Re: [Flightgear-devel] Bug with c310

2002-03-20 Thread Martin Spott

 One other nit:  retracting the gear while sitting on the runway doesn't
 work like it should.  :-)

I'm happy that is works as it does now, because I don't get an airplane
crash when I forget the gear before landing   :-)

Martin.
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RE: [Flightgear-devel] Doc Check

2002-03-20 Thread Richard Bytheway

snip
  altimeter-datum-mb1013.25/altimeter-datum-mb
  I assume that this is the setting for the WGS-84 datum.
  It is the pressure setting on the altimeter, that can be 
 adjusted by 
  turning the knob on the altimeter.
 
 I assume that it is in mm of Hg?
 
No, it is in millibar (mb) as specified in the property name.

Richard.

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Re: [Flightgear-devel] Doc Check

2002-03-20 Thread Martin Dressler


  altimeter-datum-mb1013.25/altimeter-datum-mb
  I assume that this is the setting for the WGS-84 datum.
 
  It is the pressure setting on the altimeter, that can be adjusted by
  turning the knob on the altimeter.

 I assume that it is in mm of Hg?

It is in milibars ie 1mb=100 Pascal

Madr

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RE: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread David Megginson

Norman Vine writes:
  David Megginson writes:
  
  Norman Vine writes:
  
  Old binary (about 2 days old, pre-property changes)
  ---
   From 4,000 ft: 45-46 fps
   From 8,000 ft: 29-30 fps
  
  Current CVS
  ---
   From 4,000 ft: 49-50 fps
   From 8,000 ft: 35-36 fps
  
  This speedup is most likely my new hitlist code 8-10%

I checked the dates, and I installed my old binary on Monday evening,
after your hitlist code was already incorporated, so unfortunately it
doesn't come into the equation.  I don't have any similar test from
before that, but it could be that the framerate was even slower
before.  I have no idea what caused this speedup -- I doubt it was the
property rewrite.

  Current CVS with Norm's main.cxx patch added
  
   From 4,000 ft: 49 fps
   From 8,000 ft: 35 fps
  
  Hmm...
  
  My guess is that this has something todo with your running in
  a wIndow and glut is doing stuff behind the scenes that is not 
  necessary on a windows box in game mode

That is possible.  We're on different OS's with different windowing
systems and drivers -- you may have identified a performance bug that
affects only Windows systems.  I posted your main.cxx to a temporary
URL (http://www.megginson.com/flightsim/main.cxx), and I'd love to
hear from other Windows users.


All the best,


David

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re: [Flightgear-devel] Bruce Perens Street Map of USA

2002-03-20 Thread David Megginson

David Findlay writes:

  This might be of use to us. Could we include this sort of data in
  the FGFS scenery?

No, we cannot, with our current approach -- it would create far too
many polygons.  Even moving to VMap1 pretty-much kills the scenery
engine, and that just adds major regional roads and more detailed
polygons.  The only way to get something like that with current
technology in is to generate giant textures for each tile.


All the best,


David

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[Flightgear-devel] Kudos for Tony

2002-03-20 Thread David Megginson

Tony Peden has been working quietly for the last couple of weeks
incorporating the property manager into JSBSim itself.  He checked the
results into CVS this morning, and they are very impressive: in
FlightGear (using JSBSim, of course) open the property browser and
look under /fdm/jsbsim for an enormous amount of information about
what's going on inside JSBSim.  

I haven't tried yet, but I imagine that it might even be possible to
change some internal JSBSim values on the fly for testing or
experimenting.


All the best,


David

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RE: [Flightgear-devel] SimGear and --with-jpeg-factory

2002-03-20 Thread Norman Vine

Richard Bytheway writes:

I have noticed that when compiling --with-jpeg-factory on 
cygwin (Win98) I get an error regarding redefinition of (long) 
int types between the jpeg headers and win32 headers.

I can't remember the exact details, will post them tomorrow.

~ line 250   jmorecfg.h

#ifndef XMD_H   /* X11/xmd.h correctly defines INT32 */
/ typedef long INT32;
#endif

There is a conflict between some versions of Cygwin Win32 Headers 
and some Versions of jmorecfg.h

See above for my local fix

BTW This is not FGFS specific

Norman





attachment: winmail.dat

Re: [Flightgear-devel] Kudos for Tony

2002-03-20 Thread Tony Peden


--- David Megginson [EMAIL PROTECTED] wrote:
 Tony Peden has been working quietly for the last
 couple of weeks
 incorporating the property manager into JSBSim
 itself.  He checked the
 results into CVS this morning, and they are very
 impressive: in
 FlightGear (using JSBSim, of course) open the
 property browser and
 look under /fdm/jsbsim for an enormous amount of
 information about
 what's going on inside JSBSim.  

Thanks, David, and thanks again for catching my error
with FGPropertyManager.h.

 
 I haven't tried yet, but I imagine that it might
 even be possible to
 change some internal JSBSim values on the fly for
 testing or
 experimenting.

It probably is, but I haven't given a lot of thought
to what should be settable and what shouldn't, so
doing so may have interesting results.

Be aware also that some of the things which are
settable are just flat out ignored (under most
circumstances) by the C++.


 
 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread Erik Hofman

David Megginson wrote:
 Norman Vine writes:

   Current CVS with Norm's main.cxx patch added
   
From 4,000 ft: 49 fps
From 8,000 ft: 35 fps
   
   Hmm...
   
   My guess is that this has something todo with your running in
   a wIndow and glut is doing stuff behind the scenes that is not 
   necessary on a windows box in game mode
 
 That is possible.  We're on different OS's with different windowing
 systems and drivers -- you may have identified a performance bug that
 affects only Windows systems.  I posted your main.cxx to a temporary
 URL (http://www.megginson.com/flightsim/main.cxx), and I'd love to
 hear from other Windows users.

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 makes me vote for including the patch.

Erik

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



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Re: [Flightgear-devel] Kudos for Tony

2002-03-20 Thread Erik Hofman

Tony Peden wrote:
 --- David Megginson [EMAIL PROTECTED] wrote:
 
Tony Peden has been working quietly for the last
couple of weeks
incorporating the property manager into JSBSim
itself.  He checked the
results into CVS this morning, and they are very
impressive: in
FlightGear (using JSBSim, of course) open the
property browser and
look under /fdm/jsbsim for an enormous amount of
information about
what's going on inside JSBSim.  

 
 Thanks, David, and thanks again for catching my error
 with FGPropertyManager.h.


Could you both remove FGPropertyManager:: from the class declaration 
in FGPropertyManager.h please. MipsPro won't allow it:

e.g.

class FGPropertyManager:public SGPropertyNode {
   public:
 FGPropertyManager::FGPropertyManager(void) {

 }


becomes:

class FGPropertyManager:public SGPropertyNode {
   public:
 FGPropertyManager(void) {

 }


Erik






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Re: [Flightgear-devel] Kudos for Tony

2002-03-20 Thread Tony Peden

If David doesn't beat me to it, I'll do it when I get
home this evening.

--- Erik Hofman [EMAIL PROTECTED] wrote:
 Tony Peden wrote:
  --- David Megginson [EMAIL PROTECTED] wrote:
  
 Tony Peden has been working quietly for the last
 couple of weeks
 incorporating the property manager into JSBSim
 itself.  He checked the
 results into CVS this morning, and they are very
 impressive: in
 FlightGear (using JSBSim, of course) open the
 property browser and
 look under /fdm/jsbsim for an enormous amount of
 information about
 what's going on inside JSBSim.  
 
