Re: [Flightgear-devel] New joystick definition for: Speedlink SL-6640 Black Widow (bugfix)

2009-09-24 Thread Ang Isang Tao
Hi All,

unfortunately there is a nasty error in my definition file (... 
type=string... was not correct due to copy and paste).

Thanks to Jester who pointed me to this.

Cheers
Mike


  ?xml version=1.0?
!--
Joystick Definition for Speed-Link SL-6640 Black Widow
http://www.speed-link.com/?p=2cat=313pid=1533paus=1
4-Axis, 8 Buttons, 8-way Coolie-Hat, Force-Feedback-Vibration (not in FG yet)

My definitions:
type	W#	U#	M#	assign
##
Axis	0	0	?	ailerons
Axis	1	1 	?	elevator
Axis	2	2	?	throttle
Axis	3	3	?	rudder
Axis	6	4	?	horizantal view direction
Axis	7	5	?	vertical view direction
Btn	0	0	?	Reset View
Btn	1	1	?	Gear Up/Down
Btn	2	2	?	Flaps Up
Btn	3	3	?	Flaps Down
Btn	4	4	?	Thrust Reverser
Btn	5	5	?	Speed Brakes
Btn	6	6	?	Elevator Trim Backward
Btn	7	7	?	Elevator Trim Forward

Notes, Todo and Addendum:
- Pressing a button will bring up the gui.popupTip for the representing function
- Addionally Buttons 2 and 3 (Flaps Up/Down)  and Buttons 6 and 7 (Elevator Trim Up/Down) returns a value on screen telling the actual chosen settings
- Button- and Axis-assignment respect the use of civil planes. e.g. Button 0 (aka Fire Trigger is resetting actual view instead of fiering off a weapon) and Button 1 is reprensenting Gear Up/Down instead of alternate weapon
- Numbering of axes and buttons for Apple mac not verified
- Numbering of Buttons 6 and 7 respect  how Windows Vista x64 (german) sees the Stick. In  Ubuntu (9.04) Buttons 6 and 7 must be renumbered to 4 and 5.
- Created and (mainly) tested in MS Windows Vista Home premium x64 (german)
- Name-entries respect the lack of Vista (german) to present the correct joystick-name as desired for FGFS
- Representing also the jostick-name as provided in Windows-internal registry entry
- Actually only wheel[0] (most times the nose wheel) is checked for pressure / ground contact (=./gear/gear[0]/wow). In this case retraction of gear is not allowed
  So technically on aircraft with multiple axis (e.g. nose wheel plus wing wheels) can retract the gear as soon as the nose wheel is up but wing wheels are still on ground ;)
- Feel free to remove the lines starting with gui.popupTip... if you are annoyed by the messages within FG ;)

Brought to you by Mike (Callsign: D-SKY1) (c) 2009
This file is released under the GPL license v2 or later.
$Id: black-widow.xml,v 1.1 2009/09/24  00:50:00 d-sky1 Exp $
--

PropertyList
	name type=stringMicrosoft-PC-Joysticktreiber/name
	name type=stringMega World USB Game Controllers/name
	name type=stringSpeedLink SL-6640 Black Widow Flight Stick/name
	axis
		desc type=stringAileron/desc
		number
			windows0/windows
			mac0/mac
			unix0/unix
		/number
		binding
			commandproperty-scale/command
			property/controls/flight/aileron/property
			offset type=double0.0/offset
			factor type=double1.0/factor
			dead-band type=double0.02/dead-band
		/binding
	/axis
	axis
		desc type=stringElevator/desc
		number
			windows1/windows
			mac1/mac
			unix1/unix
		/number
		binding
			commandproperty-scale/command
			property/controls/flight/elevator/property
			offset type=double0.0/offset
			factor type=double-1.0/factor
			dead-band type=double0.02/dead-band
		/binding
	/axis
	axis
		desc type=stringThrottle/desc
		number
			windows2/windows
			mac2/mac
			unix2/unix
		/number
		binding
			commandnasal/command
			scriptcontrols.throttleAxis()/script
		/binding
	/axis
	axis
		desc type=stringRudder/desc
		number
			windows3/windows
			mac3/mac
			unix3/unix
		/number
		binding
			commandproperty-scale/command
			property/controls/flight/rudder/property
			offset type=double0.0/offset
			factor type=double1.0/factor
			dead-band type=double0.02/dead-band
		/binding
	/axis
	axis
		desc type=stringView Direction/desc
		number
			windows6/windows
			mac6/mac
			unix6/unix
		/number
		low
			repeatable type=booltrue/repeatable
			binding
commandnasal/command
script
	![CDATA[
	view.panViewDir(1);
	]]
/script
			/binding
		/low
		high
			repeatable type=booltrue/repeatable
			binding
commandnasal/command
script
	![CDATA[
	view.panViewDir(-1);
	]]
/script
			/binding
		/high
	/axis
	axis
		desc type=stringView Elevation/desc
		number
			windows7/windows
			mac7/mac
			unix7/unix
		/number
		low
			repeatable type=booltrue/repeatable
			binding
commandnasal/command
script
	![CDATA[
	view.panViewPitch(-1);
	]]
/script
			/binding
		/low
		high
			repeatable type=booltrue/repeatable
			binding
commandnasal/command
script
	![CDATA[
	view.panViewPitch(1);
	]]
/script
			/binding
		/high
	/axis
	button n=0
		desc type=stringReset View/desc
		binding
			commandnasal/command
			script
![CDATA[
view.resetView();
gui.popupTip(View Reset!);
]]
			/script
		/binding
	/button
	button n=1
		desc type=stringGear/desc
		binding
			commandnasal/command
			script
![CDATA[
var wowprop = getprop(/gear/gear[0]/wow);
var gearprop = 

