Re: [Flightgear-devel] Minor nits

2002-03-21 Thread Erik Hofman

D Luff wrote:

 And now NaN (Not-a-Nit) :-) the new engine starting sounds are 
 excellent.  Great stuff whoever came up with those. (Erik?)

Yep. Thanks!

Erik





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Re: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Erik Hofman

Jonathan Polley wrote:
 
 On Wednesday, March 20, 2002, at 06:00 PM, Christian Mayer wrote:
 
 Jonathan Polley wrote:


 MSVC 6.0 still whines about

 props.cxx
 C:\SimGear\simgear\misc\props.cxx(23) : error C2039: 'sort' : is not 
 a member of 'std'
 C:\SimGear\simgear\misc\props.cxx(23) : error C2873: 'sort' : symbol 
 cannot be used in a using-declaration
 C:\SimGear\simgear\misc\props.cxx(801) : error C2065: 'sort' : 
 undeclared identifier


 Dunno, but have you tried to add a

 SG_USING_NAMESPACE(std);

 above the SG_USING_STD(sort); ?

 
 If I replaced SG_USING_SD(sort) with SG_USING_NAMESPACE(std) it compiled 
 just fine.  I then found errors with FlightGear proper (but that is 
 another email).

Well, that's not the solution.
Irix has the same kind of problems, and the best way is something like:

#if !defined(MSVC)
SG_USING_SD(sort)
#endif

Erik




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Re: [Flightgear-devel] Problems Building JSBSim using MSVC 6.0

2002-03-21 Thread Erik Hofman

Jonathan Polley wrote:
 After getting SimGear to build under MSVC 6.0 (thanks Christian), I 
 moved on to getting all of FlightGear to build.  For some reason, MSVC 
 does not like JSBSim (over 1200 errors generated) but I had no problem 
 under RH 7.1 (as usual).  I expect that everything is a snow ball 
 started from the errors in FGPropertyManager.h.
 
 The full build result file can be found at:
 
 http://homepage.mac.com/eq_fidget/FG_Dox/FlightGear.html

It's just a matter of removing (*all*) the 'FGPropertyManager::' 
sections within the class (or file).

Erik



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[Flightgear-devel] Re: valgrind: a memory error detector for x86 GNU/Linux

2002-03-21 Thread Melchior FRANZ

* Curtis L. Olson -- Wednesday 20 March 2002 22:57:
 I tried running this once myself and got lost in piles of errors
 coming out of plib.

Yeah, that's the fun thing. valgrind traces =all= (de)allocations and
illegal memory access through all libraries. Doing so it already
detected such bugs in some very basic libs (libc, XFree, ...).
Fortunately, there's a suppression facility, so you can exclude
known and less interesting bugs. It should be possible to disable
the output of any plib bugs. (Not that these weren't worth to be
fixed. ;-)



  I'm not sure what it is about plib that triggers
 these false positives, but perhaps if you don't free memory in the
 same block in which it's allocated you get a gripe?

Don't know yet.



 It looks interesting, especially since you don't have to recompile
 your binary and every lib it links against (i.e. opengl, x11, stdc,
 etc.) to make it run. 

Yes. There are a lot of configuration options. You can, for example,
let it ask you for every bug if it should attach gdb to it right now.
Lots of other stuff. And being a heavily used debugging tool in the
KDE project, there is a lot of development going on.

m.


-- 
Who can afford to do professional work for nothing?
What hobbyist can put three man-years into programming,
finding all bugs, documenting his product, and distribute it
for free?  -- Bill Gates (in the mid-1970s)



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RE: [Flightgear-devel] c310 lawn dart

2002-03-21 Thread Jim Wilson

Jon Berndt [EMAIL PROTECTED] said:

engines/engine[0]/rpm = 2700
engines/engine[1]/rpm = 2700

 What was the RPM reading?
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]]On Behalf Of Jim Wilson
  Sent: Wednesday, March 20, 2002 10:44 PM
  To: [EMAIL PROTECTED]
  Subject: [Flightgear-devel] c310 lawn dart
 
 
  With the newly accessible JSBSim properties I was able to gleen this data
  when the c310 does its supersonic lawn dart thing.  Not sure
  exactly what the
  numbers mean, but 30983 lbsft sounds like a lot in a light twin.
 
  fbx-prop-lbs = 40.363084
  fby-prop-lbs = 0.00
  fbz-prop-lbs = 0.00
  l-prop-lbsft = -705.996426
  m-pop-lbsft = -2431.916839
  n-prop-lbsft = 30983.191141
 


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Re: [Flightgear-devel] Flaps not working in JSBSim

2002-03-21 Thread Martin Spott

 JSBSim is no longer setting the /surface-positions/flaps-norm
 property, so the flaps don't move in the animation and don't make a
 sound.  The position is still set correctly in /controls/flaps, [...]

