2 support even - much easier to just
go with RedHat7.2  for now. :)

7.2 should have the gcc update that 7.0 didn't have but I'll check it if I
have any trouble.

On 2002.03.17 00:57 Martin Spott wrote:
  FWIW on a SuSE 7.3 system I had to downgrade (install parallel
 actually)
  autoconf. Just pointing out SuSE needed a little tweak too.
 
 I would'nt call it that way. Autoconf on SuSE-7.3 works pretty nice. The
 only tweak is that you have to run 'aclocal' with '-I .'. I know this
 because I do build FlightGear from CVS on a daily basis, using SuSE-7.3.
 I once asked to include this into the 'autogen.sh' script but nobody
 noticed, so I'm running my own stuff:
 
 # ls CVS  /dev/null  (libtoolize --copy --force; aclocal -I .;
 autoheader; automake -a; autoconf)
 
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends are
 !
 --
 
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Re: [Flightgear-devel] Debian can wait

2002-03-17 Thread David Findlay

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Mon, 18 Mar 2002 07:42, you wrote:
 Well that install sucked.  No Geforce2 support even - much easier to just
 go with RedHat7.2  for now. :)

It does support it, you've just got to load the driver after install. But 
Debian probably isn't the best for a new Linux user.

David
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Version: GnuPG v1.0.6 (GNU/Linux)
Comment: For info see http://www.gnupg.org

iD8DBQE8lRI4F2H7v0XOYBIRArFlAJwNSbHhm4Nu9eG34g8L1BFavB9l+wCgpcxs
z+ap/yGpDjB9lBLmNOIG+T0=
=Ig7z
-END PGP SIGNATURE-

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Re: [Flightgear-devel] Debian can wait

2002-03-17 Thread Curtis L. Olson

Greg Long writes:
 Well that install sucked.  No Geforce2 support even - much easier to just
 go with RedHat7.2  for now. :)
 
 7.2 should have the gcc update that 7.0 didn't have but I'll check it if I
 have any trouble.

Strange, I had no problem at all with any of my Debian installations
and I'm running GeForce cards on all the boxes I'm responsible for.
Yes, the debian installer isn't intended to be an entertainment
experience, and it *allows* you to make decisions (which I consider a
feature) :-)  Debian isn't for everyone though and you certainly can
produce a fine system based on other distributions.  Disclaimer IUTBASA
(I used to be a sys admin) so my views are warped twisted and
unaligned with those of the general population. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's obtained

2002-03-17 Thread John Check

You're really better off doing a network install if at all possible.
Just download a couple of floppies and you're ready to go. 

On Sunday 17 March 2002 11:32 am, you wrote:
 I forgot to say that Debian must REALLY hide their ISO's - I had to get
 these from www.linuxiso.org

 Hopefully they boot OKburning ISO #1 right now.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Greg Long
 Sent: Sunday, March 17, 2002 8:24 AM
 To: [EMAIL PROTECTED]
 Subject: RE: [Flightgear-devel] Redhat (vs debian) - DEBIAN ISO's
 obtained


 I might go ahead and give Debian a shot on the install, seems like the
 distro of choice, and I have a separate Redhat box (233mhz, don't think
 its S3 Virge supports OpenGL, I'd have to look) but I could use that for
 testing  Debian seems to be the choice by large, and if it supports
 rpm's I might as well muck around with it for a bit.

 Despite RedHat's many publicized issues, I will give them credit - the
 GUI install is smooth and painless, and works like a champ on the 4
 systems I have tried 7.2 on.  The text installer is just as easy really.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]] On Behalf Of Jon Stockill
 Sent: Sunday, March 17, 2002 6:08 AM
 To: [EMAIL PROTECTED]
 Subject: re: [Flightgear-devel] Redhat (vs debian) / BSD OK?

