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

2002-03-24 Thread Bernie Bright

Jonathan Polley wrote:
 
 On Thursday, March 21, 2002, at 03:37 AM, Erik Hofman wrote:
 
  Jonathan Polley wrote:
 
   After getting SimGear to build under MSVC 6.0 (thanks Christian), I moved 
on to getting all of FlightGear to build. For some reason, MSVC does not like JSBSim 
(over 1200 errors generated) but I had no problem under RH 7.1 (as usual). I expect 
that everything is a snow ball started from the errors in FGPropertyManager.h.
   The full build result file can be found at:
   http://homepage.mac.com/eq_fidget/FG_Dox/FlightGear.html
 
  It's just a matter of removing (*all*) the 'FGPropertyManager::' sections 
within the class (or file).
 
  Erik
 
 When I do that, it complains about the multiple definitions of 'Tie.' When it starts 
failing the compile, it is on the second, and subsequent, definitions of 
'FGPropertyManager::Tie.'
 
 When I comment out *ALL* instances of 'Tie' (however you want to define it), I still 
get a major explosion which makes absolutely NO sense:
 
[snip]

You're right, it doesn't make any sense.  Perhaps you commented out too
much?

Anyways, I've managed to compile a recent FlightGear JSBSim.  The
problems I encountered seem to be that MSVC can not deduce which
overloaded member function to call:

Compiling...
FGAerodynamics.cpp
c:\src\flightgear\src\fdm\jsbsim\fgaerodynamics.cpp(229) : error C2661:
'Tie' : no overloaded function takes 4 parameters

Adding an ugly cast fixes the problem:

  PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
(double (FGAerodynamics::*)(int) const) FGAerodynamics::GetForces);

A similar cast is required on every pointer to member function that
takes an index, probably because there is a similar named member
function that takes no index:

class FGAerodynamics : public FGModel {
...
  FGColumnVector3 GetForces(void) {return vForces;}
  inline double GetForces(int n) const {return vForces(n);}

On that note, since we are taking a pointer to a member function, the
compiler must emit a function body.  Thus the member function can't be
inline.  This may help decide which functions to inline.

Cheers,
Bernie

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

2002-03-24 Thread Jon Berndt

 Compiling...
 FGAerodynamics.cpp
 c:\src\flightgear\src\fdm\jsbsim\fgaerodynamics.cpp(229) : error C2661:
 'Tie' : no overloaded function takes 4 parameters

 Adding an ugly cast fixes the problem:

   PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
 (double (FGAerodynamics::*)(int) const) FGAerodynamics::GetForces);

 A similar cast is required on every pointer to member function that
 takes an index, probably because there is a similar named member
 function that takes no index:

 class FGAerodynamics : public FGModel {
 ...
   FGColumnVector3 GetForces(void) {return vForces;}
   inline double GetForces(int n) const {return vForces(n);}

 On that note, since we are taking a pointer to a member function, the
 compiler must emit a function body.  Thus the member function can't be
 inline.  This may help decide which functions to inline.

 Cheers,
 Bernie


Are we doing something unusual, or is MSVC requiring something it shouldn't?

Jon


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

2002-03-24 Thread Tony Peden

On Sun, 2002-03-24 at 06:43, Jon Berndt wrote:
  Compiling...
  FGAerodynamics.cpp
  c:\src\flightgear\src\fdm\jsbsim\fgaerodynamics.cpp(229) : error C2661:
  'Tie' : no overloaded function takes 4 parameters
 
  Adding an ugly cast fixes the problem:
 
PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
  (double (FGAerodynamics::*)(int) const) FGAerodynamics::GetForces);
 
  A similar cast is required on every pointer to member function that
  takes an index, probably because there is a similar named member
  function that takes no index:
 
  class FGAerodynamics : public FGModel {
  ...
FGColumnVector3 GetForces(void) {return vForces;}
inline double GetForces(int n) const {return vForces(n);}
 
  On that note, since we are taking a pointer to a member function, the
  compiler must emit a function body.  Thus the member function can't be
  inline.  This may help decide which functions to inline.
 
  Cheers,
  Bernie
 
 
 Are we doing something unusual, or is MSVC requiring something it shouldn't?

Aside from the point about the inlines, it seems like it should be just
fine.  The overload is fair and legal.

 
 Jon
 
 
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Tony Peden
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We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds

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

2002-03-24 Thread David Megginson

Jon Berndt writes:

  Are we doing something unusual, or is MSVC requiring something it
  shouldn't?