There are still no flaps in JSBSim's c310. The lever is moving on the panel
but there's no feedback, neither via aerodynamical behaviour nor via model
animation,

Martin.
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RE: [Flightgear-devel] Flaps not working in JSBSim

2002-03-21 Thread Jon Berndt

Is this with the most recent JSBSim? Tony made some changes related to
properties and perhaps there is some tweaking to do.

Jon

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Martin Spott
 Sent: Thursday, March 21, 2002 5:30 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Flaps not working in JSBSim


  JSBSim is no longer setting the /surface-positions/flaps-norm
  property, so the flaps don't move in the animation and don't make a
  sound.  The position is still set correctly in /controls/flaps, [...]

 There are still no flaps in JSBSim's c310. The lever is moving on
 the panel
 but there's no feedback, neither via aerodynamical behaviour nor via model
 animation,

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

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[Flightgear-devel] fgReshape redux

2002-03-21 Thread David Megginson

I did some experimenting with fgReshape, adding a simple test at the
start to return if the width, height, and panel visibility were
unchanged, but saw no framerate improvement.  Upon closer examination,
the only OpenGL-related things in the function are

glViewport( 0, (GLint)(height - view_h), (GLint)(width), (GLint)(view_h) );

and

ssgSetFOV( globals-get_current_view()-get_h_fov(),
   globals-get_current_view()-get_v_fov() );

Does glViewport have any significant overhead?  Don't we have to call
it every frame anyway (I know the panel code does so).


All the best,


David

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RE: [Flightgear-devel] inlining

2002-03-21 Thread David Megginson

Norman Vine writes:

   In my (limited) tests, even inlining something like
  
void setFoo (double foo) { _foo = (foo  0 ? 0 : foo); }
  
  slows things down.
  
  Really ??
  
  then try this both with and without optimization :-))

Ah, yes, but this is a tight loop.  In my tests on props.hxx, the
inlined code came in the middle of a long code block.  I didn't have
time to do a lot of rewriting, but even when I did something as simple
as

double x = 100 + jnk;
jnk = 1000 + test_junk(i);
double y = 50 / x;
jnk *= y;

the speed advantage of the inlined code was cut in half.


All the best,


David

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Re: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Jonathan Polley


On Thursday, March 21, 2002, at 06:43 AM, David Megginson wrote:

 Jonathan Polley writes:

 MSVC 6.0 still whines about

 props.cxx
 C:\SimGear\simgear\misc\props.cxx(23) : error C2039: 'sort' : is not a
 member of 'std'
 C:\SimGear\simgear\misc\props.cxx(23) : error C2873: 'sort' : symbol
 cannot be used in a using-declaration
 C:\SimGear\simgear\misc\props.cxx(801) : error C2065: 'sort' : undeclared
 identifier

 OK, first let's make sure that my code is correct ANSI C++ before we
 beat up on MSVC.  Basically, I have this:

   #include algorithm
   SG_USING_STD(sort);

 which is equivalent to

   #include algorithm
   using std::sort;

 Is this correct?  I think it is, but confirmation would be nice.

 If this is correct, then the next step is to add #ifdef's for MSVC
 (yech).

I tried 'using std::sort' in place of 'SG_USING_STD(sort)' and got the 
same errors.

Jonathan Polley


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RE: [Flightgear-devel] inlining

2002-03-21 Thread David Megginson

Norman Vine writes:

  However some code fragments run 100's or even 1000's of times per 
  iteration and these fragments should be studied on an individual basis 
  and not just automatically un-inlined because it is in 'vogue' :-)

It's not a question of vogue.  Currently, we start with an enormous
amount of inlined code by default.  I'm suggesting that we start with
nothing (or almost nothing) inlined, then inline only what can be
proven to help through profiling and timing tests -- uninlined until
proven necessary, rather than inlined until proven unnecessary.  This
should make the executable smaller, compile times faster, headers more
readable, and debuggers more useful, all as side-effects.