 On Sun, 17 Mar 2002, David Megginson wrote:
  I think that we have many RedHat users working with FlightGear, so
  there should be no problem.  We'll convert you to Debian some other
  time.

 distro holy war
 At this point I'll just add that Slackware users don't have any problems
 - it flightgear is happy on a default install. /distro holy war

 :-)

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Re: [Flightgear-devel] OT: SuSE new release ad page

2002-03-17 Thread John Check

On Sunday 17 March 2002 02:12 am, you wrote:
 http://www.suse.com/us/products/suse_linux/i386/games.html

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Gaaah! What an ugly old screenshot. I hope they're shipping a newer version!

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[Flightgear-devel] Getting settled in my new home / Mars Scenery

2002-03-17 Thread Greg Long

(Regarding the Debian install) Options are nice during install, no argument
here.  And I realized I could install the driver after the fact, I just
decided that with limited time, it wasn't worth investing the time in the
direction of figuring out another distro - absolutely nothing against
Debian as an OS other than the installer, but I imagine Debian isn't
targeted to the general pop.

I am not completely new to Linux, but have done limited tweaking behind the
scenes.  Being a CSET student and at the Sophomore level (though I used to
do 8bit Assembly as a teenager in the 80's), I'm probably getting in over
my head on this project, but hey, we're all a team, and there are those to
consult with more experience than myself here and there - and all the work
is not all raw coding of course.

Though I've never forked over the money to get my private, I aced the FAA
private written awhile back, and know a fair ammount.  Wanna build an RV
someday.  Been flying Flight Sims since Flight SImulator II on the c64.

I'll get my new Linux workstation setup to where I feel more at home, which
includes VNC to access a Winbox without having to walk over to it.  I might
try to find a better mail client than Balsa, too, this isn't the best. 
Natilus runs a LOT better than on the 233 :)

I could use suggestsion for an IDE - about all I know is the MS Visual
Studio Suite.  Sounds like I need to learn XML as well :)

One of the main goals we would like to work on is Martian terrain.  I'm not
sure how much of the Earth's parameters are hard coded, but I'm imagining
it shouldn't be TOO difficult to produce Mars scenery for the sim.  I have
done it a little bit with MS's Flight Sim, and the initial results were
impressive - and FUN.  I'm imagining a current Martian atmosphere, as well
as a hypothetical post-teraformed Mars.  Please feel free to read what I
have done so far at:

http://internet.oit.edu/~longg/gotmars.html -- interest / feedback?

The Mars angle is not my only interest of course, I'm sure I can be of use
in other areas.

Greg



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Re: [Flightgear-devel] Redhat (vs debian) / BSD OK?

2002-03-17 Thread John Check

On Sunday 17 March 2002 03:57 am, you wrote:
  FWIW on a SuSE 7.3 system I had to downgrade (install parallel actually)
  autoconf. Just pointing out SuSE needed a little tweak too.

 I would'nt call it that way. Autoconf on SuSE-7.3 works pretty nice. The
 only tweak is that you have to run 'aclocal' with '-I .'. I know this
 because I do build FlightGear from CVS on a daily basis, using SuSE-7.3.
 I once asked to include this into the 'autogen.sh' script but nobody
 noticed, so I'm running my own stuff:

 # ls CVS  /dev/null  (libtoolize --copy --force; aclocal -I .;
 autoheader; automake -a; autoconf)


 Martin.

Hmm... maybe it was automake then. I'm not paying that much attention.

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread David Megginson

Curtis L. Olson writes:

  If you are willing to setup these files and keep them from getting too
  far out of date, then this sounds like a reasonable proposal to me.

I don't mind setting up the READMEs.  The others will be set up as
needed.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


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RE: [Flightgear-devel] Getting settled in my new home / Mars Scenery

2002-03-17 Thread Jon Berndt

 One of the main goals we would like to work on is Martian
 terrain.  I'm not
 sure how much of the Earth's parameters are hard coded, but I'm imagining
 it shouldn't be TOO difficult to produce Mars scenery for the sim.  I have
 done it a little bit with MS's Flight Sim, and the initial results were
 impressive - and FUN.  I'm imagining a current Martian atmosphere, as well
 as a hypothetical post-teraformed Mars.  Please feel free to read what I
 have done so far at:

 http://internet.oit.edu/~longg/gotmars.html -- interest / feedback?