[Flightgear-devel] Hardware bottleneck for building scenery

2009-09-24 Thread cullam Bruce-Lockhart
Hey gang. 

I'm working on a high resolution version of the scenery for my home, 
Newfoundland. It's coming along VERY well, but I'm running into limitations of 
what my computer can handle building. Essentially, I've cut the fgfs-construct 
commands into the theoretically smallest allowable sizes: I'm running the 
command around 4000 times, each time doing a 0.0625 by 0.125 degree piece of 
scenery. Even while cutting the job up into such small pieces, the process gets 
killed sometimes. However, the resulting scenery looks fantastic, and runs 
fine. But I know that somewhere out there are places where there will be 
strange artifact from a build that died pre-maturely. 

My question is this: what is the hardware bottleneck here? As far as I can 
tell, the system isn't running out of ram, as my monitored usage stays around 
200MB. I'm using a dual core processor, and for each build, it runs one 
processor at 100% while the other idles around 5-10%. Each time it starts work 
on a new piece, the processors switch workload. What needs to be improved to 
keep a really complicated scenery build from being killed? 
-cullam


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Re: [Flightgear-devel] Hardware bottleneck for building scenery

2009-09-24 Thread Curtis Olson
Just a real quick reply here ... there is some code setup so the process
will kill itself if it runs longer than some period or consumes too much
memory.  This was setup because some data cases would blow up and lead to
infinite loops and infinite memory expansion (within some of our external
libraries.)

You may want to eliminate this code or expand the thresholds.

Regards,

Curt.


On Thu, Sep 24, 2009 at 10:47 AM, cullam Bruce-Lockhart  wrote:

 Hey gang.

 I'm working on a high resolution version of the scenery for my home,
 Newfoundland. It's coming along VERY well, but I'm running into limitations
 of what my computer can handle building. Essentially, I've cut the
 fgfs-construct commands into the theoretically smallest allowable sizes: I'm
 running the command around 4000 times, each time doing a 0.0625 by 0.125
 degree piece of scenery. Even while cutting the job up into such small
 pieces, the process gets killed sometimes. However, the resulting scenery
 looks fantastic, and runs fine. But I know that somewhere out there are
 places where there will be strange artifact from a build that died
 pre-maturely.

 My question is this: what is the hardware bottleneck here? As far as I can
 tell, the system isn't running out of ram, as my monitored usage stays
 around 200MB. I'm using a dual core processor, and for each build, it runs
 one processor at 100% while the other idles around 5-10%. Each time it
 starts work on a new piece, the processors switch workload. What needs to be
 improved to keep a really complicated scenery build from being killed?
 -cullam


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[Flightgear-devel] Is ther any MSVC example code to send/receive data to FG over an internet connection?

2009-09-24 Thread Randall Green

I am testing a new Primary Flight Display with a tunnel
in the sky. It will run on a separate computer and I
need FlightGear for it's flight dynamics. I'ld like the PFD to
receive Lat, lon, altitude, heading, pitch, roll, alpha
and beta from FG and also I'ld like to tell FG to put
out the gear and flaps when the altitude first goes below
1000 ft.
Curt Olson says that I could do it with an internet connection,
to gather variables and send commands.
Is there any example code written in MSVC I could look at
to make the internet connection on the PFD end?

Thanks,
Randy Green



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Re: [Flightgear-devel] Source code control systems

2009-09-24 Thread Olaf Flebbe
Hi,

Sorry for my late contribution to this topic: I am late catching up with 
my mails since my last holidays.

Let me tell you from my personal experiences some weeks ago with git and 
hg an linux and Windows.