All the best,


David

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Re: [Flightgear-devel] Bug with c310

2002-03-21 Thread David Megginson

Arnt Karlsen writes:

  ..belly landings should be a noisy prop bending affair, but you 
  should not total the aircraft... unless its a B-17 and you forget 
  to dump the ball turret.  In any case, you should walk away from 
  the wreck, possibly receiving a repair bill from the insurance guy.  ;-)

And angry letters from the grieving family of the tail gunner.


All the best,


David

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[Flightgear-devel] Re: Minor nits

2002-03-21 Thread Melchior FRANZ

* David Megginson -- Thursday 21 March 2002 13:40:
  * D Luff:
   And a long standing one that I've never heard anyone else mention -
   I get other colours and textures bleeding through at the runway
   touchdown zones and numbers, when viewed at certain shallow angles.
   This happens on several varieties and combinations of Windows,
   processor and graphics card.
[...]
 It's more likely with a card like the Voodoo3, but I've
 seen it rarely on my GeForce2Go.

It happened on my Voodoo3, but after a driver/XFree update I've never seen this
any more. So it's obviously a driver bug. AFAIK there have been V3 driver
updates recently for Windows, too.

m.

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RE: [Flightgear-devel] inlining

2002-03-21 Thread Norman Vine

David Megginson writes:

Norman Vine writes:

   In my (limited) tests, even inlining something like
  
void setFoo (double foo) { _foo = (foo  0 ? 0 : foo); }
  
  slows things down.
  
  Really ??
  
  then try this both with and without optimization :-))

Ah, yes, but this is a tight loop.  

Ah, good, you have a HINT at which inlines to leave alone :-

Cheers

Norman

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Re: [Flightgear-devel] segfault on mini-panels

2002-03-21 Thread David Megginson

Jim Wilson writes:

  Here's a backtrace on this.

I've just checked in some minor fixes to props.cxx in SimGear, and
swapping panels (with 's') in FlightGear is working again.  Thanks.

By the way, we need to get rid of the panel_2 property; instead, we
should have panel[0], panel[1], panel[2], etc. and allow 's' to cycle
through the whole list.


All the best,


David

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Re: [Flightgear-devel] Flaps not working in JSBSim

2002-03-21 Thread Martin Spott

 Is this with the most recent JSBSim? Tony made some changes related to
 properties and perhaps there is some tweaking to do.

The checkout is about five hours old,

Martin.
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RE: [Flightgear-devel] inlining

2002-03-21 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 I'm suggesting that we start with
 nothing (or almost nothing) inlined, then inline only what can be
 proven to help through profiling and timing tests -- uninlined until
 proven necessary, rather than inlined until proven unnecessary.  This

Sounds like a good plan.  Not sure if we will see a big improvement on 
build times though.  I would think a lot depends on how frequently a given 
inline is used.  In any case, I've been slowly taking them out of the viewer 
code :::duck::: and haven't noticed any un-aided human detectible change.

Best,

Jim


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Re: [Flightgear-devel] segfault on mini-panels

2002-03-21 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   Here's a backtrace on this.
 
 I've just checked in some minor fixes to props.cxx in SimGear, and
 swapping panels (with 's') in FlightGear is working again.  Thanks.
 
 By the way, we need to get rid of the panel_2 property; instead, we
 should have panel[0], panel[1], panel[2], etc. and allow 's' to cycle
 through the whole list.
 
Is there a method for rotating through a list in the xml?  When I first set 
that up there wasn't any...so it just does a swap from panel2/path to the  
panel/path.  Panel[2] might not be correct.  Perhaps we should have a panel-
current-idx property that defines which branch is active.  This might be a 
useful thing to do with views as well.

Best,

Jim

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Re: [Flightgear-devel] Re: Obvious Speedups

2002-03-21 Thread Martin Dressler

On Wed 20. March 2002 18:54, you wrote:
 Erik Hofman wrote:
   While I don't see a direct improvement in framerate I notice a real
   effect on the screen update. The old behaviour had a small bump in the
   update every second or so, while the new code elliminates that.

 This doesn't make much sense.  All of the changes in that patch were
 inside the per-frame loop.  They certainly couldn't cause or fix
 stutter over many frames, nor do I think have they been claimed to.
 Perhaps something happened in the tile loader to do this?

Permanent window resizing can make strange artifacts and force to render
frame again. If you still resize to the same dimension it is only 
optimalization to not make anything and some other implementation of OpenGL
can make something.


 This is rapidly getting on towards voodoo coding, and I think perhaps
 we should step back a bit.  What, exactly, are the changes in this
 patch that make it worthwhile?  What does it eliminate?  What is the
 evidence for speedup?

