hi. just want to say: look like there still some decimal separator related issues. part from org.mars_sim.msp.core.TestCoordinates.txt:
Test set: org.mars_sim.msp.core.TestCoordinates
Tests run: 7, Failures: 2, Errors: 0, Skipped: 0, Time elapsed: 0.015 sec <<< FAILURE!
testGetFormattedLongitudeString(org.mars_sim.msp.core.TestCoordinates) Time elapsed: 0 sec <<< FAILURE!
junit.framework.ComparisonFailure: null expected:<0[.]0? E> but was:<0[,]0? E>
add:
well, i fix first issue (actually not fix, just workaround by replacing assertEquals("0.0\u00BA E", lonString1); with assertEquals("0,0\u00BA E", lonString1);) and get it compiled but when i try start i get another one:
OUTPUT>Exception in thread "main" java.lang.NoSuchMethodError: org.mars_sim.msp.ui.swing.MainWindow: method <init>()V not found
OUTPUT> at org.mars_sim.msp.MarsProject.<init>(MarsProject.java:56)
OUTPUT> at org.mars_sim.msp.MarsProject.main(MarsProject.java:219)
sadly i dont know what to do wirh this
Last edit: Angel 2013-05-13
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Thanks for letting us know about the unit test problem. I think the failure is due to localization in the java.text.DecimalFormat class. In some regions decimal points are represented by '.' and other regions by ','.
I've fixed the two unit test cases in the svn code repository trunk: testGetFormattedLatitudeString and testGetFormattedLongitudeString, so that they compare the result to the localized decimal point character.
For your second issue, how are you running the program? Is this by the command line? Are you using a local copy checked out from code repository, or a particular downloaded version? Are you using maven to build it? I'll see if I can figure it out based on your set up.
Thanks,
Scott
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thanks for answer. i get update from svn and now all build fine. about second - not sure what going wrong. for build i use jdk 7.21 and apache-maven 3.0.5 on windows and source from svn trunk. after build i somewhy choose "hard way" to run - by copy all jars from m2 repo to local directory (i make same structure like extracted from release zip) and start from command line (simply java -jar mars-sim-main-3.04-SNAPSHOT.jar). may be is wrong way but i do same little earlier with source from 3.03 release and all work fine. as for time when i try there no 3.04 release in trunk (dont remember exactly which revision been in trunk at that date) so may be i got bad revision. anyway after update to rev 2512 and rebuild i try run by way explained in wiki (mvn exec...) and now is run ok.
now i have gameplay question - science priority looks to high for me. as example. i have 8 ppl on base 1 technician 2 engineer and rest are some scientist. when all ppl at base very rarely someone go to manufacture, they prefer sleep, relax and do science things. i can get manufacture really go only by make some mission and include all scientist in it.
also i have idea/suggestion: may be is possible to make some interface to set "target" for manufacture? i mean something like "7000 mortar" etc. and some "store minimum" settings (to prevent AI use something you will need later) can be good i think.
and thanks for your work!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
The current version of the project in the pom.xml files in the repository main trunk should be "3.05-SNAPSHOT" as I released version 3.04 on Monday and we'll be starting 3.05 develpment.
In the simulation, people take jobs initially and can change their jobs based on their skills/abilities and the needs of their settlement. The code for this is in the mars-sim-core subproject in the org.mars_sim.msp.core.person.ai.job package. You can change, for example, the getSettlementNeed method for different jobs to increase or decrease the demand for that job.
You can set a person's job in the UI on their person info window in the "Activity" tab. This overrides the person from changing their job on their own.
Keep in mind a person's job determines what tasks/missions they focus on. They can still do other tasks if they are needed. For example, an engineer may tend the greenhouse when it needs it.
My assumption for the simulation is that these initial settlements are primarily science stations, so science jobs would be a priority. Of course there could also be scenerios with military or company stations with different priorities, so perhaps these should be modified by the nature of the settlement.
One idea we've discussed in the developers mailing list is to add a tab panel on the settlement info window that lets you set the settlement's priorities. It could have sliding bars for different priorities such as science, manufacturing, construction, mining, farming, trading, etc.
I like your idea for adding manufacturing objectives (7000 mortar) to the UI. Perhaps we can discuss it more on the developer mailing list if you'd like to join it. It's a good place for development discussion.
Another option for quickly obtaining construction materials is to use the Resupply Tool to have them shipped from Earth. I know this may break to simulation feel of manufacturing materials on Mars, however.
Scott
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we can just close question about start because after update now all work good on both machines, where i try (win7 x64 and win 2003 x32).
i already know about possibility change person job but dont know about overriding any changes in future thanks for info.