The latter, I think, since the pointer type can be determined
unambiguously from the method signature.


All the best,


David

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RE: [Flightgear-devel] minor nits

2002-03-24 Thread Norman Vine

David Megginson writes:

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 altitude value seems to be in feet but it is saying it is meters
also I notice that the autopilot readout in the HUD starts off in feet
but changes to meters as soon as you adjust it

 - 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).

Yep this changed recently.

It is almost as if the magnetic deviation is being added in twice ??
I haven't really checked into this though

FWIW in all of the above
I am comparing anything in the CVS after March 20 with what was there
as of March 2,  the last time I 'CVS up'ped a backup FGFS source tree

HTH

Norman


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

2002-03-24 Thread Jonathan Polley


On Sunday, March 24, 2002, at 04:18 AM, Bernie Bright wrote:

 Jonathan Polley wrote:

 On Thursday, March 21, 2002, at 03:37 AM, Erik Hofman wrote:

  Jonathan Polley wrote:

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

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

  Erik

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

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

 [snip]

 You're right, it doesn't make any sense.  Perhaps you commented out too
 much?


I probably did.  I removed teh definitions rather than the removing the 
'FGPropertyManager::' portion of the definitions.

 Anyways, I've managed to compile a recent FlightGear JSBSim.  The
 problems I encountered seem to be that MSVC can not deduce which
 overloaded member function to call:

 Compiling...
 FGAerodynamics.cpp
 c:\src\flightgear\src\fdm\jsbsim\fgaerodynamics.cpp(229) : error C2661:
 'Tie' : no overloaded function takes 4 parameters

After Tony made his updates, I sent a post that told about the problems 
with the 'Tie' parameter counts:

http://seneca.me.umn.edu/pipermail/flightgear-devel/2002-March/005703.html

 Adding an ugly cast fixes the problem:

   PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
 (double (FGAerodynamics::*)(int) const) FGAerodynamics::GetForces);

I'll roll that change into my copy until it gets made permanently.  While 
we are on the subject of MSVC, were you able to link with the files from 
CVS?  In addition to the new files, I had to modify some other parts to 
the .dsp file(s) to make a link.

Thanks,

Jonathan Polley


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Re: [Flightgear-devel] new_hitlist

2002-03-24 Thread Wolfram Kuss

The bigger problem, I suspect, will be main memory (or maybe disk
bandwidth).  An impostor scheme is going to be really tile hungry --
constantly dragging tiles off of disk, rendering them into textures,
and forgetting about them.  

I know a sim that does what Norman suggest and it does not seem to
have problems with loading tiles, although it rerenders tiles all the
time (about one tile per frame).

You're no longer limited by texture memory
here, 

However, one problem is that not all gfx cards can render into a
texture, so you have to do some moving of textures, which in some
instances is *very* slow. There is a factor of 1000 between different
moves of the same texture on my GeForce 3, as you may easily see with
the readily available benchmarks. I am still not 100% sure whether the
problem (texture movement sometimes leads to stutter) is a bad
implementation of the idea or a basic problem of the algorithm. One
certainly has to spend some thought on texture ram management. I
*think* the easiest idea - if you dont need the texture any more and
need memory, throw it away and when the user views again in that
direction, rerender it, is also the fastest algorithm. Rendering may
be faster than moving textures between texture mem and main mem.

Andy

Bye bye,
Wolfram.


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Re: [Flightgear-devel] new_hitlist

2002-03-24 Thread David Megginson

Wolfram Kuss writes:

  The bigger problem, I suspect, will be main memory (or maybe disk
  bandwidth).  An impostor scheme is going to be really tile hungry --
  constantly dragging tiles off of disk, rendering them into textures,
  and forgetting about them.  
  
  I know a sim that does what Norman suggest and it does not seem to
  have problems with loading tiles, although it rerenders tiles all the
  time (about one tile per frame).

I misunderstood Norm's original suggestion, but I still see no major
problem with using a simpler scheme like I suggested in an earlier
posting:

1. At distance (a), replace the tile with a single quad (or two
   triangles) using the texture for the most common material
   on the tile -- these would be similar to our current ocean tiles.

2. At distance (b), replace the tile with a single quad (or two
   triangles) untextured and using the ambient colour for the most
   common material on the tile.