   BTW. This is probably only noticable on slower machines with a slow
   OpenGL implementation like the O2 I work on.

 The patch didn't touch any OpenGL code so far as I can tell, so I'm at
 a loss to explain this one, too.

If glViewport() isn't OpenGL code then I don't know what is.

Why are you all so definsive about deleting of code which isn't usefull for 
anything. IMHO when you can delete code which run every frame and replace it 
with code which run only at some special case then it is right to delete this 
code.

Regards,
Madr


- 
  Martin Dressler

e-mail: [EMAIL PROTECTED]
http://www.musicabona.com/

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Re: [Flightgear-devel] Re: Obvious Speedups

2002-03-21 Thread Martin Dressler

On Thu 21. March 2002 13:38, you wrote:
 D Luff writes:
   With Norman's main, maximising the window and then returning it to
   800x600 leaves the external view of the plane (and probably the
   scenery but its hard to tell) all scrunched up.

 I think that we should pass on this patch for now -- I have no clear
 explanation of how it might help the framerate, and I cannot imagine
 that skipping a single glViewport call could make any difference.  It
 also removes some existing functionality (such as resizing the view
 with the panel) and provides no measurable framerate change for most
 users.

But makes 10% atleast for Norm. Did someone else tryed it under win in 
gamemode?

Madr



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[Flightgear-devel] DC-3 Info

2002-03-21 Thread Danie Heath



Hi 
All

So I spent a day 
with three of the pilots at the SAAF Museum, talking about the DC-3 the whole 
day long. This is our (actually their) conclusion :

2 of the 3 are avid 
MSFS pilots in conjunction with their daily jobs of flying DC-3's and 
DC-4's. According to them, that massive DC-3 package for MSFS accurately 
(80%) of the aircraft's flying qualities. To minimize confusion, I'll 
email the .air file to everyone who's interested. They say that any more 
things to be added to that, is the fancy quirks of the Dak, eg 
:

  On startup, one 
  does not just engage the starter. It has an inertia starter, which means 
  the starter has to be "wound up", before it is engaged.
  Because it is a 
  radial, it's very temperamental about taxiing the aircraft. The 
  groundcrew has an endless battle with the pilots about taxiing 
  procedures. One does not taxi the aircraft with rich texture, as at 
  these low power settings a too-rich mixture actually clogs up the spark plugs, 
  causing the engines to cough up smoke, flames out the engines and then the 
  engine will stall after a few seconds.
  Landing gear 
  retraction is quite complicated, and I'm still a little unsure about the whole 
  process. When the landing gear is retracted, you first pull a lever to 
  pull out a locking pin, and then the handle to raise the gear. Failure 
  to do so will cause the gear to get stuck in the middle, and it won't budge, 
  neither up nor down.
I'm so glad I could 
make someone's day. They spent a good few minutes laughing at me when I 
asked for info on the lift coefficients etc. They said it's easier to get 
the pope pregnant. I'll be supplied with the performance graphs and other 
info only after the 13th of April unfortunately, as they are being used for the 
annual maintenance check on the aircraft. They have to get it done before 
the 13th, as it's a museum airshow then. I will be able to get the basic 
info for you on Saturday, things like basic operating 
speeds.

Just so you know, we 
have a Douglas DC-3A-1dk. It operates with the Pratt  Whitney R-1830 
motors, but this one is specially modified to have the two-stage 
supercharger. Oh, they also asked that you incorporate accurate 
superchargers into the model as well

I hope this helps a 
bit, and the pilots volunteered to do flighttesting for us, so, once you're 
finished and would like to have it tested, send it to me and I'll have it done 
for you.

Regards

Danie Heath
Web Integrator
RisC Com cc
+27 12 654-5100
083 412 6904
[EMAIL PROTECTED]



Re: [Flightgear-devel] fgReshape redux

2002-03-21 Thread Andy Ross

David Megginson wrote:
  Does glViewport have any significant overhead?  Don't we have to
  call it every frame anyway (I know the panel code does so).

No.  It just sets scaling factors to turn the [-1:1] square produced
by the projection matrix into screen coordinates..  On cards with
hardware geometry processing, it requires a round trip on the AGP bus
and probably flushes the vertex pipeline.  Still, once per frame is
just noise.