  
  Thanks, David, and thanks again for catching my
 error
  with FGPropertyManager.h.
 
 
 Could you both remove FGPropertyManager:: from the
 class declaration 
 in FGPropertyManager.h please. MipsPro won't allow
 it:
 
 e.g.
 
 class FGPropertyManager:public SGPropertyNode {
public:
  FGPropertyManager::FGPropertyManager(void) {
 
  }
 
 
 becomes:
 
 class FGPropertyManager:public SGPropertyNode {
public:
  FGPropertyManager(void) {
 
  }
 
 
 Erik
 
 
 
 
 
 
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Re: [Flightgear-devel] fgfs-base or Flightgear problem on Linux - Alpha

2002-03-20 Thread Roberto de Iriarte

Aaaah, that sounds interesting. Are you building FlightGear on Tru64 or on
Linux ? I have a 300 MHz AlphaServer1000 at home - yet without graphics
board - with Tru64 on it. Although my machine don't have an AGP slot (does
your's ? I believe r128 is AGP only !?) I might put some other PCI board in
and have a try 

Martin.

Tru64 and Opengl is kind of a mistery to me. From what i remember, first you
need a supported graphics adaptor, i.e Digital 4d20, 4d50, 4d51 (Cpq has new ones
too...) Then you need a sepatate OPEN3D license (Not included in the OS). IMHO.
OTOH, if you really want to try, see

http://moon.hanya-n.org/comp/alpha/hct/graphics.html

Besides, PCI video cards are cheap by now.

Me? I have a Digital Server 3305 (Like an AS800 , but built for NT), with a
16 mb Ati 128 PCI card, with Linux.
It's a nice machine. Getting DRI to work was a headache.
I was thinking about gzip failures (compiler related), do you know if there is any
way to retrive the scenary
files uncompressed?. The gcc port is not very good on the alpha, sadly.

Regards
Roberto de Iriarte
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[Flightgear-devel] Re: [Plib-devel] Nvidia specific drawing and plib/Flightgear

2002-03-20 Thread Steve Baker

Marten Stromberg wrote:
 
 Roman Grigoriev wrote:
 
  Guys
  could you please explain me some state of things
  1) plib and vertex arrays
  Does this feature implement yet in plib or not
  if not mybe there are some suggestions how to make it
  As I understand now plib works with display lists
  this can speed up rendering process but if we use vertex arrays it will be
  more faster
  so we can run for example ./configure --with-nvidia-ext
  as I understand when I load models from 3ds I should get vertexes normals
  and texture coordinates for separate arrays and locate them to card memory
  or there are another way?

PLIB supports vertex arrays already - but whether the model loaders generate
vertex arrays or one of the several other data structures is an open issue.
It's hard to make them do what *everyone* wants simultaneously.

  2) multitexturing and plib
  To implement lightmaps for FGFS (light lobes) I need multitexturing
  The process:
  1) read all poligons vertexes,normals,texcoords
  2) use multitexturing
  3) compute lightmaps
  4) apply main texture and lightmaps texture
  Any suggestions how to make it using plib

I don't think PLIB should be taking on the task of generating the lightmaps.

But multitexture support is clearly a critical thing we need to implement
fairly soon.
 
 We have discussed how to implement multitexturing support, and it turns
 out to be pretty hard to do without causing minor performance penalties
 for single-textured geometry. To be realistic, I do not think you will se
 it happen until the next major release of PLIB (but I promise to try and
 push it the best I can).

Well, I'd like to get a minor/stable release done fairly soon so we can
move on with some of these major issues.  The last time I suggested we do
that, a few people said they needed to fix a few items - so I held off from
doing that - but we need to re-visit that.

What does everyone need to do before we make a new stable release?

- Steve Baker ---
Mail : [EMAIL PROTECTED]   WorkMail: [EMAIL PROTECTED]
URLs : http://www.sjbaker.org
   http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net
   http://prettypoly.sf.net http://freeglut.sf.net
   http://toobular.sf.net   http://lodestone.sf.net

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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Cockpit panel_io.cxx,1.36,1.37

2002-03-20 Thread Cameron Moore

* [EMAIL PROTECTED] (Curtis L. Olson) [2002.03.21 08:58]:
 Index: panel_io.cxx
 ===
 RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Cockpit/panel_io.cxx,v
 retrieving revision 1.36
 retrieving revision 1.37
 diff -C2 -r1.36 -r1.37
 *** panel_io.cxx  19 Mar 2002 16:12:15 -  1.36
 --- panel_io.cxx  20 Mar 2002 14:57:31 -  1.37
 ***
 *** 296,300 
 }
   
 !   if (propName != ) {
   target = fgGetNode(propName.c_str(), true);
 }
 --- 296,300 
 }
   
 !   if (propName != (string)) {
   target = fgGetNode(propName.c_str(), true);
 }

As Bernie has mentioned before[1], this should be:

  if (!propName.empty()) {

And for someone who has time, there's plenty more of these to be fixed:

$ cd FlightGear/src/
$ find . -type f -name '*.[ch]??' | xargs grep -n '[=!]= '
./ATC/ATCmgr.cxx:112: if(last_comm1_ident != ) {
./FDM/JSBSim/FGConfigFile.cpp:129:  if (val == ) {// this call is to return the 
tag value
./FDM/JSBSim/FGScript.cpp:190:  if (aircraft == ) {
./Cockpit/panel.cxx:1079:  if (_fmt == ) 
./Cockpit/panel.cxx:1087:  if (_fmt == ) {
./Cockpit/panel_io.cxx:291:  if (type == ) {
./Cockpit/panel_io.cxx:393:  if (type == ) {
./Cockpit/panel_io.cxx:468:  if (type == ) {
./Cockpit/panel_io.cxx:551:else if (layerclass == ) {
./Cockpit/panel_io.cxx:718:  if (bgTexture == )
./Cockpit/panel_io.cxx:732:if (mbgTexture == )
./Cockpit/panel_io.cxx:738:if (mbgTexture == )
./Cockpit/panel_io.cxx:744:if (mbgTexture == )
./Cockpit/panel_io.cxx:750:if (mbgTexture == )
./Cockpit/panel_io.cxx:756:if (mbgTexture == )
./Cockpit/panel_io.cxx:762:if (mbgTexture == )
./Cockpit/panel_io.cxx:768:if (mbgTexture == )
./Input/input.cxx:113:  if (_command_name == ) {
./Main/fg_init.cxx:143:if ( root ==  ) {
./Main/fg_init.cxx:158:if ( root ==  ) {
./Main/fg_init.cxx:168:if ( root ==  ) {
./Main/fg_init.cxx:177:if ( root ==  ) {
./Main/fg_props.cxx:145:  if (classes ==  || classes == all) { // default
./Main/fg_props.cxx:203:  } else if (priority ==  || priority == info) { // default
./Navaids/fixlist.cxx:106:if ( fix-get_ident() ==  ) {
./Network/props.cxx:206:  if ( ttt ==  ) {
./Network/props.cxx:272:  if ( prompt ==  ) {
./Sound/fg_fx.cxx:56:   if (path_str == ) {

