[Flightgear-devel] Re: [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment

2005-11-26 Thread Melchior FRANZ
* Vassilii Khachaturov -- Friday 25 November 2005 22:57:
 The following are still in
  * the exception classes were lacking the copy ctors and assignment
  operators, but the default ones for them were unusable as the string
  instance members are not suitable for byte-by-byte copying!

But ... classes without copy/assignment operator aren't copied
byte-by-byte, but member-by-member[1]. So, for string members the
string copy constructor is used. Again, the code looks right to me
as it is.

m.


[0] Bjarne Stroustrup, The C++ Programming Language, 2nd edition,
p. 582, r.12.8 Copying Class Objects

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment

2005-11-26 Thread Vassilii Khachaturov
 But ... classes without copy/assignment operator aren't copied
 byte-by-byte, but member-by-member[1]. So, for string members the
 string copy constructor is used. Again, the code looks right to me
 as it is.

 m.


 [0] Bjarne Stroustrup, The C++ Programming Language, 2nd edition,
 p. 582, r.12.8 Copying Class Objects


It's a pity I am at home  sick, and without the book. I don't know
what is written in the section you refer to.

Therefore the only
thing I can do is try to code it and see what's happening. I tried to
amend the snippet with a 3rd case, which crashes on my machine, and,
AFAIU, precisely because the default member copy semantics is byte-by-byte
on my gcc (now it could well be that this is not the std, but I was pretty
happy about gcc compliance so far). What do you think?

BTW, maybe you meant to say that if I don't provide a copy ctor
in the derived class, then the parent's copy ctor is nevertheless
involved on the parent portion? I know *that*, but it doesn't cover
copying of the derived class' instance data.

#include exception
#include iostream
#include string
using namespace std;

struct E : exception {
E() : _msg(DEFAULT) { cout  E::E()  endl; }
E(const char* s) : _msg(s) {
cout  E::E(const char*  s  )  endl; }
E(const E e) : _msg(e._msg + (clone)) {
cout  E::E(const E  e._msg  )  endl; }
E operator=(const E e) {
cout  E::operator=(  e._msg  ) assigned over   _msg 
 endl;
_msg = e._msg + (assigned);
return *this;
}
virtual ~E() throw() { cout  E::~E()   _msg  endl; }
const char* what() const throw() { _msg.c_str(); }
string _msg;
};

struct EE {
E e;
EE(const char* s) : e(s) { cout  EE::EE(  s  )  endl;}
virtual ~EE() throw() { cout  EE::~EE(  e._msg  )  endl;}
};

void foo(int i) throw(exception)
{
cout  foo entering  endl;
E unused(xUNUSED);
switch (i) {
case 0:
break;
case 1:
throw E(x1);
case 2: {
E weird(x2);
throw weird;
}
case 3: {
EE default_cloned(x3);
throw default_cloned; // CRASH as EE::e is never cloned 
properly
}
}
cout  foo exiting  endl;
}

int main()
{
for (int i = 0; i  4; i++) {
try {
foo(i);
}
catch (E e) {
cout  Caught   e.what()  endl;
}
}
return 0;
}



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread Vivian Meazza
Josh Babcock

 
 I just made up a tutorial about making gear retraction animations run
 smoothly with complicated landing gears. It's still missing the final
 animation code, but I thought I'd throw it up to see what everybody
 thinks. It's got lots of in-line images, so be warned. I'm considering
 changing this to in-line thumbnails hotlinked to the full sized images.
 Please give feedback.
 
 http://jrbabcock.home.comcast.net/gear-tutorial/gear-tutorial.html
 

Gosh, Josh, what an effort. Well done. Couple of points. First, I model the
gear with the oleos extended, which helps with getting the compression
right. Most drawings show the gear with the oleos at some intermediate
compression. Some interpretation/intelligent guesswork is usually required.
Second, sometimes the movement of jacks and draglinks etc. is too difficult
to model well, so I cheat and hide them once they can no longer be seen
readily (I do that anyway to save vertices).