Andy

-- 
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Senior Software Engineer  Emeryville, CA
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Re: [Flightgear-devel] Problems Building JSBSim using MSVC 6.0

2002-03-21 Thread Jonathan Polley
 On Thursday, March 21, 2002, at 03:37 AM, Erik Hofman wrote:

Jonathan Polley wrote:
After getting SimGear to build under MSVC 6.0 (thanks Christian), I moved on to getting all of FlightGear to build.  For some reason, MSVC does not like JSBSim (over 1200 errors generated) but I had no problem under RH 7.1 (as usual).  I expect that everything is a snow ball started from the errors in FGPropertyManager.h.
The full build result file can be found at:
http://homepage.mac.com/eq_fidget/FG_Dox/FlightGear.html

It's just a matter of removing (*all*) the 'FGPropertyManager::' sections within the class (or file).

Erik

When I do that, it complains about the multiple definitions of 'Tie.'  When it starts failing the compile, it is on the second, and subsequent, definitions of 'FGPropertyManager::Tie.'

When I comment out *ALL* instances of 'Tie' (however you want to define it), I still get a major explosion which makes absolutely NO sense:


Compiling...
FGAerodynamics.cpp
c:\flightgear\src\fdm\jsbsim\fgmodel.h(67) : error C2059: syntax error : 'namespace'
c:\flightgear\src\fdm\jsbsim\fgmodel.h(67) : error C2238: unexpected token(s) preceding ';'
c:\program files\microsoft visual studio\vc98\include\fstream(15) : error C2059: syntax error : 'namespace'
c:\program files\microsoft visual studio\vc98\include\fstream(15) : error C2334: unexpected token(s) preceding '{'; skipping apparent function body
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(46) : error C2886: 'std::string' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(48) : error C2886: 'std::ostream' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(49) : error C2886: 'std::istream' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(50) : error C2886: 'std::ifstream' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(51) : error C2886: 'std::cerr' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(52) : error C2886: 'std::endl' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(53) : error C2886: 'std::ios' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgconfigfile.h(54) : error C2886: 'std::cout' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgmatrix33.h(30) : error C2886: 'std::string' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgmatrix33.h(32) : error C2886: 'std::ostream' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgmatrix33.h(33) : error C2886: 'std::istream' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgmatrix33.h(34) : error C2886: 'std::cerr' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgmatrix33.h(35) : error C2886: 'std::cout' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgmatrix33.h(36) : error C2886: 'std::endl' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgcolumnvector3.h(28) : error C2886: 'std::string' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgcolumnvector3.h(30) : error C2886: 'std::ostream' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgcolumnvector3.h(31) : error C2886: 'std::istream' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgcolumnvector3.h(32) : error C2886: 'std::cerr' : symbol cannot be used in a member using-declaration
c:\flightgear\src\fdm\jsbsim\fgcolumnvector3.h(33) : error C2886: 'std::cout' : symbol cannot be used in a member using-declaration


Jonathan Polley


Re: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Jonathan Polley

The only way I can get SimGear to build is to replace

SG_USING_STD(sort);

with

SG_USING_NAMESPACE(std);

Nothing else seems to work.  I have tried cleaning and rebuilding from 
scratch *multiple* times.

Jonathan Polley

On Thursday, March 21, 2002, at 06:43 AM, David Megginson wrote:

 Jonathan Polley writes:

 MSVC 6.0 still whines about

 props.cxx
 C:\SimGear\simgear\misc\props.cxx(23) : error C2039: 'sort' : is not a
 member of 'std'
 C:\SimGear\simgear\misc\props.cxx(23) : error C2873: 'sort' : symbol
 cannot be used in a using-declaration
 C:\SimGear\simgear\misc\props.cxx(801) : error C2065: 'sort' : undeclared
 identifier

 OK, first let's make sure that my code is correct ANSI C++ before we
 beat up on MSVC.  Basically, I have this:

   #include algorithm
   SG_USING_STD(sort);

 which is equivalent to

   #include algorithm
   using std::sort;

 Is this correct?  I think it is, but confirmation would be nice.

 If this is correct, then the next step is to add #ifdef's for MSVC
 (yech).


 All the best,


 David

 --
 David Megginson
 [EMAIL PROTECTED]


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RE: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Jon Berndt

 The only way I can get SimGear to build is to replace
 
 SG_USING_STD(sort);
 
 with
 
 SG_USING_NAMESPACE(std);
 
 Nothing else seems to work.  I have tried cleaning and rebuilding from 
 scratch *multiple* times.

Are there any other stdlib function calls in there from std namespace?

Jon


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[Flightgear-devel] (no subject)

2002-03-21 Thread Jim Wilson

Here it is John.