I understood idea about science stations. all i talk about - is my observations after few day playing. also i want clarify, all my observations done from point my personal preference indirect control playstyle so can be wrong for other playstyles. is mean as example i dont like do full override, i prefer possibility set some goals to be done.
and first my observation about science over manufacture. even if engineers dont go research directly, they spend most time for some assisting, teaching etc. (may be i wrong, but look like usually engineers do most manufacturing). your idea about stations with different priorities looks very good for me. but may be then decrease science priority not in general, just for some professions can be good as temporary solution? also i dont noticed any trade missions created by AI (i check - is can be created manually). is will be very important in case settlements with different goals.
idea with sliding bars for constructions, science etc. really good but also is looks a bit low level. i think is can be used for precise, custom settings of station goals and as base for more high level settings like mining base, science station etc. just by writing some predefined presets for tab panel with sliding bars.
and a bit more about manufacturing objectives. my first and very simple idea appear after trying construct something. i find collecting resources for constructions is hard and nearly impossible without override manufacturing. so my first mind just about some more automatisation, by setting some big task which will keep add manufacturing tasks until reach goal. while is still can be good because simplicity, later i have other, more high level idea. may be you already have some similar idea. i think about extending mission tool. this way will allow control more stations at same time beacause you can set some big, long time to done task and let AI work on it. if talk about "7000 mortar" again, is can include few "prospect regolith" missions and all manufacturing tasks up to needed amount of mortar. or we can have even up to "build something" mission (including smart collecting only missing amount of resources, manufacturing all production chain and finally construction). "some amount of something" missions still can be usable for trade or for people with such playstyle, who prefer make constructions by hand.
about developer mailing list. i can try it but i never use it before and not sure if i can be usefull there, because i not java developer, programming is only my hobby. i can do some simply modifications even in java code only because my hobby starts from BASIC, then i learn some Pascal and now try learn C++ (by using with Qt at most) so i can understand some other languages at intuitive level. i just have some ideas and observations which i want share and great appreciation for your work. hope you find usefull for you at least something. sorry for so big wall of text and possible misspellings i from Ukraine and know english not so good as i want.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
hi. just want to say: look like there still some decimal separator related issues. part from org.mars_sim.msp.core.TestCoordinates.txt:
Test set: org.mars_sim.msp.core.TestCoordinates
Tests run: 7, Failures: 2, Errors: 0, Skipped: 0, Time elapsed: 0.015 sec <<< FAILURE!
testGetFormattedLongitudeString(org.mars_sim.msp.core.TestCoordinates) Time elapsed: 0 sec <<< FAILURE!
junit.framework.ComparisonFailure: null expected:<0[.]0? E> but was:<0[,]0? E>
add:
well, i fix first issue (actually not fix, just workaround by replacing assertEquals("0.0\u00BA E", lonString1); with assertEquals("0,0\u00BA E", lonString1);) and get it compiled but when i try start i get another one:
OUTPUT>Exception in thread "main" java.lang.NoSuchMethodError: org.mars_sim.msp.ui.swing.MainWindow: method <init>()V not found
OUTPUT> at org.mars_sim.msp.MarsProject.<init>(MarsProject.java:56)
OUTPUT> at org.mars_sim.msp.MarsProject.main(MarsProject.java:219)
sadly i dont know what to do wirh this
Last edit: Angel 2013-05-13
Thanks for letting us know about the unit test problem. I think the failure is due to localization in the java.text.DecimalFormat class. In some regions decimal points are represented by '.' and other regions by ','.
I've fixed the two unit test cases in the svn code repository trunk: testGetFormattedLatitudeString and testGetFormattedLongitudeString, so that they compare the result to the localized decimal point character.
For your second issue, how are you running the program? Is this by the command line? Are you using a local copy checked out from code repository, or a particular downloaded version? Are you using maven to build it? I'll see if I can figure it out based on your set up.
Thanks,
Scott
thanks for answer. i get update from svn and now all build fine. about second - not sure what going wrong. for build i use jdk 7.21 and apache-maven 3.0.5 on windows and source from svn trunk. after build i somewhy choose "hard way" to run - by copy all jars from m2 repo to local directory (i make same structure like extracted from release zip) and start from command line (simply java -jar mars-sim-main-3.04-SNAPSHOT.jar). may be is wrong way but i do same little earlier with source from 3.03 release and all work fine. as for time when i try there no 3.04 release in trunk (dont remember exactly which revision been in trunk at that date) so may be i got bad revision. anyway after update to rev 2512 and rebuild i try run by way explained in wiki (mvn exec...) and now is run ok.
now i have gameplay question - science priority looks to high for me. as example. i have 8 ppl on base 1 technician 2 engineer and rest are some scientist. when all ppl at base very rarely someone go to manufacture, they prefer sleep, relax and do science things. i can get manufacture really go only by make some mission and include all scientist in it.
also i have idea/suggestion: may be is possible to make some interface to set "target" for manufacture? i mean something like "7000 mortar" etc. and some "store minimum" settings (to prevent AI use something you will need later) can be good i think.
and thanks for your work!
