[Flightgear-devel] FGInterface initialisation bug

2002-06-25 Thread Frederic Bouvier

Hello,

wondering why my A4 stay steady on the ground with gear retracted, I
made a little debug session to find that 'remaining' value in 
FGInterface::_calc_multiloop had a very huge value (about 1e+66)
that result in 0 iterations made by the FDM.

Applying the patch below solve the problem.

Cheers,

-Fred


C:\FlightGear\cvs\FlightGear\src\FDMcvs -nq diff -u flight.cxx
Index: flight.cxx
===
RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/FDM/flight.cxx,v
retrieving revision 1.60
diff -u -r1.60 flight.cxx
--- flight.cxx  17 May 2002 15:25:28 -  1.60
+++ flight.cxx  25 Jun 2002 06:28:49 -
@@ -53,6 +53,7 @@
 // Constructor
 FGInterface::FGInterface() {
 _setup();
+remainder = 0;
 }

 FGInterface::FGInterface( double dt ) {



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Re: [Flightgear-devel] Multiplayer Engine project started

2002-06-25 Thread ace project

  The first important decision now is, do we
  multi-threading or multiplexing-IO ? For
 multiplexing,
  PLIB can be used. For multi-threading, we got a
  problem.
  Another issue is how to get the code to compile on
  other platforms, because threading and sockets
 aren't
  100% portable, to say the least.
 
 PLIB's socket library is reasonably portable.  It
 runs on every platform that  FlightGear runs on. 
 There are many portable open source threading
 libraries  available, Boost.Thread, ZThread and
 CommonC++ to mention just a few.
 
 Bernie

Another issue here is performance/stability. Threading
gives best performance(and most problems) with
multiple processors. With a single processor the
overhead might not measure up against performance. I
don't have such an archictecture so bugs might not
surface at my platform.

Our first prototype will use multiplexing I/O, if it
can handle 10+ users at once then we might stick with
it. If it can't handle at least 10 users we will
probably switch to threading. This should not effect
clients since we will be using Flight Gears own
scheduler for that. 

There might be a parameter to expect X packets per
second spreaded of the second to minimize network
overhead (like 10 for the 56k modem users, network
users can turn this value to 100 or over). 

I don't know if we will be using ratios (56k modems
have 33k6 up and +/- 45k down(on bad lines). I
personally got 256k up and 512k down (in kilobit/sec)
so there might be a ratio involved.


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Re: [Flightgear-devel] Capturing warnings

2002-06-25 Thread James Turner


On Tuesday, June 25, 2002, at 01:31  am, Andy Ross wrote:

 Jonathan Polley wrote:
 I cannot redirect stderr via 'command 2 file' on my Mac, so the easy
 solution was out.  I did find that the following command works:

 Rubbish.  Sure you can.  You just have to run a real shell.  :)

 Seriously, I'd be shocked beyond measure if bash didn't build and
 install just fine on OS X.  Use it, it's vastly better than csh.

Actually, it's even easier. Install Fink, and select the bash package. 
Oh, and change your shell selection from 'csh' to /sw/bin/bash in 
Terminal.app 's preferences. The idea that anyone doing development 
under OS-X would *not* have Fink installed doesn't bear thinking 
about :-)

[note for non-mac people: Fink is a Unix ports tree for OS-X, which uses 
apt / dselect as the packaging and distribution system]
Goodbye csh!

Rumor has it that Apple desperately wants to switch to bash as the 
default shell for 10.2, it seems very few people out there enjoy using 
csh :-)



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Re: [Flightgear-devel] FGInterface initialisation bug

2002-06-25 Thread Martin Spott

 wondering why my A4 stay steady on the ground with gear retracted, [...]

Ah, we already had this 'feature' last week. This appears to depend on
Adrew's panel updates. Thanks for the fix,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [Flightgear-devel] Multiplayer Engine project started

2002-06-25 Thread ace project

 If you want good performance I'd suggest looking at
 the state-threading 
 library which was designed especially for this kind
of daemons:

 http://state-threads.sourceforge.net/
 
 Erik

I've reviewed this library and it looks good. If our
first prototype fails we will consider this one. We
intent to build modulair, so we can always switch
system, as long as it supports UDP.

 Hi, i am really new to the list, and the last
message is my first 
 received message.
 For concurrency, i use the Ace[1] framework which
have an interessant 
 pattern, the active object[2]. Ace provide also a 
lot of networked 
 oriented features
 
 Stephane

 [1]: http://www.cs.wustl.edu/~schmidt/ACE.html
 [2]:
http://www.cs.wustl.edu/~schmidt/ACE-overview.html

Look at the patern link
(http://www.cs.wustl.edu/~schmidt/patterns-ace.html;)
and see the amount of 'locking' has to be done, thats
a constant and expensive overhead.
So ACE is NOT a option. Its depends on threading too
much, which will give a big overhead because we use a
lot of shared storage (about 80% of used storage
memory will be shared).

Our planned prototype model will be Event-Driven State
Machine Architecture (see
http://state-threads.sourceforge.net/docs/st.html;
paragraph 2.3), which should suffice.

All the best,

Leon

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RE: [Flightgear-devel] Multiplayer Engine project started

2002-06-25 Thread Norman Vine

ace project writes:


  The first important decision now is, do we
  multi-threading or multiplexing-IO ? For multiplexing,
  PLIB can be used. For multi-threading, we got a problem.
  Another issue is how to get the code to compile on
  other platforms, because threading and sockets aren't
  100% portable, to say the least.
 