Description:
Wilson's new u3a panel. It's not very accurate. Haven't found a picture yet. 
The shape and layout is fairly close and looks ok.  Also linked to c310
default sound.xml and changed model so the props aren't so syncrhonous to look
weird.

File:
http://www.spiderbark.com/fgfs/c310u3a-update-20020321.tar.gz

Best,

Jim

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Re: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Jonathan Polley


On Thursday, March 21, 2002, at 06:54 PM, Jon Berndt wrote:

 The only way I can get SimGear to build is to replace

 SG_USING_STD(sort);

 with

 SG_USING_NAMESPACE(std);

 Nothing else seems to work.  I have tried cleaning and rebuilding from
 scratch *multiple* times.

 Are there any other stdlib function calls in there from std namespace?

 Jon

The only thing I see it complain about is using std::sort.  If I try 
'using std::sort,' as is done if PROPS_STANDALONE is defined, I get the 
same errors.  Considering the problems I am having getting JSBSim to 
compile, with similar complaints, I am getting concerned that something 
has gone terribly wrong.  If I had a better understanding of C++ and/or 
STL, I could be more help hunting this down.  I may have to attempt a 
re-install of MSVC tomorrow.

Thanks,

Jonathan Polley


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Re: [Flightgear-devel] (no subject)

2002-03-21 Thread Curtis L. Olson

Jim Wilson writes:
 Here it is John.
 
 Description:
 Wilson's new u3a panel. It's not very accurate. Haven't found a picture yet. 
 The shape and layout is fairly close and looks ok.  Also linked to c310
 default sound.xml and changed model so the props aren't so syncrhonous to look
 weird.
 
 File:
 http://www.spiderbark.com/fgfs/c310u3a-update-20020321.tar.gz

Looks great!  Good work.

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] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Jonathan Polley


On Thursday, March 21, 2002, at 08:54 PM, Bernie Bright wrote:

 David Megginson wrote:

 OK, first let's make sure that my code is correct ANSI C++ before we
 beat up on MSVC.  Basically, I have this:

   #include algorithm
   SG_USING_STD(sort);

 which is equivalent to

   #include algorithm
   using std::sort;

 Is this correct?  I think it is, but confirmation would be nice.


 This is indeed Std C++ and is correct.

 The following compiles fine with MSVC6sp3:

 #include algorithm
 #include vector
 int main() {
   std::vectorint v;
   std::sort( v.begin(), v.end() );
   return 0;
 }

 Replacing std::sort() with sort() and adding using std::sort; also
 works.

 Cheers,
 Bernie

With the irregularity that I am having problems with using XXX I get the 
feeling that there is something wrong with a header someplace, or a 
#define.  Not all modules generate the error, and others (namely the 
updates, and only the updates, to JSBSim) blow body parts across the room.
   I can change the behavior of JSBSim by rearranging the #includes in some 
of the modules, but I cannot get rid of the errors.

Is anyone else building under MSVC 6.0 (or other MSVC compiler)?

Thanks,

Jonathan Polley


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Re: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Bernie Bright

Jonathan Polley wrote:
 

 With the irregularity that I am having problems with using XXX I get the
 feeling that there is something wrong with a header someplace, or a
 #define.  Not all modules generate the error, and others (namely the
 updates, and only the updates, to JSBSim) blow body parts across the room.
I can change the behavior of JSBSim by rearranging the #includes in some
 of the modules, but I cannot get rid of the errors.
 
 Is anyone else building under MSVC 6.0 (or other MSVC compiler)?
 

Moving using std::sort after #include algorithm fixes the problem in
props.cxx.

I build under MSVC6 occasionally though generally I use linux.  However
I was responsible for resolving some of the early portability issues.

Cheers,
Bernie

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Re: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-21 Thread Jonathan Polley


On Thursday, March 21, 2002, at 11:35 PM, Bernie Bright wrote:


 I build under MSVC6 occasionally though generally I use linux.  However
 I was responsible for resolving some of the early portability issues.

 Cheers,
 Bernie


Could you try a build of the main FlightGear app to verify if my FDM build 
problems are just me?

Thanks,

Jonathan Polley


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[Flightgear-devel] framerate 1/s

2002-03-21 Thread Melchior FRANZ

The changes from yesterday turned my framerate at KSFO from about
10 to 1 per second. Ten is already painful enough, and that with
clouds and panel turned off. But one is a bit weak and makes fgfs
virtually unflyable. (I've only got a 266MHz processor and a V3
graphics card.)

m.

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