$ find . -type f -name '*.[ch]??' | xargs grep -n '[=!]= (string)'
./src/Cockpit/panel_io.cxx:298:  if (propName != (string)) {
./src/Cockpit/panel_io.cxx:727:  if (mbgTexture != (string)) {
./src/GUI/gui.cxx:170:if (throwable.getOrigin() != (string)) {
./src/Main/fg_props.cxx:108:  if (result != (string))
./src/Scenery/FGTileLoader.cxx:95:  if ( globals-get_fg_scenery() != (string) ) {
./src/Sound/soundmgr.cxx:248:if (file == (string))


$ cd SimGear/simgear/
$ find . -type f -name '*.[ch]??' | xargs grep -n '[=!]= '
./io/sg_socket.cxx:192:if ( port_str ==  || port_str == any ) {
./io/sg_socket_udp.cxx:59:if ( port_str ==  || port_str == any ) {
./misc/props.cxx:274:  else if (components[position].name == ) {

$ find . -type f -name '*.[ch]??' | xargs grep -n '[=!]= (string)'
./misc/exception.cxx:89:  if (_path != (string)) {
./timing/sg_time.cxx:91:if ( root != (string) ) {

[1] http://mail.flightgear.org/pipermail/flightgear-cvslogs/2002-March/001102.html
-- 
Cameron Moore
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Re: [Flightgear-devel] Property Manager Changes

2002-03-20 Thread Martin Spott

 I've now modified the property-manager interface to use const char *
 instead of std::string throughout the public interface [...]

I have the impression that the flaps are gone. I try to set the flaps via
], I can see the lever moving over the panel but I can't 'feel' the flaps
and they don't move on the animated c310u3a. Some connection has been lost,

Martin.
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Re: [Flightgear-devel] Kudos for Tony

2002-03-20 Thread Alex Perry

 Tony Peden has been working quietly for the last couple of weeks
 incorporating the property manager into JSBSim itself.  He checked the
 results into CVS this morning, and they are very impressive: in
 FlightGear (using JSBSim, of course) open the property browser and
 look under /fdm/jsbsim for an enormous amount of information about
 what's going on inside JSBSim.  

That sounds very impressive (don't have time to try it right now).

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

2002-03-20 Thread Alex Perry

 When I try to switch to a mini-panel, I always get a segfault (I've
 tested in c172 and c310).  Is anyone else seeing this?  I'm using a
 clean CVS build from yesterday (ie. prior to David's property code
 changes) with no command-line options.  Thanks

It was working for me a couple of days ago; but the viewport window was the
wrong size so that shrinking the panel didn't make much extra scenery visible.

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[Flightgear-devel] Kudos for Jim (new view code)

2002-03-20 Thread David Megginson

This is a banner week for major FlightGear code overhauls.  Jim
Wilson's excellent view-code rewrite is now in the CVS.  We should be
very close now to adding a tower view and a more usable 3-D cockpit,
among many other things.

I should also give additional thanks to Norman Vine, who wrote the
original viewer code that we still steal all the hard parts from.

*** NOTE *** I had to do a make distclean to get this to work, because
of screwed-up dependency information somewhere in my source tree.  You
may have to do the same.

Here's Jim's description of the changes (also in the CVS log):



Description:
This update includes the new viewer interface as proposed by David M. and 
a first pass at cleaning up the viewer/view manager code by Jim W.

Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and
modified the Makefile.am accordingly.

Detail of work:

Overall:
The code reads a little easier.  There are still some unnecessary bits in 
there and I'd like to supplement the comments in the viewer.hxx with a tiny 
bit on each interface group and what the groupings mean (similar but briefer
than what you emailed me the other day).  I tried not to mess up the style,
but there is an occasional inconsistency.  In general I wouldn't call it done
(especially since there's no tower yet! :)), but I'd like to get this out
there so others can comment, and test.

In Viewer:
The interface as you suggested has been implemented.  Basically everything
seems to work as it did visually.  There is no difference that I can see in
performance, although some things might be a tiny bit faster.

I've merged the lookat and rph (pilot view) code into the recalc for the
viewer.  There is still some redundancy between the two, but a lot has been
removed.  In some cases I've taken some code that we'd likely want to inline
anyway and left it in there in duplicate.  You'll see that the code for both
looks a little cleaner.  I need to take a closer look at the rotations in
particular.  I've cleaned up a little there, but I suspect more can be done 
to streamline this.

The external declaration to the Quat_mat in mouse.cxx has been removed.  IMHO
the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about
to rip it out.  It would seem that there more conventional ways to get
spherical data that are just as fast.  In any case all the viewer was pulling
from the quat matrix was the pitch value so I modified mouse.cxx to output to
our pitchOffset input and that works fine.

I've changed the native values to degrees from radians where appropriate. 
This required a conversion from degrees to radians in a couple modules that 
access the interface.  Perhaps we should add interface calls that do the 
conversion,  e.g. a getHeadingOffset_rad() to go along with the 
getHeadingOffset_deg().

On the view_offset (now headingOffset) thing there are two entry points 
because of the ability to instantly switch views or to scroll to a new view 
angle (by hitting the numeric keys for example).   This leaves an anomaly in 
the interface which should be resolved by adding goal settings to the 
interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc.

Other than these two issues, the next step here will be to look at some 
further optimizations, and to write support code for a tower view.  That 
should be fairly simple at this point.  I was considering creating a 
simulated tower view or pedestrian view that defaulted to a position off
to the right of whereever the plane is at the moment you switch to the tower 
view.  This could be a fall back when we don't have an actual tower location 
at hand (as would be the case with rural airports).

ViewManager:
Basically all I did here was neaten things up by ripping out excess crap and
made it compatible as is with the new interface.

The result is that viewmanager is now ready to be developed.  The two
preexisting views are still hardcoded into the view manager.  The next step
would be to design configuration xml (eg /sim/view[x]/config/blahblah) that
could be used to set up as many views as we want.  If we want to take the easy
way out, we might want to insist that view[0] be a pilot-view and have
viewmanager check for that.

Anyway, that's the scoop.  There's an odd mix of inlined and not inlined,
const and not const declarations, but I was going to wait until things were 
closer to done before messing with that kind of thing.  Let me know if you
have any questions.




All the best,


David

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Re: [Flightgear-devel] Re: yasim flaps

2002-03-20 Thread Alex Perry

Sounds to me like you've got that wing section (i.e. the flap) beyond the
peak of the L/D curve, while the bulk of the wing is in front of the L/D
curve.  If that is the case, it is certainly something that will often happen
in real life and your solver needs to cope with it.  Without looking at the
code, I can't make specific suggestions.

 Curtis L. Olson wrote:
   So, if I am at my max speed with 0 flaps in a straight and level
   configuration, then there is *no way* that lowering the flaps should
   net you additional speed while maintaining the same straight and level
   flight path.  I don't care how well you explain it. :-)
 
 Not buyin' it, huh?  OK, you're right.  There's a bug.  But, to be
 fair, my explanation (or hand-waving, you make the call) was spot on,
 too. :)
 
 The problem is actually kind of deep.  YASim specifies control surface
 drag in relative units.  A flap with a drag of 2 will double the
 surface's drag when deployed.  And, in fact, it does.  But in the
 wrong coordinates.
 
 Because the code works in the surface's orientation (each Surface
 object gets its own orientation matrix in YASim), the value I'm
 doubling is the drag along the surface plane -- what amounts to the
 parasite drag in most treatments.  The induced drag, which constitutes
 the bulk of the actual force in anything but an unloaded dive, isn't
 changed.  So drag goes up only a little.  But lift goes up a lot, so
 the autopilot trims the aircraft to a lower AoA, and the overall drag
 goes *down* for the same lift.  Which is the bogus effect you saw.
 