 PLIB's socket library is reasonably portable.  It
 runs on every platform that  FlightGear runs on. 
 There are many portable open source threading
 libraries  available, Boost.Thread, ZThread and
 CommonC++ to mention just a few.
 
 Bernie

Another issue here is performance/stability. Threading
gives best performance(and most problems) with
multiple processors. With a single processor the
overhead might not measure up against performance. I
don't have such an archictecture so bugs might not
surface at my platform.

I think you will find that the PLib 'multiplexing' code a good 'base'
in that it is patterned after a high-performance mechanism.
http://www.nightmare.com/medusa/medusa.html
which has 'proven' itself to be fast enough for real work
even when written in Python.  ie Zope http://www.zope.org

Cheers

Norman

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RE: [Flightgear-devel] Glut font format

2002-06-25 Thread Norman Vine

Andy Ross writes:Glut font format


Norman Vine wrote:
 Here's Mark's example of the command used to generate the
sorority.txf
 file: Just change the Font name and the 'glist' to be what you want

   gentexfont \
 -fn '-sgi-sorority-medium-r-normal--40-*-*-*-p-*--ascii' \

Right, but this only gets you a copy of the X11 bitmap font, which is
ugly and aliased.  My original point was that with only a little work,
you could use ghostscript/FreeType to render a very high (16x)
resolution bitmap of each character and downsample to get a very
nicely antialiased texture to use with the font.  Which would be
great, except for the fact that there are no tools available to do
this, nor documentation to write such tools.

I think that you will find that inorder to get 'high quality' fonts one
needs
to use a vector based font directly.  The only problem in doing this is that
the polygon count goes up considerably.  That said I have been working
getting http://oglft.sourceforge.net incorporated into PLib.  No promises
as to when I will finish this up however

Norman


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RE: [Flightgear-devel] Glut font format

2002-06-25 Thread Paul Deppe

 Have you tried using the Font generator
 http://www.opengl.org/developers/code/mjktips/TexFont/gentexfont.c
 
 I have used this successfully with Cygwin and is in how ALL of the
 PLib fonts were created.

I assume that this was Cygwin witn XFree86?

Thanks,

Paul



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Re: [Flightgear-devel] A-4C attitude indicator

2002-06-25 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 This looks fantastic.  I think this may be the first working gyro ball
 in a PC simulator cockpit.  At least, I haven't seen one anywhere
 else. :)
Thanks!

 On question, unrelated to the ball actually, is exactly what we're
 trying to simulate.  You seem to be aiming at an A-4C cockpit, but the
 aero model is for an A-4E which has a bigger engine.  The 3D model
 claims to be a C, but it's dolled up in Blue Angels paint, and they
 flew the A-4F.  
Note the fine print ;-): 
http://www.blueangels.org/Aircraft/Stick/A4/ProudBird/ProBird.htm

 To nit further: the slats are down, but the Blue
That'd be easy to do :-)...was planning to animate them.

 Angels planes had their slats bolted shut*.  And the refueling probe
 is the cranked shape that wasn't introduced until the A-4M. :)
Well I'm baffled.  Take a look at this page:
http://www.skyhawk.org/2D/blues.htm

This page confirms that the A4-F was used,  however none of the pictures looks
like the F with the extended hump for electronics.  On the other hand this
couldn't really be a C either.  Must be in between.  In any case these photos
seem to confirm the accuracy of model.  Given the time frame in which the 
aircraft were built,  I'd suggest we should leave the geometry alone and power
it with the A4-F engines.
 
 * For safety.  The A-4 had automatic slats that were retracted by
   aerodynamic force -- they dropped automatically at low airspeeds and
   high AoA's.  On the ground, they just hung open.  This was a great
   idea for maintenance purposes, but left open the possibility that
   they might get stuck and deploy asymmetrically.  That's a
   recoverable situation normally, but not when there's another plane a
   few feet under or above your wing tip. :)
Ah ok.  If we modeled that, where would do it, in the FDM?
 
  1) The flags.  There are four of them in the photos I've seen but so
  far I haven't found any information on which is which.  One has the
  word Off on it, and I assume that it means the entire assembly is
  unpowered.
 
 I'm clueless here.  Obvious warning flags for the instrument would be
 the same as for a normal AI or HSI -- vacuum failure (or maybe
 electrical failure or low gyro RPM), lack of radio signal
 (VOR/TACAN/LOC/GS).
Wild ass guesses:
8 o'clock flag, power to instrument.
9 o'clock flag, gs signal.
12 o'clock roll gyro failure (off).
3 o'clock pitch gyro failure (off).

Best,

Jim

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Re: [Flightgear-devel] Glut font format

2002-06-25 Thread Andy Ross

Norman Vine wrote:
 I think that you will find that inorder to get 'high quality' fonts
 one needs to use a vector based font directly.  The only problem in
 doing this is that the polygon count goes up considerably.

Have you tried the antialiased fonts in KDE, WinXP or recent versions
of Gtk+?  They look *fantastic*, and are generated with exactly the
method I propose -- a very high resolution bitmap is generated and
then downsampled into a grayscale image that is alpha composited onto
the screen.  The plib TXF loader already does the second part, there
simply aren't any tools to do the rendering and downsampling.

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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