This probably wouldn't be hard to implement using SSG, and wouldn't
have any dependencies on hardware capabilities -- we could generate
the two alternative tiles at tile load time as well as the main one,
since they would be very small.  I think that SSG already has LOD
support of some kind, so we wouldn't have to do much at all.

This approach would let us experiment with different distances and see
if we need Norm's imposters as an intermediate layer.


All the best,


David

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

2002-03-24 Thread Jon Berndt

  Adding an ugly cast fixes the problem:
 
PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
  (double (FGAerodynamics::*)(int) const) FGAerodynamics::GetForces);

 I'll roll that change into my copy until it gets made permanently.  While


We'll do a little investigating, first. I want to understand why MSVC is
having problems, first, when no other compiler appears to be complaining. We
want to remain as cross-platform/cross-compiler compatible as possible, but
as a matter of policy, I am extremely hesitant to make crutches in our code
to fix a crippled compiler - if, indeed, it turns out to be a problem with
MSVC. Do you have any explanatory backup for why MSVC isn't working with
this? I know this sounds rude of me, but I hope you can see where I am
coming from.

Jon


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[Flightgear-devel] New Files

2002-03-24 Thread Norman Vine

HI all

I have temporarily placed three tarballs at my site
http://www.vso.cape.com/~nhv/files/fgfs

1)  fgfs_exe.tgz24-Mar-2002 14:41   1.6M  
 Current MingW32 executable that includes my patches below
 This runs on Win2k no gaurantees on anything else :-)

2) nhv_032402.tgz  24-Mar-2002 14:4139k  
 cockpit.cxx - minor tweaks for HUD
 hud.cxx  -- tweak for elevator trim gague to be displayed on HUD
 main.cxx -- effectively removed fgReshape() from the Main loop
 model.cxx -- major matrix simplification
 viewer.cxx -- matrix simplification and a fix for keyboard TILT
 viewmgr.cxx -- simplifications

 Note I consider none of these to be in 'final form' and can help
 integrate them more cleanly if desired however what is there
 should be easily adaptable to what ever 'style' the maintainer 
 desires if they choose to incorporate any of the above

 Except for the 2 viewer files which should be considered one patch
 the other files all stand on their own and can be individulally added

3)  nhv_hud.tgz 24-Mar-2002 14:41 1k  
  Huds / Instruments / Default / hudcard.xml
  Huds / Instruments / Minimal / hudcard.xml
  Implementation of elevator trim gauge on HUD 
  and minor tweaks to various tick marks

Enjoy

Norman


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

2002-03-24 Thread Norman Vine

Jon Berndt writes:

  Adding an ugly cast fixes the problem:
 
PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
  (double (FGAerodynamics::*)(int) const)
FGAerodynamics::GetForces);

 I'll roll that change into my copy until it gets made
permanently.  While


We'll do a little investigating, first. I want to understand why MSVC is
having problems, first, when no other compiler appears to be complaining.
We
want to remain as cross-platform/cross-compiler compatible as possible, but
as a matter of policy, I am extremely hesitant to make crutches in our code
to fix a crippled compiler - if, indeed, it turns out to be a problem with
MSVC. Do you have any explanatory backup for why MSVC isn't working with
this?

Jon, I don't think there is a 'conforming' compiler yet, and MSVC6 is
several years
old and I wonder how well the then current gnu stdlib++ would have handled
that
construct :-))

That said I will agree that MSVC6 even with all the service packs
is a 'little' behind most of the others in being able to handle some of
the more 'arcane' bits of C++.

There is STLPort however that should work just with just about any compiler
even MSVC :-)

http://www.stlport.org

Cheers

Norman


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

2002-03-24 Thread Bernie Bright

Jon Berndt wrote:
 
   Adding an ugly cast fixes the problem:
  
 PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
   (double (FGAerodynamics::*)(int) const) FGAerodynamics::GetForces);
 
  I'll roll that change into my copy until it gets made permanently.  While
 
 We'll do a little investigating, first. I want to understand why MSVC is
 having problems, first, when no other compiler appears to be complaining. We
 want to remain as cross-platform/cross-compiler compatible as possible, but
 as a matter of policy, I am extremely hesitant to make crutches in our code
 to fix a crippled compiler - if, indeed, it turns out to be a problem with
 MSVC. Do you have any explanatory backup for why MSVC isn't working with
 this? I know this sounds rude of me, but I hope you can see where I am
 coming from.