 So, the obvious solution would be to multiply the drag along the
 relative wind direction, instead of along the surface plane.
 Unfortunately, this causes the YASim solver to blow up and fail to
 find a solution.  Here's an attempt at an explanation:
 
 The solver is basically a Newton-Raphson engine that twiddles two
 variables: the lift-to-drag ratio of the wings, and the overall drag
 coefficient.  It modifies the L/D ratio to keep the plane in the air
 at the approach speed, and modifies the overall drag to make the drag
 equal to the thrust at the specified cruise speed (it also plays with
 the cruise AoA and tail incidence, but those aren't relevant to this
 problem).
 
 But in this situation, it gets into a divergent cycle.  The solver
 bumps the L/D ratio a little bit.  But this causes the drag to go up,
 too, since some of the lift is pointing backwards at non-zero AoA.  So
 the overall drag coefficient gets pushed down a bit to compensate.
 But now, we need more lift!  So the L/D ratio goes up again, and the
 drag down, and the thing diverges.
 
 There's a deep truth here that I'm not seeing.  The functions here are
 all continuous, and real-world systems based on continuous functions
 can't show this kind of divergence (there's a theorem to that effect
 somewhere).  I'll keep thinking; whack me if I've missed something
 obvious.  I suspect the final solution is going to have to work in the
 surface's drag plane, and not the winds...
 
 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] Property Manager Changes

2002-03-20 Thread Erik Hofman

Jim Wilson wrote:
 David Megginson [EMAIL PROTECTED] said:
 
 
I've fixed everything I could find in the code base (engine sound
isn't working, but it wasn't working before my mods either),

 
 Engine sound seems to be working, but I notice on the c172-3d the volume is 
 quite low (and the wheel rumble is very loud).

It would be best to point to c310/c310-sound.xml from the 
c310u3a-set.xml file.

Erik


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Re: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 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?
 
I don't know, cpu cycles are cpu cycles...they're good for anything aren't
they?  If you reduce per-frame-code-load then that frees time up for other tasks 
like disk io.  Or am I confused about this?

Best,

Jim

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Re: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread Alex Perry

 I don't know, cpu cycles are cpu cycles...they're good for anything aren't
 they?  If you reduce per-frame-code-load then that frees time up for other tasks 
 like disk io.  Or am I confused about this?

You are confused about that.

Most modern processors are memory bandwidth limited.  That's what killed RISC.
If you inline code, you save on the frame setup, but it costs memory bandwidth.
So, you have to ask whether there will be more idled instructions, while 
waiting for the processor instruction cache to be filled with inline code,
or instructions that are constructively doing the frame thing out of cache
(because the subroutine itself is probably in cache).

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re: [Flightgear-devel] minor nits

2002-03-20 Thread David Megginson

Curtis L. Olson writes:

  Here's a couple things that have surfaced after the recent rewrites:

  - The AGL instrument on the default HUD appears to now be in meters.
  Altitude is still in feet.  If you pop on the hud and assume the agl
  is in feet, you will be way off ... this should get switched back.

I'm noticing some feet/meter problems as well.  I also noticed that
--altitude= on the command line was giving me meters rather than feet.

  - The heading hold seems to hold 5-10 degrees 'left' of the heading
  bug location.  This also is recent addition.

No, this has been a problem for at least six months.


All the best,


David

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Re: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread David Megginson

Andy Ross writes:

  Oooh, which reminds me: has the default logging level changed?  I was
  noticing last night that lots of stuff that used to be printed isn't
  anymore, including the YASim solution report which I'd like to
  preserve.  I looked briefly for something that might have changed, but
  couldn't find anything obvious.

I think Curt made some changes a few weeks back -- a high default
logging level is murder on the Windows users.  If you want to see
everything, try this:

  --prop:/sim/logging/classes=all
  --prop:/sim/logging/priority=bulk


All the best,


David

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re: [Flightgear-devel] minor nits

2002-03-20 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   Here's a couple things that have surfaced after the recent rewrites:
 
   - The AGL instrument on the default HUD appears to now be in meters.
   Altitude is still in feet.  If you pop on the hud and assume the agl
   is in feet, you will be way off ... this should get switched back.
 
 I'm noticing some feet/meter problems as well.  I also noticed that
 --altitude= on the command line was giving me meters rather than
 feet.

Could this be a side effect of the property manager overhaul?  I'm not
sure what else has changed recently that could be related.

   - The heading hold seems to hold 5-10 degrees 'left' of the heading
   bug location.  This also is recent addition.
 
 No, this has been a problem for at least six months.

No, the problem has become 5-10 degrees worse in the past couple of
days.

Regards,

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: Obvious Speedups

2002-03-20 Thread Curtis L. Olson

David Megginson writes:
 Andy Ross writes:
 
   Oooh, which reminds me: has the default logging level changed?  I was
   noticing last night that lots of stuff that used to be printed isn't
   anymore, including the YASim solution report which I'd like to
   preserve.  I looked briefly for something that might have changed, but
   couldn't find anything obvious.
 
 I think Curt made some changes a few weeks back -- a high default
 logging level is murder on the Windows users.  If you want to see
 everything, try this:
 
   --prop:/sim/logging/classes=all
   --prop:/sim/logging/priority=bulk

I'm not aware of changing anything there at all, unless someone
submitted a patch that changed the default logging level and I didn't
notice it.  If it did get changed, could someone put it back to what
it was?  I'm not familiar with this section of code myself.

Regards,

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] minor nits

2002-03-20 Thread David Megginson

Curtis L. Olson writes:

   I'm noticing some feet/meter problems as well.  I also noticed that
   --altitude= on the command line was giving me meters rather than
   feet.
  
  Could this be a side effect of the property manager overhaul?  I'm not
  sure what else has changed recently that could be related.

I think so -- I'm going to take a look at options.cxx right now.

 - The heading hold seems to hold 5-10 degrees 'left' of the heading
 bug location.  This also is recent addition.
   
   No, this has been a problem for at least six months.
  
  No, the problem has become 5-10 degrees worse in the past couple of
  days.

Interesting.  I've seen the problem consistently for quite a few
months (the AP holds the DG about 10 deg off the heading bug).


All the best,


David

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[EMAIL PROTECTED]


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[Flightgear-devel] Flaps not working in JSBSim

2002-03-20 Thread David Megginson

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, and
flap animation works as usual with --aircraft=c172-yasim.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


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Re: [Flightgear-devel] 3D Cockpit, cont'd

2002-03-20 Thread David Megginson

Andy Ross writes:

  That's exactly the idea.  You take a plane of instruments (what
  we're currently calling a panel XML file) and project it into 3D space
  via specifying corners.  It draws on top of the existing stuff, with
  no problems whatsoever.  If you want to have only one instrument per
  panel, that works fine.  Most (well, all) cockpits, though, have a
  bunch of flat boards with instruments mounted on them.  Call each one
  of those a panel and we're done.  All the work carries over
  automatically.
  
  The only code changes required are to allow the corner vertices to be
  specified in the configuration (/sim/panels[n]/bottom-left/x-m,
  etc...), and allow more than one panel to be created at once.  Maybe
  there's a need for a cockpit xml file to unify some of this.

I don't look at raw OpenGL all that often -- I guess I'll have to do a
bit of trig to figure out the transformation, given the corners.  If
you have even the slightest inclination to try this yourself, please
be my guest.