Windows Implementations:

git can be tedious to use on Windows: I had big problems working on a 
project mixing up git repositories on linux pushed and pulled by a 
windows git via samba. git at some point complained about non existing 
differences: Somehow line ending issues emerged, or the object store got 
corrupted. I had no chance to look deeper into details. The stable git 
command on Windows needs cygwin, which is not a minimal invasive 
installation. (I wouldn't recommend the msys/mingw installation at this 
point.)

The hg (mercurial) Implementation of Windows is very lean, because no 
POSIX emulation layer is needed. I (luckily?) had no problems with 
respect to line endings with hg.

Branch Handling:

IMHO the git remote repository handling is complex and error prone. We 
would need a fine manual to instruct developers how to lay out their 
branches, because their are trillions of chances to mess up a repository.

(Something like 
http://wiki.samba.org/index.php/Using_Git_for_Samba_Development
)

Hg is quite easy (some say limited) with respect to this aspects. You 
can simply push your changes where you have got them, no need to mess 
with bare repositories.

In a nutshell, IMHO hg is easier to use for a random user wanting a 
quick look at the source code. Git gives the power user the opportunity 
  to implement even the unthinkable while being is a little bit beasty 
if you do not have a clean checkout.

Greetings,
   Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-24 Thread Martin Spott
Hi Olaf,

Olaf Flebbe wrote:

 [...] I had no chance to look deeper into details. The stable git 
 command on Windows needs cygwin, which is not a minimal invasive 
 installation. (I wouldn't recommend the msys/mingw installation at this 
 point.)

People to whom I've talked happily recommended this one:

  http://code.google.com/p/msysgit/

  and I'd be happy to learn about your dislike.

Best regards,
Martin.
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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Olaf Flebbe
Erik,

I would like to see an option to disable sound at all.

Did you know that the sound system eats up to 30% of CPU time, depending 
on hardware? This even with --disable-sound on the command line.

I found it while profiling fgfs on my eeepc with ubuntu, which is 
largely affected because of its low end hardware.

Enabling OpenAL starts a thread which is constantly eating up CPU 
cycles. 30% of CPU. (pulseaudio _is_ disabled BTW)

[ I was able to improve FPS rate from 1 FPS to 15 FPS with disabling 
OpenAL altogether and further quirks. But fgfs still is barely useable 
on the eeepc ]

Greetings,
   Olaf

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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Matias D'Ambrosio
On Thu, Sep 24, 2009 at 5:38 PM, Olaf Flebbe f...@oflebbe.de wrote:

 Erik,

 I would like to see an option to disable sound at all.

 Did you know that the sound system eats up to 30% of CPU time, depending
 on hardware? This even with --disable-sound on the command line.

 I found it while profiling fgfs on my eeepc with ubuntu, which is
 largely affected because of its low end hardware.

 Enabling OpenAL starts a thread which is constantly eating up CPU
 cycles. 30% of CPU. (pulseaudio _is_ disabled BTW)


Which version of OpenAL? There were recently (over a month ago?) some
improvements in that respect, still, OpenAL shouldn't be using any
processing at all. I'm at work and leaving in a few minutes, so I'll check
once I get home.



 [ I was able to improve FPS rate from 1 FPS to 15 FPS with disabling
 OpenAL altogether and further quirks. But fgfs still is barely useable
 on the eeepc ]

  I would say something about fgfs on the EeePC, but I would like to run it
on an N900 as soon as I get my hands on one, so... ;-)
 Cheers,
  Matt D.
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Re: [Flightgear-devel] Source code control systems

2009-09-24 Thread Olaf Flebbe
Hi Martim,

 People to whom I've talked happily recommended this one:
 
   http://code.google.com/p/msysgit/
 
   and I'd be happy to learn about your dislike.

1) From the Installation Manual:
http://code.google.com/p/msysgit/wiki/InstallMSysGit

...
Note: Git for Windows is not as stable as Git for anything else. There 
are more issues with the Windows API than there are developers working 
on them.
...

2) From the homepage:
So you do not want to help? Then there is nothing to see here, please 
move along. this is not friendly for the casual user of some kind of 
middleware when I have other options.

Greetings,
Olaf


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Re: [Flightgear-devel] FlightGear Sound System redux

2009-09-24 Thread Olaf Flebbe
Hi,
 
 Which version of OpenAL? There were recently (over a month ago?) some 
 improvements in that respect, still, OpenAL shouldn't be using any 
 processing at all. I'm at work and leaving in a few minutes, so I'll 
 check once I get home.
  

The version from ubuntu jaunty is 1.4.272

Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-24 Thread Martin Spott
Hi Olaf,

Olaf Flebbe wrote:

 [...] this is not friendly for the casual user of some kind of 
 middleware when I have other options.

Well, they're providing installer packages and people are using it in
real-world development for a while already. Therefore I was under the
assumption that it's probably not that bad.

Did you actually have the chance to try it out ?

Cheerio,
Martin.
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