I'm not sure if it is actually a problem with MSVC or if other compilers
have different rules when it comes to taking the address of an
overloaded function.  I have encountered this exact same problem before,
with even gcc requiring a cast to disambiguate pointers to overloaded
member functions.  Note that the cast is portable, I've tested with gcc
2.95.3 at least.

The only explanation I can offer is that FGAerodynamics::GetForces is
ambiguous given the declaration

class FGAerodynamics : public FGModel {
  FGColumnVector3 GetForces(void);
  double   GetForces(int n) const;
  ...

The cast is a hint to the compiler which of the two GetForces() member
functions we are taking the address of.  I have no idea why MSVC can't
deduce the correct member while other compilers can but that is the
essence of the problem as I understand it.

Cheers,
Bernie

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

2002-03-24 Thread Bernie Bright

Norman Vine wrote:
 
 Jon, I don't think there is a 'conforming' compiler yet, and MSVC6 is
 several years
 old and I wonder how well the then current gnu stdlib++ would have handled
 that
 construct :-))
 

I believe Comeau is 99.9% conforming but it is not free.  I also believe
that MSVC7 is much much better, they are using boost
(http://www.boost.org) as one of their conformance acceptance tests, as
are the gcc 3 crew.

 That said I will agree that MSVC6 even with all the service packs
 is a 'little' behind most of the others in being able to handle some of
 the more 'arcane' bits of C++.
 
 There is STLPort however that should work just with just about any compiler
 even MSVC :-)
 
True, however this particular problem is compiler related not library
related for once.

Cheers,
Bernie

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[Flightgear-devel] Change of email address

2002-03-24 Thread David Findlay

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Hash: SHA1

I'm posting this because a number of you have in the past privately emailed 
me, my new email address will be [EMAIL PROTECTED] Thanks,

David
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[Flightgear-devel] Problems Building JSBSim using MSVC 6.0

2002-03-24 Thread jwpolley

 Adding an ugly cast fixes the problem:

   PropertyManager-Tie(forces/fbx-aero-lbs, this,1,
 (double (FGAerodynamics::*)(int) const)
FGAerodynamics::GetForces);

 I'll roll that change into my copy until it gets made permanently.
While


We'll do a little investigating, first. I want to understand why MSVC is
having problems, first, when no other compiler appears to be complaining.
We
want to remain as cross-platform/cross-compiler compatible as possible,
but
as a matter of policy, I am extremely hesitant to make crutches in our
code
to fix a crippled compiler - if, indeed, it turns out to be a problem with
MSVC. Do you have any explanatory backup for why MSVC isn't working with
this? I know this sounds rude of me, but I hope you can see where I am
coming from.

Jon

I'm sending this from work, since I am filling some process documentation
holes and need a break.  I know that MSVC can be quite strict about what is
consider to be 'valid' C.  The one thing that struck me when you asked your
question is that some compilers are very strict about matching parameter
types.  What would happen if the class that defines 'PropertyManager-Tie'
did not take a 'const' as the last parameter?  Since I am at work, I don't
have access to CVS and can not give it a try.

This behavior with 'const' is not new, but it is one that I keep
forgetting.  Other compilers (i.e., Rational Apex's C compiler) seen to
take the approach that the parameter is 'close enough' and don't raise an
error.  Does specifying '--pedantic' on the gcc command line cause any
other warnings?

Thanks,

Jonathan Polley



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Re: [Flightgear-devel] New Files

2002-03-24 Thread Jim Wilson

Norm,

Your viewer/model work looks great.  I've been doing some major work in there
myself the last few days and what you've done will fit in well. If it's ok
with you, I'd like to merge them in with what I've got over the next couple
days.  Currently where I am at is I've removed a ton of junk and cleaned up
the viewer class quite a bit.  Also I've got the 3d cockpit so it looks real
now and fixed a couple other minor glitches.  So I might submit that tonight,
or I can hold off and merge in these optimizations and submit in a day or two.
 What do folks think?

Actually, on this matrix topic,  been thinking about whether we should just
build a few optimized routines (for 3x3 work) into simgear.  It would be good
to move all the custom matrix manipulators out to simgear (was it you that
suggested this last week?) so that both the model and the viewer code can use
them.

My thinking now is that the viewer code needs to be only concerned with the
view (ie the eyepoint and vector) and the model code needs to be it's own
class with its own data.  This is an issue that needs to be addressed for
building multiple model instances.