And one typo: separate.

I'm impressed!

Vivian

 


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment

2005-11-26 Thread Melchior FRANZ
* Vassilii Khachaturov -- Saturday 26 November 2005 11:02:
  But ... classes without copy/assignment operator aren't copied
  byte-by-byte, but member-by-member[1].

 It's a pity I am at home  sick, and without the book. I don't know
 what is written in the section you refer to.

There's written what I said: that classes without copy/assignment
operator aren't copied byte-by-byte, but member-by-member. I'm
not going to cite the whole book. You have to trust me.  :-P



 Therefore the only
 thing I can do is try to code it and see what's happening. I tried to
 amend the snippet with a 3rd case, which crashes on my machine,

No, it doesn't crash your machine. It calls std::unexpected()
because you throw an exception that you *explicitly* disallowed.
That's a feature!  :-)



 What do you think?

I think that I should debug fgfs/sg, not your code snippets,
but anyway:



 void foo(int i) throw(exception)

Here you say that only class exception and its derivatives are
allowed.



 struct EE {
   E e;
   EE(const char* s) : e(s) { cout  EE::EE(  s  )  endl;}
   virtual ~EE() throw() { cout  EE::~EE(  e._msg  )  endl;}
 };

But you don't make EE a derivative of exception:

  struct EE : public exception { ...

m.



PS: FlightGear/SimGear doesn't use Exception Specifications, so the
bug in your test program can't really happen.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: [BUG] [PATCH] (announcement) throwing stale exceptions and missing copy ctor/assignment

2005-11-26 Thread Vassilii Khachaturov
Hi Melchior,
thanks for the help.

 * Vassilii Khachaturov -- Saturday 26 November 2005 11:02:
   But ... classes without copy/assignment operator aren't copied
   byte-by-byte, but member-by-member[1].

  It's a pity I am at home  sick, and without the book. I don't know
  what is written in the section you refer to.

 There's written what I said: that classes without copy/assignment
 operator aren't copied byte-by-byte, but member-by-member. I'm
 not going to cite the whole book. You have to trust me.  :-P

sure... Since now I see the code behaves that way, too :)

  Therefore the only
  thing I can do is try to code it and see what's happening. I tried to
  amend the snippet with a 3rd case, which crashes on my machine,

 No, it doesn't crash your machine. It calls std::unexpected()
 because you throw an exception that you *explicitly* disallowed.
 That's a feature!  :-)

yeah, right... and I never added a handler catching EE in the catch loop,
so it aborts even w/o the exception specification. Fixing those shows
(e.g. by adding EE's inheritance from exception (as you suggested), and
catching an exception instead of E) that everything works, and that the
E's copy ctor does auto-fire when the EE gets cloned via the default copy
ctor semantics - it's fixed at
http://www.tarunz.org/~vassilii/locally-created-exceptions.cpp

  What do you think?

 I think that I should debug fgfs/sg, not your code snippets,

...which of course have no relation to fgfs/sg debugging :-)))

 [snip]

thanks for catching this one. I'll 1) go to sleep and hope that
the flu will go away enough to get thinking sanely again 2) will try
not to submit lengthy patches coded up when being sick before
reviewing them myself being sane 3) re-read the BS book ASAP in
case I forgot smth else out of C++

V.


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread AJ MacLeod
On Saturday 26 November 2005 03:09, Josh Babcock wrote:
 I just made up a tutorial about making gear retraction animations run
 smoothly with complicated landing gears. It's still missing the final
 animation code, but I thought I'd throw it up to see what everybody
 thinks. 

You have no idea how good your timing is on this one :-)  I've been putting 
off doing the gear animation on my Lightning for a while now, but with this 
sort of insight I'm certain the job will be much quicker.

Like so many other things in the modelling process, a step by step example can 
save so many hours of slaving away learning the hard way.

 It's got lots of in-line images, so be warned. I'm considering
 changing this to in-line thumbnails hotlinked to the full sized images.