 The Mars angle is not my only interest of course, I'm sure I can be of use
 in other areas.

This is cool. We made some changes in JSBSim a few months ago to support
different planetary flight simulations. Somewhere around here I have the
code for the Mars Global Reference Atmosphere Model (Mars-GRAM) in Fortran.
Gravity terms in JSBSim are retrieved via a function call, now, which could
be modified for any planetary body. There are other affected parameters, as
well, but the hooks are there for someday when that feature filters to the
top of the programming queue.

Jon


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Re: [Flightgear-devel] Getting settled in my new home / Mars Scenery

2002-03-17 Thread David Megginson

Curtis L. Olson writes:

  That's one valid knock against Linux in general ... knowing how to
  admin one distribution doesn't necessarily help you a bit with other
  distributions.

That's a bit of an exaggeration.  There are quirks -- Debian uses
/etc/rc?.d while RedHat adds another level, or example -- but the
distros are 99% the same; it's just that we notice the parts that are
not.


All the best,


David

-- 
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[EMAIL PROTECTED]


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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Arnt Karlsen

On Sun, 17 Mar 2002 07:27:07 -0500, 
David Megginson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Alex Perry writes:
 
Fair enough.  I certainly overengineered props.[ch]xx, in
anticipation of all kinds of sophisticated stuff that people
never bothered doing. I've been learning, slowly, from the XP
people to build only for today(all my training previously was to
anticipate future needs, and it's hard to let that go).
   
   It's nice to have a concept that can support all that stuff if/when
   we have an excuse to make use of it.  Put the methods and stuff
   into the header file, with a comment that they are not implemented
   yet, and have the implementations break if used.  That makes it
   easier to have backward compatible code when the snazzy features
   get added.
 
 Yes, except that I think we're paying a price with a couple of levels
 of unnecessary indirection and with code that no one but me can
 understand.  I'd like to keep most of the user-level stuff intact, but

..educate us!  Comments, and pointers where to learn more.
This is also an educational project.

..and eventually, I will want to explain my changes to 
this-and-that code to airworthiness inspectors from FAA.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] OT: SuSE new release ad page

2002-03-17 Thread Martin Spott

 Interesting note, the top item on the list, Racer is not GPL or anything
 close  to opensource ( see http://www.racer.nl/legal.htm ).  It also uses
[...]

Yep, the also ship near to commercial software with their distribution - at
least on CD-ROM. Anyway you will find such sort of software on _any_ known
distribution - think of the 'forms' library 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Getting settled in my new home / Mars Scenery

2002-03-17 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   That's one valid knock against Linux in general ... knowing how to
   admin one distribution doesn't necessarily help you a bit with other
   distributions.
 
 That's a bit of an exaggeration.  There are quirks -- Debian uses
 /etc/rc?.d while RedHat adds another level, or example -- but the
 distros are 99% the same; it's just that we notice the parts that are
 not.

Depends what you are doing.  You weren't there to see my trying to
upgrade ssh on a mandrake box a month ago ... I ended up deciding it
wasn't worth the pain involved. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] OT: SuSE new release ad page

2002-03-17 Thread Martin Spott

 Interesting note, the top item on the list, Racer is not GPL or anything
 close  to opensource ( see http://www.racer.nl/legal.htm ).