Best,

Jim

Norman Vine [EMAIL PROTECTED] said:

 HI all
 
 I have temporarily placed three tarballs at my site
 http://www.vso.cape.com/~nhv/files/fgfs
 
 1)  fgfs_exe.tgz24-Mar-2002 14:41   1.6M  
  Current MingW32 executable that includes my patches below
  This runs on Win2k no gaurantees on anything else :-)
 
 2) nhv_032402.tgz  24-Mar-2002 14:4139k  
  cockpit.cxx - minor tweaks for HUD
  hud.cxx  -- tweak for elevator trim gague to be displayed on HUD
  main.cxx -- effectively removed fgReshape() from the Main loop
  model.cxx -- major matrix simplification
  viewer.cxx -- matrix simplification and a fix for keyboard TILT
  viewmgr.cxx -- simplifications
 
  Note I consider none of these to be in 'final form' and can help
  integrate them more cleanly if desired however what is there
  should be easily adaptable to what ever 'style' the maintainer 
  desires if they choose to incorporate any of the above
 
  Except for the 2 viewer files which should be considered one patch
  the other files all stand on their own and can be individulally added
 
 3)  nhv_hud.tgz 24-Mar-2002 14:41 1k  
   Huds / Instruments / Default / hudcard.xml
   Huds / Instruments / Minimal / hudcard.xml
   Implementation of elevator trim gauge on HUD 
   and minor tweaks to various tick marks
 
 Enjoy
 
 Norman



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

2002-03-24 Thread Jon Berndt

 from: [EMAIL PROTECTED]

You aren't at Flight Dynamics division, are you?

 error.  Does specifying '--pedantic' on the gcc command line cause any
 other warnings?
 Jonathan Polley

If I try using the --pedantic option I get this:

--- start --
g++ -I../ --pedantic -Wall -oFGDeadBand.o -c FGDeadBand.cpp
g++ -I../ --pedantic -Wall -oFGFilter.o -c FGFilter.cpp
FGFilter.cpp: In method `void FGFilter::Debug(int)':
FGFilter.cpp:224: warning: use proper indentation
FGFilter.cpp:224: warning: you are obviously a newbie; try Visual Basic
g++ -I../ --pedantic -Wall -oFGGradient.o -c FGGradient.cpp
g++ -I../ --pedantic -Wall -oFGSwitch.o -c FGSwitch.cpp
g++ -I../ --pedantic -Wall -oFGFCSComponent.o -c FGFCSComponent.cpp
FGFCSComponent.cpp: warning: you didn't use `itBias' what's the deal!?
FGFCSComponent.cpp:91: warning: This code is nauseating me
g++ -I../ --pedantic -Wall -oFGGain.o -c FGGain.cpp
FGGain.cpp: In method `void FGGain::Debug(int)':
FGGain.cpp: error: compiler getting sick ... cannot go on ... must .

Internal combustion error

--- end --

So, obviously something is wrong. Not only am I perplexed, I am offended and
crushed.

;-)

Actually, I tried the --pedantic option and got no additional errors. My gcc
version is 2.95.3-5


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

2002-03-24 Thread Tony Peden

On Sun, 2002-03-24 at 18:09, Jon Berndt wrote:
  from: [EMAIL PROTECTED]
 
 You aren't at Flight Dynamics division, are you?
 
  error.  Does specifying '--pedantic' on the gcc command line cause any
  other warnings?
  Jonathan Polley
 
 If I try using the --pedantic option I get this:
 
 --- start --
 g++ -I../ --pedantic -Wall -oFGDeadBand.o -c FGDeadBand.cpp
 g++ -I../ --pedantic -Wall -oFGFilter.o -c FGFilter.cpp
 FGFilter.cpp: In method `void FGFilter::Debug(int)':
 FGFilter.cpp:224: warning: use proper indentation
 FGFilter.cpp:224: warning: you are obviously a newbie; try Visual Basic
 g++ -I../ --pedantic -Wall -oFGGradient.o -c FGGradient.cpp
 g++ -I../ --pedantic -Wall -oFGSwitch.o -c FGSwitch.cpp
 g++ -I../ --pedantic -Wall -oFGFCSComponent.o -c FGFCSComponent.cpp
 FGFCSComponent.cpp: warning: you didn't use `itBias' what's the deal!?
 FGFCSComponent.cpp:91: warning: This code is nauseating me
 g++ -I../ --pedantic -Wall -oFGGain.o -c FGGain.cpp
 FGGain.cpp: In method `void FGGain::Debug(int)':
 FGGain.cpp: error: compiler getting sick ... cannot go on ... must .
 
