Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread Stefan Seifert
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

John Denker wrote:

 Let me also point out that the word gremlin is in the dictionary.
 Its primary meaning explains exactly the purpose of gremlins.nas.

Please consider, that not by far not all FG contributors are native
English speakers and thus may not be familiar with every possible
meaning of such words. It for sure looked strange to me and neither
Wikipedia, nor the English-German dictionary on http://dict.leo.org gave
any indication, that it's a proper word for this purpose.

I don't say, that I don't believe you. But I think it's a good rule of
thumb to not consider anything a personal attack unless proven. It may
as well be a simple language problem.

That said, I like the name ;)

Nine
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.7 (GNU/Linux)
Comment: Using GnuPG with SUSE - http://enigmail.mozdev.org

iD8DBQFGi0h71QuEJQQMVrgRAhgAAJwJA15AbH+HcGrs4ALnpbFfXDZ9MwCeLQx6
ugwHnmDj2sK6cR3cnjOjGH0=
=4oWN
-END PGP SIGNATURE-

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread John Denker
On 07/03/2007 04:28 AM, Vivian Meazza wrote:

  Remember: P 6 - Piss Poor Peer-review Prevents Proper Performance

I agree!

IMHO a peer-review that snipes at int ii as opposed
to int i -- to the exclusion of any discussion of
actual features that pilots can use -- is pretty poor.

IMHO it is a mistake even to respond to such sniping;
responding gives the sniping an appearance of importance
it does not deserve, and encourages bad behavior.

So, ignoring various obviously-false accusations, here's
where we stand regarding the flight-control popup:
  -- There was one bona-fide misunderstanding, which has
   been cleared up.
  -- AFAICT, there remain no objections of any significance.
  -- The fact remains that the axis polarity in FG is
   inconsistent with all the usual conventions.  This can be
   seen in most (perhaps all) joystick configuration files,
   where there is a factor of -1 applied to the pitch axis,
   but not to the roll and yaw axes.  This inconsistency
   would be seen again in the flight-control popup, except
   that I solved it via the aforementioned flipper patch.
 http://www.av8n.com/fly/fgfs/flipper.diff
   (Note that this new flipper property could be used to
   simplify the joystick configurations if anybody wanted to.)
  -- As has been previously stated repeatedly, this popup is
   intended to serve pilots while flying the aircraft.  It
   is needed as a workaround because appallingly many of the
   aircraft in the FG fleet still lack usable trim indicators.
  -- Its intended purpose was not solely for debugging joysticks.
   It is not optimized for that purpose.  A popup for that
   purpose would differ in several ways.  If somebody wants to
   use the flight control popup as the starting point for a
   joystick debugging popup, that's a bonus.  The possibility
   of such a bonus is certainly not a valid objection to the
   existing pilot-oriented popup.

   I hope that overall, most FG-related time is spent piloting
   FG as opposed to debugging it.  (If not, this project is
   more screwed up than I thought.)  Developers should not
   assume that the world revolves around development; users
   i.e. pilots ought to count for something.

If some developer, for development purposes, wants to increase
the number of digits in the display, I parameterized the
format so that changing it is a simple one-character edit.
   http://www.av8n.com/fly/fgfs/flight-control.diff
I hope that a one-character edit is not too much of a burden.

Bottom line:  Does anybody have any suggestions and/or
questions about this work?

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread Thomas Förster
Am Mittwoch 04 Juli 2007 15:59 schrieb John Denker:
 If some developer, for development purposes, wants to increase
 the number of digits in the display, I parameterized the
 format so that changing it is a simple one-character edit.
http://www.av8n.com/fly/fgfs/flight-control.diff
 I hope that a one-character edit is not too much of a burden.

I think this (changing code for parameterization) is quite dangerous, as it 
easily slips through in a commit, setting higher/lower precision for all on 
next cvs update :-) Probably it is possible to control precision via a 
property in the tree. Then it could be set in the conf file (.fgfsrc).

Just a thought.

Thomas
-- 
PhD Student, Dept. Animal Physiology, HU Berlin
Tel +49 30 2093 6173, Fax +49 30 2093 6375

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread Melchior FRANZ
* John Denker -- Wednesday 04 July 2007:
 Bottom line:  Does anybody have any suggestions and/or
 questions about this work?