I do need to get the panel into a proper SSG scene graph some day
soon.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


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

2002-03-20 Thread Christian Mayer

Jonathan Polley wrote:
 
 I just updated to the newest SimGear and tried to build under Windows using MSVC 
6.0. When I did so, I got the following errors:

I haven't tried it since the last major checkins :(

 Linux was just fine. Is there a problem with MS' implementation of STD?

That's more likely to be a problem with the Linux STL, as the M$ one is
very standard compliant and strict.

So there used to be a lot of STL problems where Linux coders wrote non
standard compliant STL code that brok on MSVC. (They are not really to
blame as they have no chance to test their code on MSVC; and they are
definitely not doing it on puropse)

CU,
Christian

--
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RE: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread Norman Vine

Andy Ross writes:

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?

gprof is your friend

Cheers

NOrman

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[Flightgear-devel] Minor nits

2002-03-20 Thread D Luff

It seems to be minor nit time, so here goes:

The tiled panel has lines between the sections - is anyone else 
seeing this or is it a Windows only problem.

As someone else has pointed out, resizing the screen can cause 
the panel to obscure the runway.  In general the panel could be 
made slightly less tall IMHO - the registration mark takes up 
otherwise unused vertical space and the instruments could be 
squeezed a fraction closer together vertically.  Thats probably a 
matter of taste though.

It would be much better to start up with the brake on (IMHO.

The vibration (JSBSim) with the brake on at standstill occurs 
whether the engine is on or off.

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.  I've not seen it on any of 
the screenshots that John and Curt have put up - am I the only one 
seeing this?

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

Cheers - Dave

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Re: [Flightgear-devel] Bruce Perens Street Map of USA

2002-03-20 Thread David Findlay

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Wed, 20 Mar 2002 22:31, you wrote:
 David Findlay writes:
   This might be of use to us. Could we include this sort of data in
   the FGFS scenery?

 No, we cannot, with our current approach -- it would create far too
 many polygons.  Even moving to VMap1 pretty-much kills the scenery
 engine, and that just adds major regional roads and more detailed
 polygons.  The only way to get something like that with current
 technology in is to generate giant textures for each tile.

Could we handle it with some form of arbitary level of detail? i.e. at a 
certain distance chance roads to lines, then make them disappear completely 
further away? I suppose similiar would need to be done to the terrain to drop 
the detail level there too. Thanks,

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

iD8DBQE8mQqsF2H7v0XOYBIRAuiBAJ9vmWqLTLdcda35vas8pnOE8uQ9SQCdEllP
/og6x9smZWL9YoC4stmZREE=
=08iu
-END PGP SIGNATURE-

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Re: [Flightgear-devel] New SimGear does not Build Under MSVC6.0

2002-03-20 Thread Christian Mayer

Jon S Berndt wrote:
 
 On Wed, 20 Mar 2002 22:55:23 +0100
   Christian Mayer [EMAIL PROTECTED] wrote:
 
 So there used to be a lot of STL problems where Linux coders wrote non
 standard compliant STL code that brok on MSVC. (They are not really to
 blame as they have no chance to test their code on MSVC; and they are
 definitely not doing it on puropse)
 
 I remember there was also perfectly good code that broke
 under MSVC. Is this one fixed:
 
 {
for (int i=0;i5;i++) {
 // do something
}
 
for (int i=7;i13;i++) {
 // do something else
}
 }
 
 The second for loop was causing problems with MSVC because
 it choked on the for-block-scoped int i declaration.

Yes, that's a known PITA of MSVC. But that's a limitation of MSVC, the
STL stuff is actually a feature (bug or feature, the old question...
 
 While I'm here: does the current JSBSim compile without
 problems under MSVC?

At least a version that's a couple of days old. Dunno about the property
system changes though.

CU,
Christian

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

2002-03-20 Thread Jon S Berndt

On Wed, 20 Mar 2002 22:55:23 +0100
  Christian Mayer [EMAIL PROTECTED] wrote:

So there used to be a lot of STL problems where Linux coders wrote non
standard compliant STL code that brok on MSVC. (They are not really to
blame as they have no chance to test their code on MSVC; and they are
definitely not doing it on puropse)

I remember there was also perfectly good code that broke 
under MSVC. Is this one fixed:

{
   for (int i=0;i5;i++) {
// do something
   }

   for (int i=7;i13;i++) {
// do something else
   }
}

The second for loop was causing problems with MSVC because 
it choked on the for-block-scoped int i declaration.

While I'm here: does the current JSBSim compile without 
problems under MSVC?

Jon

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RE: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread David Megginson

Norman Vine writes:

  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?
  
  gprof is your friend

gprof will show where CPU time is being spent, but not how much of a
framerate increase you can expect.  Even for CPU time, it's iffy --
for example, SGPropertyNode::getDoubleValue was showing up high in the
profiling stats for JSBSim, but that's because it was invoking a lot
of inline accessor methods that weren't profiled (because they were
inlined).


All the best,


David

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[EMAIL PROTECTED]


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

2002-03-20 Thread Norman Vine

Jon S Berndt writes:

I remember there was also perfectly good code that broke 
under MSVC. Is this one fixed:

{
   for (int i=0;i5;i++) {
// do something
   }

   for (int i=7;i13;i++) {
// do something else
   }
}

The second for loop was causing problems with MSVC because 
it choked on the for-block-scoped int i declaration.


AFAIK only in the new 'net' compiler

Note however that AFAIK the following variation
does work in MSVC

{
  {
   for (int i=0;i5;i++) {
// do something
   }
  } {
   for (int i=7;i13;i++) {
// do something else
   }
 }
}

Norman

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Re: [Flightgear-devel] Re: Obvious Speedups

2002-03-20 Thread Julian Foad

Norman Vine wrote:
 
 Removed fgReshape() call from main loop

That's undoubtedly a good thing.  Never mind who can see a speed benefit and who 
can't.  I can only imagine it was put there to work around some bug.  If so, let's see 
if the bug shows up again, and fix it properly if it does.

 Removed fgIdle from the main loop once things are up and running
   1) initially glutDisplayFunc() is set to new mySplashDraw function
   2) when idle state reaches 1000
   glutDisplayFunc() set to fgRenderFrame()
   glutIdleFunc()  reassigned to fgMainLoop()

This only saves a few integer comparisons at run time, but looks like a good logical 
clean-up.

 Made a local copy of a property value when it is used multiple times
 inside of the same function and used it
 
 moved static property nodes pointers from function scope
 to file scope.

I'm ambivalent about these.

I can't check frame rate because mine is continuously fluctuating by about 10% from 
one second to the next, and depends very strongly on the exact view.

- Julian

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

2002-03-20 Thread Vallevand, Mark K

Not fixed in VC6.  Fixed in VC7.

However, the STDLIB and STL implementations in VC6 and VC7 are very good.
But, they weren't written by Microsoft.  They were written by P.J. Plauger's
company.

Regards.
Mark K Vallevand
Fat, dumb and happy.  2 out of 3 ain't bad.

 I remember there was also perfectly good code that broke 
 under MSVC. Is this one fixed:
 
 {
for (int i=0;i5;i++) {
 // do something
}
 
for (int i=7;i13;i++) {
 // do something else
}
 }
 
 The second for loop was causing problems with MSVC because 
 it choked on the for-block-scoped int i declaration.
 

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[Flightgear-devel] inlining

2002-03-20 Thread Jon S Berndt

Are we finding that inlining is unneccesary? I am 
wondering if Tony and I need to un-inline most of our 
currently inlined items? We have a lot of access methods 
that simply return a private value. Those at least seem to 
be classic cases for inlining. What's everyone else doing?