I like it just as it is, myself - I find that having to open bigger pictures 
from in-line thumbnails is just a nuisance when trying to juggle several open 
windows or browser tabs, even with a sane window management setup.  Of 
course, having had broadband available here for less than a year I remember 
well the plight of the dial-up user; but even then, for tutorials I just 
downloaded the whole lot and _then_ read them; saved time and bandwidth in 
the long run.  The full-size in-line pictures probably make that process even 
simpler, if anything.

 Please give feedback.
OK, it's great - thanks!

Obviously the final animation code will be nice to finish it off, but as it 
stands it looks excellent.  I'll let you know if I get baffled at any point 
once I start working through it.

Cheers,

AJ

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Aircraft Download/Install App

2005-11-26 Thread AJ MacLeod
On Saturday 26 November 2005 14:25, Arthur Wiebe wrote:

 The idea is for an aircraft application. This application would
 download (preferrably an XML file) from a server, parse, and through a
 GUI have the ability to select aircraft, see details including
 previews, press a button to download and install.
 The application would guess the most likely places for where to
 install. But let the user change it of course.
 The application would be written in C++ using the wxWidgets framework
 so that it will look and work right on all platforms.

This hypothetical application sounds very much to me like an extension to the 
existing fgrun...

 But there's no way I'm going to take it on myself. /me sick of that.
 So any takers? Or is it a rotten idea I should never have posted
 about? Or perhaps even something already discussed.

Personally, I think it's a good idea, particularly for a certain class of 
users who often seem to have absolutely no concept of what goes on behind 
those mesmerising icons.  At the moment, they either flood the users list 
with the same old repetitive emails (which is part of what it's there for, of 
course), or much worse, just give up on FG as being over their heads.

Apps with similar facilities are not uncommon; I'm sure it could be done 
fairly easily.

But again, not by me since I'm not a C/C++ programmer and have enough to work 
on as it is, even with fgfs related things...

It maybe sounds about right for a project idea for undergraduate students, as 
has been requested here recently...

Cheers,

AJ

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: Aircraft Download/Install App

2005-11-26 Thread Melchior FRANZ
* AJ MacLeod -- Saturday 26 November 2005 15:50:
 This hypothetical application sounds very much to me like an extension to the 
 existing fgrun...

... and we could call it ... *pause* ... fgadmin!

m.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread Josh Babcock
Vivian Meazza wrote:
 Josh Babcock
 
  
 
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of in-line images, so be warned. I'm considering
changing this to in-line thumbnails hotlinked to the full sized images.
Please give feedback.

http://jrbabcock.home.comcast.net/gear-tutorial/gear-tutorial.html

 
 
 Gosh, Josh, what an effort. Well done. Couple of points. First, I model the
 gear with the oleos extended, which helps with getting the compression
 right. Most drawings show the gear with the oleos at some intermediate
 compression. Some interpretation/intelligent guesswork is usually required.
 Second, sometimes the movement of jacks and draglinks etc. is too difficult
 to model well, so I cheat and hide them once they can no longer be seen
 readily (I do that anyway to save vertices).
 
 And one typo: separate.
 
 I'm impressed!
 
 Vivian
 
  
 
 
 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d
 

Good point. I also do this, but because this model has knees (not sure
what to call them) instead of oleos, I skipped it. Still, it should be
extended to that it is below the ground in its resting pos. I will add
this, and a section for dealing with gear-compression-norm and
gear-compression-m.

I'll also add a LOD section. The neat thing about this method is that
it's so east to get everything in the right position, so you don't
really need to hide it until you close the doors.

Josh

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread Josh Babcock
AJ MacLeod wrote:

 
 I like it just as it is, myself - I find that having to open bigger pictures 
 from in-line thumbnails is just a nuisance when trying to juggle several open 
 windows or browser tabs, even with a sane window management setup.  Of 
 course, having had broadband available here for less than a year I remember 
 well the plight of the dial-up user; but even then, for tutorials I just 
 downloaded the whole lot and _then_ read them; saved time and bandwidth in 
 the long run.  The full-size in-line pictures probably make that process even 
 simpler, if anything.