Well, there are still two objections concerning the submissions:

- the name gremlins.nas. But this could certainly be changed by
  whoever commits this. I suggested failure.nas. The function
  name gremulate() isn't pretty, either, especially together with a
  gremlins namespace (gremlins.gremulate() ?), but it's not a
  real problem.

- the dialogs use hardcoded fixed sizes and positions, and don't
  use the layouter. This makes them unable to adapt to different
  gui styles. Would fixing that be a problem? Someone else could
  do it, too, of course.

(As I said: I don't find the nnn/ttt variables reasonable, but I
also made clear that this was *not* an objection. And I couldn't
know that this technique is used by skilled programmers, sorry.)

m.

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread Melchior FRANZ
* John Denker -- Wednesday 04 July 2007:
  Well, there are still two objections concerning the submissions:

[- fixed size and positions of dialogs]

  - the name gremlins.nas. But this could certainly be changed by
whoever commits this. I suggested failure.nas. The function
name gremulate() isn't pretty, either, especially together with a
gremlins namespace (gremlins.gremulate() ?), but it's not a
real problem.
 
 This has got absolutely positively nothing to do with the flight
 control and trim position popup.

Yes, well observed. But the first problem concerns both submissions,
and to reduce noise on the list I combined that. Didn't work out. :-)

m.

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread John Denker
On 07/04/2007 10:49 AM, Melchior FRANZ wrote:

 Well, there are still two objections concerning the submissions:
 
 - the name gremlins.nas. But this could certainly be changed by
   whoever commits this. I suggested failure.nas. The function
   name gremulate() isn't pretty, either, especially together with a
   gremlins namespace (gremlins.gremulate() ?), but it's not a
   real problem.

This has got absolutely positively nothing to do with the flight
control and trim position popup.  It is not a valid objection to
the flight control and trim position popup, which is the subject
of this thread.


-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread Stuart Buchanan
--- Melchior FRANZ wrote:
 * John Denker -- Wednesday 04 July 2007:
   Well, there are still two objections concerning the submissions:
 
 [- fixed size and positions of dialogs]

snip

 But the first problem concerns both submissions,
 and to reduce noise on the list I combined that. Didn't work out. :-)

Until you mentioned it, I thought all these comments only applied to the
flight control popup so I wasn't paying much attention. I think perhaps
you were being too efficient ;)

Could you explain further regarding the fixed size of the dialogs? I used
the table layout for both the system-failure and instrument-failure
dialogs, with the width and height defined to set appropriate padding. Is
there a better way to do this that I'm not aware of (or have forgotten)? 

I tested both dialogs with both GUI styles, and they looked acceptable to
me.

Changing the name to failures.nas, and gremulate to, say, generate
sounds fine to me. While I think the word gremlins is appropriate in
this context, I can appreciate that for non fluent English speakers it
might lead to confusion.

-Stuart



___ 
To help you stay safe and secure online, we've developed the all new Yahoo! 
Security Centre. http://uk.security.yahoo.com

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-04 Thread Sebastian Bechtold
Hello together.

Now that I've found that the FlightGear source code does not have to be 
a book with seven seals for me and I was successfull with implementing
my first, although small and simple, change to it, I got the idea to try a
somewhat bigger modification to the program: 

I'd like to do some experiments with displaying ground features
like roads, rivers and land usage completely through (automatically generated) 
textures instead of the current material/triangle-based approach. I think 
that drawing these features totally indepentent of the underlying 
triangulation has several great advantages, with the following two being the 
most important ones:

- It would offer the possibility of drawing more details and generally 
more organic ground features than it would ever be possible with the 
triangle/materials approach with its inevitable hard edges and performance 
limitations (no way to render zillions of triangles for all the smallest 
details)

- It would uncouple the processes of generating and drawing all the flat 
ground features from the processes of generating and displaying the terrain 
mesh. This would allow us to modify and extend the complexity of 
displayed flat ground stuff completely without having to edit or regenerate 
the terrain mesh. New roads or other things could easily be added by  
modifying a roads vector dataset and regenerate the responsible ground 
texture tiles (or even by painting the road onto them with a graphics 
program).

I know and admit that this approach also may have some quite big 
disadvantages, primarily performance problems because of limited hardware 
resources, and of course the feared blurry ground at low altitudes effect.

I have no idea if I will ever get this to work (with acceptable results), I 
have no idea if it will be better than the current solution (and even 
accepted as such by the community), but anyway - I would just like to try it. 
Just for my own fun and interest, if you don't like it. 