I totally forgot   Are you (Alex) using an Nvidia graphics board ? O.k.,
as I remember you do not. But many pople on this list do. So there seems to
be very little objection to using closed source software,

Martin.
-- 
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--

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Derrell . Lipman

Jon Berndt [EMAIL PROTECTED] writes:

 I ran into this problem when looking through FlightGear code in the past.
 It's hard to keep track of things like:

 #ifdef xxx
  200 lines of code
 #else
  100 lines of code
 #endif

If you happen to be using Emacs (available on Windows, the various derivatives
of Unix/Linux, and for other environments as well), you can eliminate the
viewing of the not-in-use code by typing M-x hide-ifdef-mode followed (if
necessary, depending on your configuration) by M-x hide-ifdefs.  To show the
whole thing again, you can do M-x show-ifdefs

This will change code with ifdefs like this:

#include stdio.h

int main(int argc, char * argv[])
{
#ifdef xxx
  /*
   * Lots of code here
   * which is only used
   * in the rare case
   * that 'xxx' is actually
   * defined.
   */
#else
  /*
   * The real code is here
   * and this is all we
   * normally really want
   * to see.
   */
#endif
}

into this:

#include stdio.h

int main(int argc, char * argv[])
{
#ifdef xxx ...
#else
  /*
   * The real code is here
   * and this is all we
   * normally really want
   * to see.
   */
#endif
}

Yup, it actually runs a C preprocessor to determine what should be displayed,
so you get the proper stuff displayed.  There are options available for
setting C preprocessor defines that would be specified at compile time, in
case not all of the defines are in header files.

Enjoy.

Derrell

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Re: [Flightgear-devel] ARGGHHH !

2002-03-17 Thread Arnt Karlsen

On Sun, 17 Mar 2002 14:03:31 -0500, 
Norman Vine [EMAIL PROTECTED] wrote in message 
001801c1cde6$6f3e2380$a300a8c0@nhv:

 hence my suggestion to find a set of settings for one of the
 'beautifiers' that the code is run through, this way everyone can work
 on the code formatted in their prefered style.
 
 The question is whether we
 have anyone with cycles available to lead discussion on this and
 clean up the existing code base.
 
 FWIW
 astyle does the entire src tree in less then a minute on my 'slow'
 machine so this should not be an issue
  
 http://astyle.sourceforge.net

..could everyone document their preferred code style, 
in a coding style sheet of some sort?  

..if astyle can _safely_ and _reliably_ restyle code back and 
forth between an accepted standard and everyones weird tastes, 
we only need a standard conversion tool, and a coding style standard.

..my own preference is using the Linux kernel coding style, 
simply for future airworthiness certification etc purposes.
This should allow easier inspection etc of code flying in 
in aircraft EAA*-style.(EAA* www.eaa.org)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Debian can wait

2002-03-17 Thread Arnt Karlsen

On Sun, 17 Mar 2002 13:42:32 -0800, 
Greg Long [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 7.2 should have the gcc update that 7.0 didn't have but I'll check it
 if I have any trouble.

..beware, there are 2 gcc's in RH72:
[arnt@lana arnt]$ rpm -q gcc gcc3
gcc-2.96-98
gcc3-3.0.4-1
[arnt@lana arnt]$ rpm -qi gcc gcc3

Name: gcc  Relocations: (not
relocateable) Version : 2.96  Vendor:
Red Hat, Inc. Release : 98Build Date:
Tue 04 Sep 2001 08:10:42 PM CEST Install date: Thu 31 Jan 2002 10:32:27
PM CET  Build Host: stripples.devel.redhat.com Group   :
Development/Languages Source RPM: gcc-2.96-98.src.rpm Size  
 : 8376529  License: GPL Packager: Red Hat,
Inc. http://bugzilla.redhat.com/bugzilla URL :
http://gcc.gnu.org
Summary : The GNU cc and gcc C compilers.
Description :
The gcc package includes the cc and gcc GNU compilers for compiling C
code.

