* Vassilii Khachaturov -- Friday 25 November 2005 22:57:
The following are still in
* the exception classes were lacking the copy ctors and assignment
operators, but the default ones for them were unusable as the string
instance members are not suitable for byte-by-byte copying!
But ...
But ... classes without copy/assignment operator aren't copied
byte-by-byte, but member-by-member[1]. So, for string members the
string copy constructor is used. Again, the code looks right to me
as it is.
m.
[0] Bjarne Stroustrup, The C++ Programming Language, 2nd edition,
p. 582,
Josh Babcock
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of in-line images, so be warned. I'm considering
* Vassilii Khachaturov -- Saturday 26 November 2005 11:02:
But ... classes without copy/assignment operator aren't copied
byte-by-byte, but member-by-member[1].
It's a pity I am at home sick, and without the book. I don't know
what is written in the section you refer to.
There's written
Hi Melchior,
thanks for the help.
* Vassilii Khachaturov -- Saturday 26 November 2005 11:02:
But ... classes without copy/assignment operator aren't copied
byte-by-byte, but member-by-member[1].
It's a pity I am at home sick, and without the book. I don't know
what is written in the
On Saturday 26 November 2005 03:09, Josh Babcock wrote:
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks.
You have no idea how
On Saturday 26 November 2005 14:25, Arthur Wiebe wrote:
The idea is for an aircraft application. This application would
download (preferrably an XML file) from a server, parse, and through a
GUI have the ability to select aircraft, see details including
previews, press a button to download
* AJ MacLeod -- Saturday 26 November 2005 15:50:
This hypothetical application sounds very much to me like an extension to the
existing fgrun...
... and we could call it ... *pause* ... fgadmin!
m.
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Vivian Meazza wrote:
Josh Babcock
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of in-line images, so be
AJ MacLeod wrote:
I like it just as it is, myself - I find that having to open bigger pictures
from in-line thumbnails is just a nuisance when trying to juggle several open
windows or browser tabs, even with a sane window management setup. Of
course, having had broadband available here
Arthur Wiebe wrote:
This is an idea that's been floating around in my head for awhile,
mainly because there is currently no *very easy* way for a newbie to
install new aircraft in FlightGear. Unless that user is used to going
through Program\ Files in Windows and through package contents on
On Saturday 26 November 2005 16:20, Melchior FRANZ wrote:
* AJ MacLeod -- Saturday 26 November 2005 15:50:
This hypothetical application sounds very much to me like an extension to
the existing fgrun...
... and we could call it ... *pause* ... fgadmin!
Speaking of which: Inspired by your
Josh Babcock wrote:
Vivian Meazza wrote:
Josh Babcock
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of
fgfs --airport=EGLL --aircraft=ufo
...puts you in a mysterious place with thick fog, where ground level is
about 6 million m below sea level. This must be the airport of Hell.
While trying to investigate this, I found the following peculiar logic in
FDM/groundcache.cxx, line 364:
if (0
And maybe it would also be a good idea to package aircraft and scenery
in rpm or deb format. That way you don't have to worry about
dependencies like how so many planes use the p51 instruments. fgadmin
could run it's own rpm or deb database. Not sure how this would work on
non-unix platforms,
On Samstag 26 November 2005 19:47, Joacim Persson wrote:
fgfs --airport=EGLL --aircraft=ufo
...puts you in a mysterious place with thick fog, where ground level is
about 6 million m below sea level. This must be the airport of Hell.
While trying to investigate this, I found the following
On Samstag 26 November 2005 20:30, Mathias Fröhlich wrote:
On Samstag 26 November 2005 19:47, Joacim Persson wrote:
fgfs --airport=EGLL --aircraft=ufo
...puts you in a mysterious place with thick fog, where ground level is
about 6 million m below sea level. This must be the airport of
Looks like the latest CVS version of FG is hanging:
open(/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat,
O_RDONLY) = -1 ENOENT (No such file or directory)
open(/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat.gz,
O_RDONLY) = 9
fstat64(9, {st_mode=S_IFREG|0644, st_size=145, ...})
* Mathias Fröhlich -- Saturday 26 November 2005 20:59:
On Samstag 26 November 2005 19:47, Joacim Persson wrote:
fgfs --airport=EGLL --aircraft=ufo
So, since I do not see that problem:
Do you have any modifications in your local tree?
Doesn't work for me either. This works ...
$ fgfs
On Sat, 26 Nov 2005, Mathias Fröhlich wrote:
Seriously, I can reproduce, I am currently investigating ...
Hmm, was too fast, I had some changes because of your mail in this area. These
changes made me able to 'reproduce'.
That is:
I have no problem with this.
I have no idea if that line had
Thats Odd,
I must have mixed something up... I worked 150 + hours over the past two weeks
so I am a bit burnt.
I will refresh my dev environment sometime in early December, that way I will
use 0.9.9 after the first round of bugs. Thanks for your help.
Paul
-- Original Message
On Sat, 26 Nov 2005, Melchior FRANZ wrote:
boundary. I'm just not aware of any recent changes that could have
this effect. :-|
Probably not a /new/ bug, rather an old one which hasn't propagated before.
I've had problems with EGLL before. Night approach and fps drops to 7 or
something. (not
On Sat, 26 Nov 2005 05:18:01 -0600, you wrote:
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
Josh, thanks. I need to learn how to animate parts, so your tutorial
is welcome. I am just starting out with
Steve Knoblock wrote:
On Sat, 26 Nov 2005 05:18:01 -0600, you wrote:
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
Josh, thanks. I need to learn how to animate parts, so your tutorial
is
I finally managed to compile Xorg from source today and managed to get more
information from gdb. I have also filed a bug report with Xorg:
https://bugs.freedesktop.org/show_bug.cgi?id=5142
Ampere
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