Now why I'm writing this sermon: 
It would be great if someone who has good knowledge of these parts of 
FlightGear which are critical for this experiment could support me with 
answers to some questions which will surely arise.

This first one, to which the definition of the whole challenge can be reduced 
as for now, is nothing more or less than the following:

How can I implement an override for the current way of how the terrain 
triangles are textured, which allows me to look at each single triangle, 
identified by the world coordinates of its corner vertices, and map a defined 
part of an arbitrary texture file onto it? Like saying, I have an image file 
which represents a certain part of the world with four corners at specific 
lat/lon coordinates, and now I want FlightGear to render this image onto the 
ground at exactly this place in the virtual world. 

I hope my explaination can be understood and I'm looking forward to some 
helpful replies :)

With best regards,

Sebastian

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-04 Thread Heiko Schulz
Hi,

Hmmm sounds like the flat textures which MSFS
has...
I like the way it is, because with the material you
have some informations about bumbiness and so on...

So much as I know, someone is working on the
possibility to change the terrain easily ( I think
Frederic Bouvier )

So I'm not sure about if this is a good idea...

Greetings
HHS
--- Sebastian Bechtold [EMAIL PROTECTED]
schrieb:

 Hello together.
 
 Now that I've found that the FlightGear source code
 does not have to be 
 a book with seven seals for me and I was
 successfull with implementing
 my first, although small and simple, change to it, I
 got the idea to try a
 somewhat bigger modification to the program: 
 
 I'd like to do some experiments with displaying
 ground features
 like roads, rivers and land usage completely through
 (automatically generated) 
 textures instead of the current
 material/triangle-based approach. I think 
 that drawing these features totally indepentent of
 the underlying 
 triangulation has several great advantages, with the
 following two being the 
 most important ones:
 
 - It would offer the possibility of drawing more
 details and generally 
 more organic ground features than it would ever be
 possible with the 
 triangle/materials approach with its inevitable hard
 edges and performance 
 limitations (no way to render zillions of triangles
 for all the smallest 
 details)
 
 - It would uncouple the processes of generating and
 drawing all the flat 
 ground features from the processes of generating and
 displaying the terrain 
 mesh. This would allow us to modify and extend the
 complexity of 
 displayed flat ground stuff completely without
 having to edit or regenerate 
 the terrain mesh. New roads or other things could
 easily be added by  
 modifying a roads vector dataset and regenerate the
 responsible ground 
 texture tiles (or even by painting the road onto
 them with a graphics 
 program).
 
 I know and admit that this approach also may have
 some quite big 
 disadvantages, primarily performance problems
 because of limited hardware 
 resources, and of course the feared blurry ground
 at low altitudes effect.
 
 I have no idea if I will ever get this to work (with
 acceptable results), I 
 have no idea if it will be better than the current
 solution (and even 
 accepted as such by the community), but anyway - I
 would just like to try it. 
 Just for my own fun and interest, if you don't like
 it. 
 
 Now why I'm writing this sermon: 
 It would be great if someone who has good knowledge
 of these parts of 
 FlightGear which are critical for this experiment
 could support me with 
 answers to some questions which will surely arise.
 
 This first one, to which the definition of the whole
 challenge can be reduced 
 as for now, is nothing more or less than the
 following:
 
 How can I implement an override for the current
 way of how the terrain 
 triangles are textured, which allows me to look at
 each single triangle, 
 identified by the world coordinates of its corner
 vertices, and map a defined 
 part of an arbitrary texture file onto it? Like
 saying, I have an image file 
 which represents a certain part of the world with
 four corners at specific 
 lat/lon coordinates, and now I want FlightGear to
 render this image onto the 
 ground at exactly this place in the virtual world. 
 
 I hope my explaination can be understood and I'm
 looking forward to some 
 helpful replies :)
 
 With best regards,
 
 Sebastian
 

-
 This SF.net email is sponsored by DB2 Express
 Download DB2 Express C - the FREE version of DB2
 express and take
 control of your XML. No limits. Just data. Click to
 get it now.
 http://sourceforge.net/powerbar/db2/
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net

https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 



  __  BE A BETTER FRAGESTELLER: Jetzt Frage 
stellen und einen von 44 iPods gewinnen! www.yahoo.de/clever

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Random instrument failures and altimeter gremlins patch

2007-07-04 Thread leee
On Tuesday 03 July 2007 22:58, Melchior FRANZ wrote:
 * Stuart Buchanan -- Tuesday 03 July 2007:
  The included XML files replace those in the gui/dialogs directory, while
  gremlins.nas should be put in the Nasal directory.

 gremlins.nas?  Please not funny names in $FG_ROOT/Nasal/. These
 are code files, and so far all of them were called after their purpose.
 This makes it easier for all to see what they are about.