Name: gcc3 Relocations: (not
relocateable) Version : 3.0.4 Vendor:
Red Hat, Inc. Release : 1 Build Date:
Mon 25 Feb 2002 11:16:24 PM CET Install date: Thu 14 Mar 2002 01:23:31
AM CET  Build Host: daffy.perf.redhat.com Group   :
Development/Languages Source RPM: gcc3-3.0.4-1.src.rpm Size 
  : 9380610  License: GPL Packager: Red Hat,
Inc. http://bugzilla.redhat.com/bugzilla URL :
http://gcc.gnu.org
Summary : Various compilers (C, C++, Objective-C, Java, ...).
Description :
The gcc3 package contains the GNU Compiler Collection version 3.0.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] OT: SuSE new release ad page

2002-03-17 Thread Marcio Shimoda


 On Sunday 17 March 2002 02:12 am, you wrote:
  http://www.suse.com/us/products/suse_linux/i386/games.html
 
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 Gaaah! What an ugly old screenshot. I hope they're shipping a newer
version!


Maybe that is an old screenshot because is a picture of Racer 0.4.7 witch
was opensource.

[]'s

Marcio Shimoda


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[Flightgear-devel] Doc Check

2002-03-17 Thread Jonathan Polley

I have completed my instrumentation of preferences.xml and I need someone 
who knows that file to give it a sanity check.  I do have some of 
questions:

What description should I have for:
unitsfeet/units
trimtrue/trim

For entries such as:
has-gs-needle1/has-gs-needle

is a value of 'true' or 'false' better than 0 or 1?

What is a DG?  To me it is a Directional Gyro, but I don't think this is 
the case here.  Can I have more than four engines (i.e., B-52)?  If not, 
will some of the engines need to be 'merged' to fit the four locations?  
How is the 'clue meter' reading on the descriptions for the pilot and 
chase views?  Is the aircraft orientation overridden by the runway 
geometry at an airport?  I assume that the controls section is FDM 
specific?

Finally, PLEASE pick nits with this document.  I want it to be as accurate 
(and useful) as possible.

Thanks,

Jonathan Polley


p.s.  File is located at:

http://homepage.mac.com/eq_fidget/FG_Dox/preferences_xml.html


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RE: [Flightgear-devel] Inlined code harmful?

2002-03-17 Thread Jon Berndt

 I had been concerned
 that SGPropertyNode::getDoubleValue was showing up at the top of the
 profiling output for JSBSim, but I think that that was masking the
 object methods it was invoking in other JSBSim code.

Could very well be.

 properties, but not much for anything else.  The biggest surprise was
 that inlining methods made things slower, not faster, in most cases

This is certainly interesting. Do you have any statistics on how the
property code was changed by un-inlining things?

Jon


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Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-17 Thread Billy Verreynne

Jim Wilson [EMAIL PROTECTED] wrote:

 Heh don't laugh.  At LWCE Borland was giving away Kylix which is basically
 delphi ported to linux...and if i'm not mistaken that uses something like
 turbo pascal as its language.  It's what they call a RAD tool.  Or is it a
 RAG (rapid atrocity generation) tool?

Well Jim, Delphi programmers not only consume more coffee, they have bigger
dicks too. ;-)

Seriously - there is _no_ other tool on Windows that provide a better or faster
RAD tool for client server and 3-tier development. No, maybe it is not suited
for something like a flight simulator, but it kicks C++ and VB butt when it
comes to the corporate application world. You add stuff like Corba and Oracle to
the mix and Delphi is really pretty awesome.


--
Billy



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Re: [Flightgear-devel] Inlined code harmful?

2002-03-17 Thread Andy Ross

David Megginson wrote:
  The biggest surprise was that inlining methods made things slower, not
  faster, in most cases (there were a couple of exceptions).  That may
  be a quirk of G++'s code generation, but it's probably worth
  considering -- I had inlined much of the infrastructure to try to
  speed things up, but then put it back out of line again piece by
  piece.

It's probably not a quirk.  Inlining actually helps very little except
for VERY small functions.  It used to be that a function call was slow
-- you had to spill a bunch of registers and a return value onto the
stack, and then clean them up later.  But modern processors can, for
the most part, stick all that mess into into a few extra pipeline
stages.