Jon

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Re: [Flightgear-devel] 3D Cockpit, cont'd

2002-03-20 Thread Andy Ross

David Megginson wrote:
  Andy Ross writes:
   That's exactly the idea.  You take a plane of instruments (what
   we're currently calling a panel XML file) and project it into 3D
   space via specifying corners.  It draws on top of the existing
   stuff, with no problems whatsoever.  If you want to have only one
   instrument per panel, that works fine.  Most (well, all) cockpits,
   though, have a bunch of flat boards with instruments mounted on
   them.  Call each one of those a panel and we're done.  All the
   work carries over automatically.
  
   The only code changes required are to allow the corner vertices to
   be specified in the configuration (/sim/panels[n]/bottom-left/x-m,
   etc...), and allow more than one panel to be created at once.
   Maybe there's a need for a cockpit xml file to unify some of
   this.
 
  I don't look at raw OpenGL all that often -- I guess I'll have to do
  a bit of trig to figure out the transformation, given the corners.
  If you have even the slightest inclination to try this yourself,
  please be my guest.

You miss the point.  The code already *does* figure out the
transformation given the corners. :) The only thing you have to do is
fill in the corner coordinates to match the numbers you're already
generating in the model file.

It can be as simple as drawing a named quad to represent the panel in
the cockpit model, grabbing the coordinates from that manually and
typing them into the XML, or as complicated as providing the XML with
the symbolic name of the quad and having the panel work it out.  But
really, there's no math or rendering code required -- you just have to
fill in values for the a, b and c vectors in the panel
code. (Well, there's an axis swap involved -- these values are in
OpenGL screen coordinates, not model orientation, so X is left, Y up
and Z backwards).

I'd do this myself, but I'm clueless about cockpit authoring.  What
you have right now is as close as I could come without actually doing
cockpit design. :)

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] Rudder animation reversed in c172-yasim

2002-03-20 Thread Andy Ross

Curtis L. Olson wrote:
  In the c172-yasim external view, the rudder animation on the 3d
  model is reversed.  Everything else seems to go the correct
  direction.

Does the YASim -set file use a different model from the JSB one?  This
is probably a convention collision between YASim and JSB.  My guess is
that the DC-3 rudder (which works correctly in YASim) rotates in the
opposite direction from the C-172 (which presumably works right JSB).

We should just pick one direction as positive.  YASim natively has a
positive rudder deflection producing a yaw to the left.  Changing that
can be done in the XML files by reversing the destination values of
the property output.

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] Re: Obvious Speedups

2002-03-20 Thread D Luff

Julian Foad wrote:

 Norman Vine wrote:
  
  Removed fgReshape() call from main loop
 
 That's undoubtedly a good thing.  Never mind who can see a speed benefit and who 
can't.  I can only imagine it was put there to work around some bug.  If so, let's 
see if the bug shows up again, and fix it properly if it does.
 

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 suspect this is probably what you're looking for...

Cheers - Dave

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

2002-03-20 Thread Christian Mayer

Norman Vine wrote:
 
 
 The second for loop was causing problems with MSVC because
 it choked on the for-block-scoped int i declaration.
 
 
 AFAIK only in the new 'net' compiler

In the new .NET compiler (i.e. version 7) it's fixed, the old one (MSVC
6) has that problem.

 Note however that AFAIK the following variation
 does work in MSVC
 
 {
   {
for (int i=0;i5;i++) {
 // do something
}
   } {
for (int i=7;i13;i++) {
 // do something else
}
  }
 }


Yes, it does. But it's sort of ugly. But not as ugly as a #define I've
seen once that fixes that problem, too.

CU,
Christian

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

2002-03-20 Thread Jonathan Polley
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

,,,

#include simgear/compiler.h>
#include simgear/debug/logstream.hxx>

SG_USING_STD(sort);  -- This is line 24

...

vectorSGPropertyNode *>
SGPropertyNode::getChildren (const char * name)
{
vectorSGPropertyNode *> children;
int max = _children.size();

for (int i = 0; i  max; i++)
if (compare_strings(_children[i]->getName(), name))
children.push_back(_children[i]);

sort(children.begin(), children.end(), CompareIndices());  -- Line 801
return children;
}

...

Jonathan Polley


On Wednesday, March 20, 2002, at 07:44 AM, David Megginson wrote:

Jonathan Polley writes:

I just updated to the newest SimGear and tried to build under Windows 
using MSVC 6.0.  When I did so, I got the following errors:

I've moved the include for algorithm> higher in the file -- try
checking it out again and see if it builds now.


All the best,


David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Cockpit panel_io.cxx,1.36,1.37

2002-03-20 Thread Bernie Bright

Cameron Moore wrote:
 
 * [EMAIL PROTECTED] (Curtis L. Olson) [2002.03.21 08:58]:
  Index: panel_io.cxx
  ===
  RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Cockpit/panel_io.cxx,v
  retrieving revision 1.36
  retrieving revision 1.37
  diff -C2 -r1.36 -r1.37
  *** panel_io.cxx  19 Mar 2002 16:12:15 -  1.36
  --- panel_io.cxx  20 Mar 2002 14:57:31 -  1.37
  ***
  *** 296,300 
  }
 
  !   if (propName != ) {
target = fgGetNode(propName.c_str(), true);
  }
  --- 296,300 
  }
 
  !   if (propName != (string)) {
target = fgGetNode(propName.c_str(), true);
  }
 
 As Bernie has mentioned before[1], this should be:
 
   if (!propName.empty()) {
 
 And for someone who has time, there's plenty more of these to be fixed:
 
 $ cd FlightGear/src/
 $ find . -type f -name '*.[ch]??' | xargs grep -n '[=!]= '
 ./ATC/ATCmgr.cxx:112: if(last_comm1_ident != ) {
[snip]

Just to make life more complicated, the latest changes to the property
system return const char* instead of std::string.  Don't know if it will
have any impact on this todo item.

Bernie

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RE: [Flightgear-devel] inlining

2002-03-20 Thread Norman Vine

David Megginson 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 :-))


== cut ===

#include iostream
#include time.h

#define NUM_TESTS 1

double jnk = 0.0;

double make_junk( double a );

inline double test_junk( double a )
{
return (a-NUM_TESTS/2)  0 ? 0 : 1;
}


int main(int argc, char **argv)
{
int i;
int start;

start = clock();
for( i=0; iNUM_TESTS; i++)
{
jnk = make_junk(i);
}
cout  elapsed   clock() - start  endl;

start = clock();
for( i=0; iNUM_TESTS; i++)
{
jnk = test_junk(i);
}
cout  elapsed   clock() - start  endl;
}

double make_junk( double a )
{
return (a-NUM_TESTS/2)  0 ? 0 : 1;
}


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

2002-03-20 Thread Christian Mayer

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); ?

CU,
Christian

 ,,,
 
 #include simgear/compiler.h
 #include simgear/debug/logstream.hxx
 
 SG_USING_STD(sort); -- This is line 24
 
 ...
 
 vectorSGPropertyNode *
 SGPropertyNode::getChildren (const char * name)
 {
 vectorSGPropertyNode * children;
 int max = _children.size();
 
 for (int i = 0; i  max; i++)
 if (compare_strings(_children[i]-getName(), name))
 children.push_back(_children[i]);
 
 sort(children.begin(), children.end(), CompareIndices()); -- Line 801
 return children;
 }
 
 ...
 