The current version of the project in the pom.xml files in the repository main trunk should be "3.05-SNAPSHOT" as I released version 3.04 on Monday and we'll be starting 3.05 develpment.
If you're updating, building, and running the simulation by the command line, see this wiki page: https://sourceforge.net/apps/mediawiki/mars-sim/index.php?title=Setting_up_a_MSP_development_environment_with_the_command_line
It sounds like you have it running by command line correctly now.
In the simulation, people take jobs initially and can change their jobs based on their skills/abilities and the needs of their settlement. The code for this is in the mars-sim-core subproject in the org.mars_sim.msp.core.person.ai.job package. You can change, for example, the getSettlementNeed method for different jobs to increase or decrease the demand for that job.
You can set a person's job in the UI on their person info window in the "Activity" tab. This overrides the person from changing their job on their own.
Keep in mind a person's job determines what tasks/missions they focus on. They can still do other tasks if they are needed. For example, an engineer may tend the greenhouse when it needs it.
My assumption for the simulation is that these initial settlements are primarily science stations, so science jobs would be a priority. Of course there could also be scenerios with military or company stations with different priorities, so perhaps these should be modified by the nature of the settlement.
One idea we've discussed in the developers mailing list is to add a tab panel on the settlement info window that lets you set the settlement's priorities. It could have sliding bars for different priorities such as science, manufacturing, construction, mining, farming, trading, etc.
I like your idea for adding manufacturing objectives (7000 mortar) to the UI. Perhaps we can discuss it more on the developer mailing list if you'd like to join it. It's a good place for development discussion.
Another option for quickly obtaining construction materials is to use the Resupply Tool to have them shipped from Earth. I know this may break to simulation feel of manufacturing materials on Mars, however.
Scott
we can just close question about start because after update now all work good on both machines, where i try (win7 x64 and win 2003 x32).
i already know about possibility change person job but dont know about overriding any changes in future thanks for info.
I understood idea about science stations. all i talk about - is my observations after few day playing. also i want clarify, all my observations done from point my personal preference indirect control playstyle so can be wrong for other playstyles. is mean as example i dont like do full override, i prefer possibility set some goals to be done.
and first my observation about science over manufacture. even if engineers dont go research directly, they spend most time for some assisting, teaching etc. (may be i wrong, but look like usually engineers do most manufacturing). your idea about stations with different priorities looks very good for me. but may be then decrease science priority not in general, just for some professions can be good as temporary solution? also i dont noticed any trade missions created by AI (i check - is can be created manually). is will be very important in case settlements with different goals.
idea with sliding bars for constructions, science etc. really good but also is looks a bit low level. i think is can be used for precise, custom settings of station goals and as base for more high level settings like mining base, science station etc. just by writing some predefined presets for tab panel with sliding bars.
and a bit more about manufacturing objectives. my first and very simple idea appear after trying construct something. i find collecting resources for constructions is hard and nearly impossible without override manufacturing. so my first mind just about some more automatisation, by setting some big task which will keep add manufacturing tasks until reach goal. while is still can be good because simplicity, later i have other, more high level idea. may be you already have some similar idea. i think about extending mission tool. this way will allow control more stations at same time beacause you can set some big, long time to done task and let AI work on it. if talk about "7000 mortar" again, is can include few "prospect regolith" missions and all manufacturing tasks up to needed amount of mortar. or we can have even up to "build something" mission (including smart collecting only missing amount of resources, manufacturing all production chain and finally construction). "some amount of something" missions still can be usable for trade or for people with such playstyle, who prefer make constructions by hand.
about developer mailing list. i can try it but i never use it before and not sure if i can be usefull there, because i not java developer, programming is only my hobby. i can do some simply modifications even in java code only because my hobby starts from BASIC, then i learn some Pascal and now try learn C++ (by using with Qt at most) so i can understand some other languages at intuitive level. i just have some ideas and observations which i want share and great appreciation for your work. hope you find usefull for you at least something. sorry for so big wall of text and possible misspellings i from Ukraine and know english not so good as i want.