Maybe I can compromise, and interlace the images. Can png images be
interlaced, or would I have to use jpgs?

Josh



___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Aircraft Download/Install App

2005-11-26 Thread Josh Babcock
Arthur Wiebe wrote:
 This is an idea that's been floating around in my head for awhile,
 mainly because there is currently no *very easy* way for a newbie to
 install new aircraft in FlightGear. Unless that user is used to going
 through Program\ Files in Windows and through package contents on OSX.
 
 The idea is for an aircraft application. This application would
 download (preferrably an XML file) from a server, parse, and through a
 GUI have the ability to select aircraft, see details including
 previews, press a button to download and install.
 The application would guess the most likely places for where to
 install. But let the user change it of course.
 
 The application would be written in C++ using the wxWidgets framework
 so that it will look and work right on all platforms.
 
 But there's no way I'm going to take it on myself. /me sick of that.
 So any takers? Or is it a rotten idea I should never have posted
 about? Or perhaps even something already discussed.
 
 --
 Arthur/
 - http://sourceforge.net/users/artooro/
 - http://artooro.blogspot.com
 
 
 
 
 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d

And maybe it would also be a good idea to package aircraft and scenery
in rpm or deb format. That way you don't have to worry about
dependencies like how so many planes use the p51 instruments. fgadmin
could run it's own rpm or deb database. Not sure how this would work on
non-unix platforms, but I don't see any showstoppers.

Josh

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] fgadmin missing files (was: Re: Aircraft Download/Install App)

2005-11-26 Thread Durk Talsma
On Saturday 26 November 2005 16:20, Melchior FRANZ wrote:
 * AJ MacLeod -- Saturday 26 November 2005 15:50:
  This hypothetical application sounds very much to me like an extension to
  the existing fgrun...

 ... and we could call it ... *pause* ... fgadmin!


Speaking of which: Inspired by your message, I tried building fgadmin from 
within utils/fgadmin:

utils/fgadmin ./autogen.sh
Host info: Linux i686
 automake: 1.9.5 (19)

Running aclocal
/usr/share/aclocal/smpeg.m4:13: warning: underquoted definition of 
AM_PATH_SMPEG
  run info '(automake)Extending aclocal'
  or see http://sources.redhat.com/automake/automake.html#Extending-aclocal
/usr/share/aclocal/pstoedit.m4:7: warning: underquoted definition of 
AM_PATH_PSTOEDIT
Running autoheader
Running automake --add-missing
Makefile.am: required file `./NEWS' not found
Makefile.am: required file `./README' not found
Makefile.am: required file `./AUTHORS' not found
Makefile.am: required file `./ChangeLog' not found
Running autoconf

After creating these missing files everything build just fine.

Cheers,
Durk

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread Josh Babcock
Josh Babcock wrote:
 Vivian Meazza wrote:
 
Josh Babcock

 


I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of in-line images, so be warned. I'm considering
changing this to in-line thumbnails hotlinked to the full sized images.
Please give feedback.

http://jrbabcock.home.comcast.net/gear-tutorial/gear-tutorial.html



Gosh, Josh, what an effort. Well done. Couple of points. First, I model the
gear with the oleos extended, which helps with getting the compression
right. Most drawings show the gear with the oleos at some intermediate
compression. Some interpretation/intelligent guesswork is usually required.
Second, sometimes the movement of jacks and draglinks etc. is too difficult
to model well, so I cheat and hide them once they can no longer be seen
readily (I do that anyway to save vertices).

And one typo: separate.

I'm impressed!

Vivian

 


___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

 
 
 Good point. I also do this, but because this model has knees (not sure
 what to call them) instead of oleos, I skipped it. Still, it should be
 extended to that it is below the ground in its resting pos. I will add
 this, and a section for dealing with gear-compression-norm and
 gear-compression-m.
 
 I'll also add a LOD section. The neat thing about this method is that
 it's so east to get everything in the right position, so you don't
 really need to hide it until you close the doors.
 