 What I don't really understand is why local variables need to be ii and
 nnn. What's wrong with just i and n, like everyone else uses? Or is
 exactly *that* the problem?

   for (ii = 0; ii  5; ii+=1){
   ...
   nnn = props.globals.getNode(feat ~ /serviceable, 1);
   if (nnn.getValue() == nil) {
 nnn.setBoolValue(1);

 Or is nnn an acronym for something?

 m.

Is it really worth making an issue over two and three character local variable 
names?

LeeE


-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-04 Thread Heiko Schulz
Hi,

But I forgot a wish: I would love to see, if we could
change and do individuals paintings of the ground of
airports - all the lines and markings. Maybe that
could be something...

Greetings
HHS
--- Sebastian Bechtold [EMAIL PROTECTED]
schrieb:

 Hello together.
 
 Now that I've found that the FlightGear source code
 does not have to be 
 a book with seven seals for me and I was
 successfull with implementing
 my first, although small and simple, change to it, I
 got the idea to try a
 somewhat bigger modification to the program: 
 
 I'd like to do some experiments with displaying
 ground features
 like roads, rivers and land usage completely through
 (automatically generated) 
 textures instead of the current
 material/triangle-based approach. I think 
 that drawing these features totally indepentent of
 the underlying 
 triangulation has several great advantages, with the
 following two being the 
 most important ones:
 
 - It would offer the possibility of drawing more
 details and generally 
 more organic ground features than it would ever be
 possible with the 
 triangle/materials approach with its inevitable hard
 edges and performance 
 limitations (no way to render zillions of triangles
 for all the smallest 
 details)
 
 - It would uncouple the processes of generating and
 drawing all the flat 
 ground features from the processes of generating and
 displaying the terrain 
 mesh. This would allow us to modify and extend the
 complexity of 
 displayed flat ground stuff completely without
 having to edit or regenerate 
 the terrain mesh. New roads or other things could
 easily be added by  
 modifying a roads vector dataset and regenerate the
 responsible ground 
 texture tiles (or even by painting the road onto
 them with a graphics 
 program).
 
 I know and admit that this approach also may have
 some quite big 
 disadvantages, primarily performance problems
 because of limited hardware 
 resources, and of course the feared blurry ground
 at low altitudes effect.
 
 I have no idea if I will ever get this to work (with
 acceptable results), I 
 have no idea if it will be better than the current
 solution (and even 
 accepted as such by the community), but anyway - I
 would just like to try it. 
 Just for my own fun and interest, if you don't like
 it. 
 
 Now why I'm writing this sermon: 
 It would be great if someone who has good knowledge
 of these parts of 
 FlightGear which are critical for this experiment
 could support me with 
 answers to some questions which will surely arise.
 
 This first one, to which the definition of the whole
 challenge can be reduced 
 as for now, is nothing more or less than the
 following:
 
 How can I implement an override for the current
 way of how the terrain 
 triangles are textured, which allows me to look at
 each single triangle, 
 identified by the world coordinates of its corner
 vertices, and map a defined 
 part of an arbitrary texture file onto it? Like
 saying, I have an image file 
 which represents a certain part of the world with
 four corners at specific 
 lat/lon coordinates, and now I want FlightGear to
 render this image onto the 
 ground at exactly this place in the virtual world. 
 
 I hope my explaination can be understood and I'm
 looking forward to some 
 helpful replies :)
 
 With best regards,
 
 Sebastian
 

-
 This SF.net email is sponsored by DB2 Express
 Download DB2 Express C - the FREE version of DB2
 express and take
 control of your XML. No limits. Just data. Click to
 get it now.
 http://sourceforge.net/powerbar/db2/
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net

https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 



  __  Wissenswertes für Bastler und Hobby 
Handwerker. BE A BETTER HEIMWERKER! www.yahoo.de/clever

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] flight control and trim position popup

2007-07-04 Thread Hans Fugal
FWIW, when flying I have often wanted to see trim indication so I
think the popup is valuable. I don't know whether there should be more
trim indication in plane cockpits or (because of the already-cramped
screen) if a popup is a better approach, but I like the
always-available popup idea.