And all the extra code takes up extra cache lines, that are critical
to performance on modern memories.  So naively inlined code can
actually be slower.

It's also worth pointing out that needless inlining can bloat not only
code, but compile times.  FlightGear, frankly, takes forever to
compile -- 17-18 minutes on my Athlon 950.  Some of the bigger files
pull in ungodly numbers of include files.  I was playing recently with
(I think) panel.cxx, and waiting for it to compile.  A simple gcc -E
on the file turned the ~50k of source code into a (no kidding) 750k
wad for the compiler to choke on, due to all the code in all the
include files.  Check out gcc -M and gawk at the sheer number of
included files. :)

Some of this is the fault of the standard library, and can't be helped
(except by dumping it, that is).  But a lot of it is our own code, and
could be productively removed from the header files.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


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Re: [Flightgear-devel] Why not use assert()?

2002-03-17 Thread Andy Ross

Nicolai Czempin wrote:
  what's wrong with using
  #include assert.h
  ...
  assert(some_condition);
 
  instead of that Null Pointer assignment?

What null pointer assignment?  Old news.

This got covered, but I'll turn the question around: what does
assert.h do that a crash doesn't?  My way requires less code,
introduces no dependence on the C standard library, and works portably
on all architectures (not all asserts work the same in all debuggers).

Are those huge advantages?  Nope.  But is assert.h a much better
choice?  Nope again.  No one got hurt by this thing; I got yelled at
only because people thought it was ugly.  Aesthetics alone do not a
good design make.

Basically, if you can't stand to look at someone else's debug code,
you need to find another career path. :)

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


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[Flightgear-devel] ADI Mechanization

2002-03-17 Thread John Wojnaroski



Hi,

FWIW:

while I've been working mostly with the glass 
displays, now and then I'll bring up the "steam gauges" panel. I finally see why 
the artifical horizon looked funny to me. All the ADI's that I'm aware of have 
the bank index marks fixed relative to the panel or instrument frame which is 
bolted to the airframe.And the bank pointer (the small triangle) remains 
perpendicular to the horizon and always points to the sky. 

The panel implemented in FG has the index marks 
rotating and the bank pointer perpendicular to the aircraft symbol. I'll admit 
it's been a while since I've stuck my head inside a 172, but, baring a trip to 
the local airport, most of the pics I've seen seem to show the configuration 
outlined in the first paragraph as well as the old Lear-Siegler MM-3 sitting on 
my desk. 

One of the clues taught in instrument flying for 
recovering from unusual attitudes is to use the bank pointer (sky pointer) to 
determine the shortest distance to roll the wings level if you find yourself 
inverted either nose down or nose up. 

Regards
John W.


Re: [Flightgear-devel] new_hitlist

2002-03-17 Thread Andy Ross

Curtis L. Olson wrote:
  One thing we'd need to think about before we got too far down this
  path is the texture RAM requirements of such a scheme.

That's a manageable problem.  If you think about it, the amount of
impostor texture memory required is exactly that required to draw the
tiles on the screen -- it's bounded by screen area.  Clearly there
will be a significant amount of overdraw.  But there's no need for a
256x256 texture for an impostor that only subtends 20-30 pixels on the
screen.

The bigger problem, I suspect, will be main memory (or maybe disk
bandwidth).  An impostor scheme is going to be really tile hungry --
constantly dragging tiles off of disk, rendering them into textures,
and forgetting about them.  You're no longer limited by texture memory
here, but you're still trying to cram huge datasets into a finite
resource.

This is the reason I'm still a CLOD bigot at heart -- with really huge
datasets like terrain, any LOD scheme really needs to be done top-down
(mip-mapped heightfields, for example), rather than bottom up
(assembling huge terrains from huge numbers of maximum-LOD tiles).

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)


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