 Josh
 
 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d
 

OK, here's a new draft. I need to get a screenshot from FG, as well as
the distance that the gear compresses, which is a bit of a problem right
now. Putting in the rest of the code and the second missing image should
happen today. It is now in the right place:
http://jrbabcock.home.comcast.net/flightgear/gear-tutorial/gear-tutorial.html

Josh

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Airport of Hell?

2005-11-26 Thread Joacim Persson

fgfs --airport=EGLL --aircraft=ufo

...puts you in a mysterious place with thick fog, where ground level is
about 6 million m below sea level. This must be the airport of Hell.

While trying to investigate this, I found the following peculiar logic in
FDM/groundcache.cxx, line 364:

if (0  sgdScalarProductVec3( off, down ) || !found_ground) {
  found_ground = true;

Which reads if ground is not found, then ground must be found. ?:-P

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Aircraft Download/Install App

2005-11-26 Thread Arthur Wiebe
 And maybe it would also be a good idea to package aircraft and scenery
 in rpm or deb format. That way you don't have to worry about
 dependencies like how so many planes use the p51 instruments. fgadmin
 could run it's own rpm or deb database. Not sure how this would work on
 non-unix platforms, but I don't see any showstoppers.

 Josh


At first I thought you were joking. But I guess it would work.

 ... and we could call it ... *pause* ... fgadmin!

I tried fgadmin (just now actually) and couldn't figure out how to use
it right away. Clicking Select All or Deselect All did nothing.
Didn't even get a notice.
The GUI is really bad I have to say.

But as it seems to be a bad idea, I guess we can forget this thread.
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Re: [Flightgear-devel] Airport of Hell?

2005-11-26 Thread Mathias Fröhlich
On Samstag 26 November 2005 19:47, Joacim Persson wrote:
 fgfs --airport=EGLL --aircraft=ufo

 ...puts you in a mysterious place with thick fog, where ground level is
 about 6 million m below sea level. This must be the airport of Hell.

 While trying to investigate this, I found the following peculiar logic in
 FDM/groundcache.cxx, line 364:

  if (0  sgdScalarProductVec3( off, down ) || !found_ground) {
 found_ground = true;

 Which reads if ground is not found, then ground must be found. ?:-P
Well that must be logic from hell ...
Seriously, I can reproduce, I am currently investigating ...

Greetings

Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Airport of Hell?

2005-11-26 Thread Mathias Fröhlich

On Samstag 26 November 2005 20:30, Mathias Fröhlich wrote:
 On Samstag 26 November 2005 19:47, Joacim Persson wrote:
  fgfs --airport=EGLL --aircraft=ufo
 
  ...puts you in a mysterious place with thick fog, where ground level is
  about 6 million m below sea level. This must be the airport of Hell.
 
  While trying to investigate this, I found the following peculiar logic in
  FDM/groundcache.cxx, line 364:
 
   if (0  sgdScalarProductVec3( off, down ) || !found_ground) {
found_ground = true;
 
  Which reads if ground is not found, then ground must be found. ?:-P

 Well that must be logic from hell ...
 Seriously, I can reproduce, I am currently investigating ...
Hmm, was too fast, I had some changes because of your mail in this area. These 
changes made me able to 'reproduce'.
That is:
I have no problem with this.

The logic you found strange makes indeed some sense. Even if one might find an 
other solution to that too ...
That check is only made if the line from the aircraft intersects some triangle 
in the scenegraph. The found_ground value is used together with that altitude 
value computed at this point as a fallback value if the aircraft is not near 
the ground so that we still have some ground elevation even if the small ball 
around the aircraft does not contain ground triangles.
For initialization we need some ground level even if the initial altitude is 
0ft like it is at the moment. That is: accept any ground level we can find 
even if the aircraft is actually below.

So, since I do not see that problem:
Do you have any modifications in your local tree?