 Internal combustion error
 
 --- end --

Are you sure you didn't use the --whine switch?

 
 So, obviously something is wrong. Not only am I perplexed, I am offended and
 crushed.
 
 ;-)
 
 Actually, I tried the --pedantic option and got no additional errors. My gcc
 version is 2.95.3-5
 
 
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-- 
Tony Peden
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We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds

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RE: [Flightgear-devel] New Files

2002-03-24 Thread Norman Vine

Hi all

I have temporarily placed a fourth tarball at my site
in addition to the earlier 3
http://www.vso.cape.com/~nhv/files/fgfs

1)  fgfs_exe.tgz24-Mar-2002 21:51   1.6M
 Current MingW32 executable that includes my patches below
 including the new Mouse code
 This runs on Win2k no gaurantees on anything else :-)

2) nhv_032402.tgz  24-Mar-2002 14:4139k  
  cockpit.cxx hud.cxx main.cxx  model.cxx  viewer.cxx viewmgr.cxx

3)  nhv_hud.tgz 24-Mar-2002 14:41 1k  
  hud xml files implementing a elevator trim gauge

4) mouse_022402.tgz24-Mar-2002 21:3913k  
  These files finish the job of removing the quat from the Mouse code
  Note not all of the features of the old mouse are reinstated yet
  but most of them are and I will work on the remaining ones
  gui_local.hxx 
  gui_local.cxx
  gui.cxx
  mouse.cxx
  Makefile.am

Cheers

Norman


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RE: [Flightgear-devel] New Files

2002-03-24 Thread Norman Vine

Jim Wilson writes:

Actually, on this matrix topic,  been thinking about whether we should just
build a few optimized routines (for 3x3 work) into simgear.  It would be
good
to move all the custom matrix manipulators out to simgear (was it you that
suggested this last week?) so that both the model and the viewer code can
use
them.

Since these routines only run once or twice per iteration of the loop
They really don't have to be 'super optimized' and I think my method
of handling them as 3x3  and just filling in the 4th row and column
by 'inspection' is probably good enough.

Where these routines help is that I 'know' somethings about each of
the matrices ahead of time that I take advantage of that a general
purpose 3x3 set of routines would not be able to do.

That said I am all for separating the math from the properties interface as
much as possible and I think that we could probably create a 'number
crunching
core' SimGear 'Viewer' that was passed only numbers from the FlightGear
'Viewer' that provided the properties Interface to FGFS

This SimGear Viewer would make it easier for other programs to interface to
the FGFS scenery esp if and when we move the tile manager code to SimGear

Cheers

Norman


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[Flightgear-devel] MicroSoft Visual C++ Deficiencies

2002-03-24 Thread Norman Vine

FYI

 http://hammer.prohosting.com/~yotam/software/msviscxx/

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Re: [Flightgear-devel] MicroSoft Visual C++ Deficiencies

2002-03-24 Thread Jonathan Polley


On Sunday, March 24, 2002, at 11:32 PM, Norman Vine wrote:

 FYI

  http://hammer.prohosting.com/~yotam/software/msviscxx/

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I think that will be added to chapter 150 of my book on Why I Love Using 
Microsoft Products.  My guess is that we have something related to the 
Function Template Parameter problem.

Jonathan Polley


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RE: [Flightgear-devel] New Files

2002-03-24 Thread Jim Wilson

Norman Vine [EMAIL PROTECTED] said:

 Since these routines only run once or twice per iteration of the loop
 They really don't have to be 'super optimized' and I think my method
 of handling them as 3x3  and just filling in the 4th row and column
 by 'inspection' is probably good enough.
 
Yes that's what I was noticing.  What I was speculating is that there might be 
a way to consolidate by either passing a Vec3 or Vec4 as a parameter, but to
be honest I haven't taken the time to compare the details of the various
matrix functions.  Probably what your doing is most efficient!

 That said I am all for separating the math from the properties interface as
 much as possible and I think that we could probably create a 'number
 crunching core' SimGear 'Viewer' that was passed only numbers from the 
 FlightGear 'Viewer' that provided the properties Interface to FGFS
 
Makes sense.  It might want to be called ViewMath or something like that. 
It's got to go somewhere so that models can maintain their own position and
rotation data (I mean for the model body itself, not the animations that are
already there).

Best,

Jim

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