 Jonathan Polley
 
 On Wednesday, March 20, 2002, at 07:44 AM, David Megginson wrote:
 
  Jonathan Polley writes:
 
   I just updated to the newest SimGear and tried to build under Windows
   using MSVC 6.0. When I did so, I got the following errors:
 
  I've moved the include for algorithm higher in the file -- try
  checking it out again and see if it builds now.
 
  All the best,
 
  David
 
  --
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  [EMAIL PROTECTED]
 
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Re: [Flightgear-devel] inlining

2002-03-20 Thread Andy Ross

Norman Vine wrote:
  Really ??
  then try this both with and without optimization :-))

This program fits easily into the L1 cache.  FlightGear does not.  For
small programs, total instructions executed is more important than
code size.  For most real programs on modern processors, just the
opposite is true.

Try writing a perl script that duplicates this code, say, 10k times
(varying the symbol names each time) and iterates through each one of
them.  My guess is that you'll see the performance gain from inlining
either disappear or turn into a loss.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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Re: [Flightgear-devel] inlining

2002-03-20 Thread Andy Ross

Norman Vine wrote:
  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 even more complicated than that.  If you call a function
thousands of times in succession, then it almost always pays to inline
it.  If you call it the same number of times, but interspersed evenly
with the rest of the code, inlining is only going to thrash the cache
and hurt performance.  I have nothing against re-inlining stuff once
it's profiled and shown to have a performance benefit, but inlining by
default because it looks faster is self-defeating.

FWIW, my interest in un-inlining stuff has nothing to do with runtime
performance at all.  What I want to see is for FlightGear to compile
in something under 20 minutes on my machine.  Some parts are really
just terribly slow to build.  JSBSim and UIUC are big culprits here,
but the WeatherCM stuff and the Main directory aren't far behind.

I mean, think about it: this compilation, if run on a VAX 11/780,
would take 13 days!  FlightGear is a big program, granted.  But is it
big enough to justify two weeks of machine time to compile?  Sure,
programmers are writing bigger software these days, but not *that*
much bigger.  FlightGear strikes me as about the same level of
complexity as the whole of 4BSD Unix.  Naively, I'd want it to build
in about the same time.  I'm certain 4BSD didn't take two weeks to
build. :)

[I'm assuming that a VAX performs about the same as a 1 MHz Athlon
  here, which is roughtly in the ballpark.]

Andy

-- 
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Senior Software Engineer  Emeryville, CA
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Re: [Flightgear-devel] New SimGear does not Build Under MSVC 6.0

2002-03-20 Thread Jonathan Polley


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).

 CU,
 Christian


Thanks,

Jonathan Polley


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

2002-03-20 Thread Jim Wilson

Here's a backtrace on this.

Best,

Jim

#0  0x82ddfba in SGPropertyNode::clear_value (this=0x9747f90) at props.cxx:464
464 delete _value.string_val;
#1  0x82de8e0 in SGPropertyNode::~SGPropertyNode (this=0x9747f90, __in_chrg=3)
at props.cxx:672
#2  0x806c0e0 in FGComparisonCondition::~FGComparisonCondition (
this=0x95e9850, __in_chrg=3) at fg_props.cxx:1007
#3  0x806b39d in FGAndCondition::~FGAndCondition (this=0x97156c0, __in_chrg=3)
at fg_props.cxx:859
#4  0x806d128 in FGConditional::~FGConditional (this=0x9747f50, __in_chrg=3)
at fg_props.cxx:1163
#5  0x80b4f18 in FGInstrumentLayer::~FGInstrumentLayer (this=0x9747f50,
__in_chrg=3) at panel.cxx:848
#6  0x80b52e1 in FGTexturedLayer::~FGTexturedLayer (this=0x9747f50,
__in_chrg=3) at panel.cxx:939
#7  0x80b4b64 in FGLayeredInstrument::~FGLayeredInstrument (this=0x9747f18,
__in_chrg=3) at panel.cxx:781
#8  0x80b2ac4 in FGPanel::~FGPanel (this=0x8f86838, __in_chrg=3)
at panel.cxx:199
#9  0x80581fc in do_panel_load (arg=0x922c2d0, state=0x922c2c8)
at fg_commands.cxx:209
#10 0x82b5105 in FGBinding::fire (this=0x922c2b0) at input.cxx:138
#11 0x82b551f in FGInput::doKey (this=0x8566300, k=115, modifiers=0, x=301,
y=-10) at input.cxx:246
#12 0x82b7961 in GLUTkey (k=115, x=301, y=-10) at input.cxx:724
#13 0x400822aa in processEventsAndTimeouts () from /usr/X11R6/lib/libglut.so.3


Alex Perry [EMAIL PROTECTED] said:

  When I try to switch to a mini-panel, I always get a segfault (I've
  tested in c172 and c310).  Is anyone else seeing this?  I'm using a
  clean CVS build from yesterday (ie. prior to David's property code
  changes) with no command-line options.  Thanks
 
 It was working for me a couple of days ago; but the viewport window was the
 wrong size so that shrinking the panel didn't make much extra scenery visible.
 
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[Flightgear-devel] Problems Building JSBSim using MSVC 6.0

2002-03-20 Thread Jonathan Polley

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

Thanks,

Jonathan Polley


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Re: [Flightgear-devel] Bug with c310

2002-03-20 Thread Arnt Karlsen

On Wed, 20 Mar 2002 09:32:22 +0100 (CET), 
Martin Spott [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

  One other nit:  retracting the gear while sitting on the runway
  doesn't work like it should.  :-)
 
 I'm happy that is works as it does now, because I don't get an
 airplane crash when I forget the gear before landing   :-)

..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.  ;-)

-- 
..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

2002-03-20 Thread Arnt Karlsen

On Wed, 20 Mar 2002 09:29:39 -0800 (PST), 
Alex Perry [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

   I totally forgot   Are you (Alex) using an Nvidia graphics
   board ?
 
 Occasionally; the E-machines chassis I support for demo usage at LWCE
 SFO, for example, has a TNT2 card in it which runs FGFS under XF3 and
 Utah-GLX. The non-demo disk drive I use at home has the NV supplied
 driver, but I rarely actually use the console because I normally
 Xnest in from elsewhere.
 
   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,
 
 I have no objection to _using_ closed source software personally.
 I don't _support_ a collection of software that includes closed source
 unless my time is paid at full rate to do so.  It's too frustrating.
 In any case, my engineering preferences should have no impact on
 y'all.
 
  ..I have one objection:  on open source code, I can legally 
  show the source code to anyone interested.  And, to FAA people.
 
 For commercial products, that isn't a problem because the FAA
 oversight trickles through 'you' and interacts with NV directly.  The
 oversight people get to see however much source code as they need ...
 but you might not.

..exactly why and how closed source becomes un-usable for EAA people.  

 Remember, since this is costing NV time and money, they will expect
 you to cover their costs in this activity, and the associated
 paperwork hassles.

..agreed.  And they would put it on the sales price tag, so I 
can buy it FAA-sertified.  Which would be dumb of me as an EAA 
member, considering that I cannot do anything usable with it.  
As an EAA-member, I'd want to modify it to fit my newly designed 
plane.  With open source, I can.  Certification costs remains the 
same, but can be shared with the 1.1 mill. EAA membership, if I ask.
 
  And, I can try to get it certified as airworthy in the same
  fashion I can modify an auto engine for aero use and get it 
  certified as airworthy, in the experimental or amateur-built
  classes.  Legally.  Code based on FlightGear running on Linux,
 
 That's certainly true; there are real advantages to being entirely
 open source when trying to get an STC or other airworthiness
 authorization.

.. ;-)

-- 
..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] Bruce Perens Street Map of USA

2002-03-20 Thread Arnt Karlsen

On Thu, 21 Mar 2002 08:18:17 +1000, 
David Findlay [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 On Wed, 20 Mar 2002 22:31, you wrote:
  David Findlay writes:
This might be of use to us. Could we include this sort of data in
the FGFS scenery?
 
  No, we cannot, with our current approach -- it would create far too
  many polygons.  Even moving to VMap1 pretty-much kills the scenery
  engine, and that just adds major regional roads and more detailed
  polygons.  The only way to get something like that with current
  technology in is to generate giant textures for each tile.
 
 Could we handle it with some form of arbitary level of detail? i.e. at
 a certain distance chance roads to lines, then make them disappear
 completely further away? I suppose similiar would need to be done to
 the terrain to drop the detail level there too. Thanks,

..in RL, this is also a function of _clean_ air;  In the winter 
around the Lofoten/Vesteraalen archipelago on the Northern Norwegian 
coast, tourists often miss by orders of 10 to 40, on judging distances, 
as in 2 km for 50 km.

..typical conditions:  Fresh high pressure regions in the first 
couple of days after a warm front has passed, washing out the air.   
Say -5°C, calm to light NW thru E winds, cavok, drying up as moisture 
is caught in the snow.  Typically gone on the 3'rd to 5'th day, as 
smog can be seen over villages.

..believe those of you guys who has been to the Antarctic or Arctic,
Alaska, Greenland, or possibly the western coast of Canada, may 
have seen this.  And, for the record, a lot of you urban guys will 
tell me you have seen this too, and miss by a 2 digit order.  ;-)

-- 
..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] inlining

2002-03-20 Thread Bernie Bright

Andy Ross wrote:
 
 FWIW, my interest in un-inlining stuff has nothing to do with runtime
 performance at all.  What I want to see is for FlightGear to compile
 in something under 20 minutes on my machine.  Some parts are really
 just terribly slow to build.  JSBSim and UIUC are big culprits here,

Personally I only ever fly the default fdm so compiling the others is a
waste of my time and resources.  Maybe we should add an argument to
configure to select which FDM(s) to compile:

--with-fdm=all   the default, compiles all fdm modules
--with-fdm=yasim compiles only the specified fdm

Cheers,
Bernie

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RE: [Flightgear-devel] inlining

2002-03-20 Thread Norman Vine

Andy Ross writes:

FWIW, my interest in un-inlining stuff has nothing to do with runtime
performance at all.

Understood but why didn't you just say this rather then talk about
runtime performance ???  see below 

What I want to see is for FlightGear to compile
in something under 20 minutes on my machine.  Some parts are really
just terribly slow to build.  JSBSim and UIUC are big culprits here,
but the WeatherCM stuff and the Main directory aren't far behind.

WeatherCM can be bypassed with a configure switch

I believe that JSBSim and UIUC and othe FDMs can be cut out of t
he build  by deleteing their entries from the FDM / Makefile.am
and commenting out the appropriate lines in
 Main / fg_init.cxx  ::  void fgInitFDM()

and removing their link lib directives from Main / Makefile.am

You also have to #ifdef out UIUC aircraft_dir entries in
fg_props.cxx main.cxx and fg_init.cxx

This should speed up your YASim specific build time considerably

FWIW
Win2k 733 PIII 256 meg Cygwin without the above tricks

#! /bin/sh
# bootstrap.sh -- toplevel script for a fresh FlightGear Build
make clean
rm config.status
rm config.cache
CXXFLAGS=-O2 -W -Wall -march=i686
./configure --with-network-olk=no --with-efence=no --with-logging=yes --with
-jpeg-factory=yes
make

nhv@SFDEV3::/src/FlightGear% time ./bootstrap.sh
..
real19m42.347s
user17m30.419s
sys 2m18.101s

So it looks like  20 minutes is a reality on somewhat 'modest' machines
And Cygwin is a slow poke :-)

FWIW_2 with above tricks for optimized YASIM build times

./configure (as above plus) --with-new-enviroment

nhv@SFDEV3::/src/FlightGear% time ./bootstrap.sh
..
real11m39.212s
user10m0.648s
sys 1m40.002s


Cheers

Norman


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RE: [Flightgear-devel] inlining

2002-03-20 Thread Jon Berndt


 nhv@SFDEV3::/src/FlightGear% time ./bootstrap.sh
 ..
 real19m42.347s
 user17m30.419s
 sys 2m18.101s

 So it looks like  20 minutes is a reality on somewhat 'modest' machines
 And Cygwin is a slow poke :-)

 FWIW_2 with above tricks for optimized YASIM build times

 ./configure (as above plus) --with-new-enviroment

 nhv@SFDEV3::/src/FlightGear% time ./bootstrap.sh
 ..
 real11m39.212s
 user10m0.648s
 sys 1m40.002s


I build JSBSim standalone in 1:45 (that's minutes:seconds for all you
smarties out there). Norman: did you leave out both JSBSIm and LaRCSim in
that build?

Jon


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[Flightgear-devel] Tony's JSBSim::FGTrim works nicely!

2002-03-20 Thread ÕÅÐÛ

Tony,
I received your email to me a weaks ago.
I test it and read the source in the past 2 days.

Yes, It works very well!!! Now my plane can flying steadily with your trimming routine.
Thank you very much!
A good guy you are! :)

I belevie I almost understand how can you achieve the purpose of trimming now. 
Yes thank you very much!

I have an idea that whether we can extend this iteration one-axis-at-a-time 
arithmetic to more conditions which need accurate control, such as auto descent and 
landing ?

Another Question:
the following is the code for starting the engine system.
Could you explain it to me?

  //start the engine
  int neng = Propulsion-GetNumEngines();

  for(int i=0;ineng;i++) {
FGEngine* e = Propulsion-GetEngine(i);

e-SetRunning(false);
e-SetMagnetos(3);
FCS-SetThrottleCmd(i,0.25);
FCS-SetMixtureCmd(i,1.0);
e-SetStarter(true);
fdmex-RunIC(fgic);
  }   
  cout  Pre-start complete   endl;
  Propulsion-ICEngineStart();
  
  for(int i=0;ineng;i++) {  
Propulsion-GetEngine(i)-SetStarter(false);
  }
  cout  Post-start complete   endl;
  //engine is running now

- Original Message -
From:Tony Peden [EMAIL PROTECTED]
To:[EMAIL PROTECTED]
Subject:Trimming with JSBSim
Date:Thu, 14 Mar 2002 07:06:03 +0800
 Hello,
 Find attached a version of JSBSim.cpp which performs a trim prior to
 integrating. You'll probably want to back up you're current JSBSim.cpp. 
 
 Please copy the reset02.xml file to your JSBSim/aircraft/c172 directory.
 
 If you are using a version of JSBSim that is less than
 a couple weeks old, please update it as I found a bug in the trimming
 routine and commited a fix to CVS last night.
 
 Let me know if you have any questions or problems.
 -- 
 Tony Peden
 [EMAIL PROTECTED]
 We all know Linux is great ... it does infinite loops in 5 seconds. 
 -- attributed to Linus Torvalds
 
 





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