  Greetings

Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] fg hanging

2005-11-26 Thread Josh Babcock
Looks like the latest CVS version of FG is hanging:

open(/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat,
O_RDONLY) = -1 ENOENT (No such file or directory)
open(/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat.gz,
O_RDONLY) = 9
fstat64(9, {st_mode=S_IFREG|0644, st_size=145, ...}) = 0
mmap2(NULL, 131072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xab46d000
read(9, \37\213\10\10\277\206\205C\0\3carrier_nav.dat\00034RP\260...,
131072) = 145
read(9, , 131072) = 0
_llseek(9, 0, [145], SEEK_CUR)  = 0
read(9, , 131072) = 0
fstat64(1, {st_mode=S_IFCHR|0600, st_rdev=makedev(136, 3), ...}) = 0
mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xb7f39000
write(1, /usr/local/share/FlightGear/data...,
56/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat
) = 56
open(/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat,
O_RDONLY) = -1 ENOENT (No such file or directory)
open(/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat.gz,
O_RDONLY) = 10
fstat64(10, {st_mode=S_IFREG|0755, st_size=956, ...}) = 0
mmap2(NULL, 131072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xab3eb000
read(10, [EMAIL PROTECTED]...,
131072) = 956
read(10, , 131072)= 0
_llseek(10, 0, [956], SEEK_CUR) = 0
read(10, , 131072)= 0
close(10)   = 0
munmap(0xab3eb000, 131072)  = 0
close(9)= 0
munmap(0xab46d000, 131072)  = 0
close(8)= 0
munmap(0xab42c000, 131072)  = 0
open(/usr/local/share/FlightGear/data/Navaids/fix.dat, O_RDONLY) = 8
fstat64(8, {st_mode=S_IFREG|0644, st_size=419280, ...}) = 0
mmap2(NULL, 131072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xab46d000
read(8, 00MKK\n00UPP\n03MCT\n04BDT\n04THT\n06..., 131072) = 131072
_llseek(8, 0, [131072], SEEK_CUR)   = 0


It just sits there at aroung 98-99% utilization. Doesn't respond to sig
11 except for this:

--- SIGTERM (Terminated) @ 0 (0) ---
rt_sigaction(SIGTERM, {0xb7eb3d10, [TERM], SA_RESTART}, {0xb7eb3d10,
[TERM], SA_RESTART}, 8) = 0
sigreturn() = ? (mask now [])

Anybody else seeing this?

Josh

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: Airport of Hell?

2005-11-26 Thread Melchior FRANZ
* Mathias Fröhlich -- Saturday 26 November 2005 20:59:
  On Samstag 26 November 2005 19:47, Joacim Persson wrote:
   fgfs --airport=EGLL --aircraft=ufo

 So, since I do not see that problem:
 Do you have any modifications in your local tree?

Doesn't work for me either. This works ...

  $ fgfs --aircraft=ufo --airport=EGLL --offset-distance=0.0134

and this doesn't:

  $ fgfs --aircraft=ufo --airport=EGLL --offset-distance=0.0133

only grey soup. And this point seems to be exactly the airport
boundary. I'm just not aware of any recent changes that could have
this effect.  :-|

m.

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Airport of Hell?

2005-11-26 Thread Joacim Persson

On Sat, 26 Nov 2005, Mathias Fröhlich wrote:


Seriously, I can reproduce, I am currently investigating ...

Hmm, was too fast, I had some changes because of your mail in this area. These
changes made me able to 'reproduce'.
That is:
I have no problem with this.


I have no idea if that line had something to do with it. It just looked odd
to me. I then had a go with mutating it (|| to  and !found_ground to
found_ground), thinking it may be a typo, but the result was the same, so
that particular line is probably not the problem, however odd it looks. ;).

I suspect there is something wrong with the EGLL scenery file. If I take the
ch47, I even get a sigsegv (down in yasim someplace, but it's being fed
nonsense numbers from above). But only if I set Heathrow as --airport and
only if I don't specify a runway. Inspecting EGLL in daylight setting, I
saw some flickering triangles on runway 9R--27L, at five places, the
largest one just by the landing line mark at the 9R end. Perhaps that has
something to do with it? But even so, if EGLL has scenery bugs which causes
this, FG should catch it and point it out.


So, since I do not see that problem:
Do you have any modifications in your local tree?


None on the source tree that cvs reports about. The scenery I get with
terrasync.___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

[Flightgear-devel] 0.9.8 references non-existentplacementtrans.hxx

2005-11-26 Thread pmaclean

Thats Odd,

I must have mixed something up... I worked 150 + hours over the past two weeks 
so I am a bit burnt.

I will refresh my dev environment sometime in early December, that way I will 
use 0.9.9 after the first round of bugs.  Thanks for your help.

Paul

-- Original Message --
From: Mathias Fr?ch [EMAIL PROTECTED]
Reply-To: FlightGear developers discussions flightgear-devel@flightgear.org
Date:  Fri, 25 Nov 2005 21:06:56 +0100


Hi,

On Freitag 25 November 2005 00:11, pmaclean wrote:
 Thank you for your reply.  I am new to Flightgear so please
 bear with me.  I am not sure how unref is applicable here.
Sorry, I thought of reference counting in the scenegraph ...

 Also, I thought 0.9.8 was the latest release other than 0.9.9
 which was released 8 days ago?  The simgear site indicates that
 the latest csv is 0.3.9 and is paired with the 0.9.9 release
 of flightgear.
Yes.
But that simgear I have downloaded from ftp.de.flightgear.org to doublecheck 
includes that file.

Greetings

Mathias

-- 
Mathias Fr?ch, email: [EMAIL PROTECTED]

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

 
__
Is your .com Auracom?
Best access rates on the web
http://exclusive.auracom.com

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: Airport of Hell?

2005-11-26 Thread Joacim Persson

On Sat, 26 Nov 2005, Melchior FRANZ wrote:


boundary. I'm just not aware of any recent changes that could have
this effect.  :-|


Probably not a /new/ bug, rather an old one which hasn't propagated before.
I've had problems with EGLL before. Night approach and fps drops to 7 or
something. (not sure I can reproduce that now) Thought that was due to the
fancy taxiways on it; that it was too much for my graphics card..

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] Re: FGSF Gear Animation

2005-11-26 Thread Steve Knoblock
On Sat, 26 Nov 2005 05:18:01 -0600, you wrote:

I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final

Josh, thanks. I need to learn how to animate parts, so your tutorial
is welcome. I am just starting out with Blender, moving my models out
of GMAX (a chore). I've had to strip off my textures and animations
moving to Blender and FlightGear from MSFS/GMAX.

I just posted my experiences and some helpful material on the
FlightGear wiki under 3D Modeling. They are not quite complete, but
should be helpful to someone in my situation and will make a start on
an exporting/importing guide.

Please consider adding your tutorial to the wiki as well as the FG
docs.

Steve




___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Re: FGSF Gear Animation

2005-11-26 Thread Josh Babcock
Steve Knoblock wrote:
 On Sat, 26 Nov 2005 05:18:01 -0600, you wrote:
 
 
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
 
 
 Josh, thanks. I need to learn how to animate parts, so your tutorial
 is welcome. I am just starting out with Blender, moving my models out
 of GMAX (a chore). I've had to strip off my textures and animations
 moving to Blender and FlightGear from MSFS/GMAX.
 
 I just posted my experiences and some helpful material on the
 FlightGear wiki under 3D Modeling. They are not quite complete, but
 should be helpful to someone in my situation and will make a start on
 an exporting/importing guide.
 
 Please consider adding your tutorial to the wiki as well as the FG
 docs.
 
 Steve
 
 
 
 
 ___
 Flightgear-devel mailing list
 Flightgear-devel@flightgear.org
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d
 

That's the intention. I have to complete it first, then I will put it up.

Josh

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] RenderTexture bug

2005-11-26 Thread Ampere K. Hardraade
I finally managed to compile Xorg from source today and managed to get more 
information from gdb.  I have also filed a bug report with Xorg:
https://bugs.freedesktop.org/show_bug.cgi?id=5142

Ampere

___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d