Numbers are fine by me; although I won't know at first whether 0.05 or
0.45 will kill me, I will quickly learn some kind of semantics after
a few tries. A graphical indication (maybe an addition to the HUD) is
another idea - perhaps more intuitive but likely harder to code. This
is here now.

On 7/3/07, John Denker [EMAIL PROTECTED] wrote:
 This implements a popup to show the position of the flight controls
 and trim.

 This is a workaround for the many aircraft that still lack usable
 trim indicators, cowl flap indicators, et cetera.

 TRIM SET is a checklist item in every aircraft I've seen;  it's
 kinda hard to have a realistic flight when there's no trim indicator.

 Proper functioning of the popup is dependent on the recent validate_format
 and flight control polarity patches to the source tree.

http://www.av8n.com/fly/fgfs/flight-control.diff

 -
 This SF.net email is sponsored by DB2 Express
 Download DB2 Express C - the FREE version of DB2 express and take
 control of your XML. No limits. Just data. Click to get it now.
 http://sourceforge.net/powerbar/db2/
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel



-- 
Hans Fugal
Fugal Computing

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] How to apply different texturing to the terrain mesh?

2007-07-04 Thread Thomas Förster
Am Mittwoch 04 Juli 2007 19:38 schrieb Heiko Schulz:
 Hi,

 But I forgot a wish: I would love to see, if we could
 change and do individuals paintings of the ground of
 airports - all the lines and markings. Maybe that
 could be something...

AFAIK Ralf Gerlich has done some research in that direction, as the new 
X-Plane apt.dat format codes this information. But he is totally overburdened 
with PhD, TaxiDraw, TerraGear, name some 10 projects more  work... :-)

Probably check back with him for more info. Also see the preliminary results 
at http://www.custom-scenery.org/ , especially 
http://www.custom-scenery.org/Research-Deve.274.0.html

Thomas
-- 
PhD Student, Dept. Animal Physiology, HU Berlin
Tel +49 30 2093 6173, Fax +49 30 2093 6375

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] spanning multiple columns in gui layout

2007-07-04 Thread John Denker
Here's a creeping feature that would be useful, and
shouldn't be too hard to implement:

Here's the scenario:  Suppose you have a nice table with
rows and columns.  Most of the rows have many narrow
columns, but one or two rows have a lesser number of
wider columns.  The existing layout manager has no idea
how to handle this AFAICT.

If you just express the wide element as:

 text
   row7/row
   col3/col
   labelfoofoofoofoobarbarbarbar/label
 /text

it will distort the width of its column, and distort the
width of the entire table.

You might be able to work around it by hand, e.g.

 text
   halignright/halign
   row7/row
   col3/col
   labelfoofoofoofoo/label
 /text

 text
   halignleft/halign
   row7/row
   col4/col
   labelbarbarbarbar/label
 /text

but that doesn't look exactly right, and doesn't work for
properties (as opposed to static labels).  And it doesn't
generalize well to more than two columns.  And it doesn't
work for most halignments.

There is a simple way to express what is wanted, namely:

 text
   row7/row
   col3/col
   col5/col
   labelfoofoofoofoobarbarbarbar/label
 /text

which means that the element is supposed to span from column
3 to column 5 inclusive.


-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] Random instrument failures and altimeter gremlins patch

2007-07-04 Thread Melchior FRANZ
* leee -- Wednesday 04 July 2007:
 Is it really worth making an issue over two and three character
 local variable names?

My comments weren't made as a random list subscriber, but as
someone who was about to commit the stuff, and would have liked
some things changed first. And yes, that also concerns coding
style. The nnn/ttt/... notation is ugly. I said so, and that's it.

These were only *my* prerequisites, not general, official ones.
If mine aren't met, then I'm just not available for committing.
The one who commits code is, after all, responsible for its
quality, not the one who wrote it.

My objections were dismissed by the submitter, so my involvement
in this matter is hereby finished. There are 20 other people with
commit permissions. They should have some fun, too. There are surely
some who don't have any conditions. Dump into aircraft directories
whatever you like. Just keep the common space clean, please.  :-}

m.


-- 
You don't seem to understand what being a maintainer means.
It means saying no to crap.  -- Linus TORVALDS

-
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel