You can subscribe to this list here.
2005 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(11) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2006 |
Jan
|
Feb
(1) |
Mar
(6) |
Apr
(4) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(2) |
Nov
(1) |
Dec
|
2007 |
Jan
|
Feb
(24) |
Mar
(19) |
Apr
(2) |
May
(45) |
Jun
(80) |
Jul
(1) |
Aug
|
Sep
(3) |
Oct
|
Nov
|
Dec
|
2008 |
Jan
(13) |
Feb
(57) |
Mar
(48) |
Apr
(71) |
May
(22) |
Jun
(26) |
Jul
(10) |
Aug
(1) |
Sep
|
Oct
(13) |
Nov
(21) |
Dec
(15) |
2009 |
Jan
(33) |
Feb
(36) |
Mar
(30) |
Apr
(8) |
May
(5) |
Jun
(29) |
Jul
(21) |
Aug
(4) |
Sep
(3) |
Oct
(9) |
Nov
(38) |
Dec
(17) |
2010 |
Jan
(13) |
Feb
(24) |
Mar
(18) |
Apr
(16) |
May
(13) |
Jun
(25) |
Jul
|
Aug
|
Sep
(4) |
Oct
|
Nov
(18) |
Dec
(2) |
2011 |
Jan
(2) |
Feb
(15) |
Mar
(15) |
Apr
(7) |
May
(16) |
Jun
|
Jul
(2) |
Aug
|
Sep
(4) |
Oct
(2) |
Nov
(4) |
Dec
(1) |
2012 |
Jan
(6) |
Feb
|
Mar
(9) |
Apr
(5) |
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
(1) |
Oct
|
Nov
|
Dec
(2) |
2013 |
Jan
(4) |
Feb
(5) |
Mar
(2) |
Apr
|
May
(8) |
Jun
(15) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2014 |
Jan
(4) |
Feb
(1) |
Mar
(1) |
Apr
(5) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2015 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
(3) |
Oct
|
Nov
|
Dec
|
2017 |
Jan
|
Feb
|
Mar
|
Apr
(1) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
|
Dec
|
From: Yuan X. <xuy...@gm...> - 2008-04-16 07:17:16
|
Hi Joschka, Feng told me that you are working on textures for Nao. It will be great if the robot have the same looking as webots! I know you are very busy on your research working, can we ( Feng and me ) do something help about it? -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Joschka B. <jos...@am...> - 2008-04-16 07:03:36
|
Hi Yuan, On Apr 14, 2008, at 11:24 PM, Yuan Xu wrote: > Hi Hedayat, > >> >> You're welcome. A little testing till now. Two issues now: >> 1. if I run simspark and monitorspark and then connect an agent, >> the agent >> won't appear in correct color (it's gray instead of blue). If I >> close the >> monitorspark and run it again, it's OK. >> 2. Sometimes when I connect the first agent, monitorspark crashes. >> > > > Thanks for your feedback > I have fixed the two problem, could you test that again? > > And I noticed that the monitor (internal and external) can not draw > the number of soccerbot056 and soccerbot055 now ;-(, I test some > version from CVS, it seems that after some changes about textures > around March 28 cause it. ( To Joschka, could you test that? ) > Sorry, my bad. I changed the OBJ importer so now we need to rotate the torso in order for the textures to show up correctly (please see the rotation of the soccerbotcomp torso). I'll take a look soon (I'm a little busy this week). > > >> The comment above the following code says that video should be >> initialized >> for input system to work. BTW, by removing the last four lines the >> window >> won't appear. So I think it's safe to retain SDL initialization here. >> > > It also works for me, but Markus said that the input system needs > the window. I think as long as the SDL has been initialized before input is generated, it should not be a problem. Cheers, Joschka |
From: Joschka B. <jos...@am...> - 2008-04-16 06:52:46
|
Hi Feng, On Apr 15, 2008, at 10:15 PM, Feng Xue wrote: > Hi Joschka, > > I decide to do the joint limit in this way: > > First, When setting the min and max angles, add a buffer in it. > Then the min and max angles that really set in ode are [min-buf, max > +buf]. > > Second, in hingeeffector.cpp, function Realize(..), check the > required speed, if the speed will make the angle go out of the range > [min, max], then the required speed will be ignored or replaced by a > reasonable speed. > This sounds like a reasonable solution. > Now, the idea will not make effect if min is -180 or max is 180. > Luckily, the max abs value of all the limited angles of nao is below > 120. > > I have test it in my machine. It seems good. Because it will > violate the "kernel code" and the "generic thing", so I ask for your > advice Could you maybe post your code, or upload it somewhere for review if it is too long to include in an email? It would make it easier to examine your solution. Thank you, Joschka |
From: Joschka B. <jos...@am...> - 2008-04-16 06:46:29
|
Hi Feng, On Apr 16, 2008, at 3:38 PM, Feng Xue wrote: > Hi Joschka, > > Do we need to install hands on Nao? If so, what kind of hands > will it be? The hands of the real Nao are very complex, it may slow > down server performance. I don't think we need real hands. I think the Webots model doesn't model the hands in detail either, right? If we realize we need them, we can still add them later I think, but right now, I don't see the necessity. Cheers, Joschka |
From: Feng X. <hen...@ma...> - 2008-04-16 06:38:24
|
Hi Joschka, Do we need to install hands on Nao? If so, what kind of hands will it be? The hands of the real Nao are very complex, it may slow down server performance. Best Regards! Feng Xue 2008-04-16 |
From: Ben <lgp...@16...> - 2008-04-16 00:51:09
|
Hi Markus and all: > I have a question: can we make the library zeitgeist, kerosin, oxygen > as dll in windows? >However on windows only symbols >(i.e. function names and members) that are explicitly declared are >exported (i.e. visible from outside the .dll). So declaring all required >symbols as DLL-Export is quite a lot of work. Yes, it's really a lot of work, however, I make one avaible here[1]. I use '#define SHARED_LIB_COMPILE' in 'windows/sparkconfig.h', add 'CLASS_EXPORT' before all the classes needed, and It works. There is only one technical issue: when there is a static member in a class(to be export), for example, in salt::Matrix (mIdentity), salt.dll is produced, but when zeitgeist links to salt, there is a unresovled symbol of 'mIdentity'. I have to add an additional file like this to define it: #include <salt/matrix.h> using namespace salt; float Matrix::mIdentity[16]= { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; Is there any other solution? Best wishes! Ben [1] www.apollo3d.cn/download/winserver_dll.rar |
From: Yuan X. <xuy...@gm...> - 2008-04-15 10:00:40
|
Hi Hedayat, > > Thanks! Yes, they are fixed now. > Good to hear that ;D > > I don't remember what Markus has said :( > >From what is explained in the code, I thought that what is important in > video system initialization (which is still there). Does it need window > setup too?! > Yes, maybe Markus didn't CC the mail to the mail-list. But, I have to comment out all the video initialization for running the server remotely (i.e. via ssh). and it seems OK here ;-) > And another thing, Isn't the current monitorLoggerStep (and the old monitor > interval) too large? With something around half of this, the logs will be a > bit more smooth. > Maybe, user can set the value as they wish. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Hedayat V. <hed...@ai...> - 2008-04-14 19:25:25
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> <span>Hi Yuan,<br> <br> <style type="text/css">blockquote {color: navy !important; background-color: RGB(245,245,245) !important; padding: 0 15 10 15 !important; margin: 15 0 0 0; border-left: #1010ff 2px solid;} blockquote blockquote {color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important} blockquote blockquote blockquote {color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important} blockquote blockquote blockquote blockquote {color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important} blockquote blockquote blockquote blockquote blockquote {color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b>"Yuan Xu" <a class="moz-txt-link-rfc2396E" href="mailto:xuy...@gm..."><xuy...@gm...></a></b></i> wrote on 04/14/2008 06:54:44 PM:</span><br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap="">Hi Hedayat, </pre> <blockquote type="cite"> <pre wrap=""> You're welcome. A little testing till now. Two issues now: 1. if I run simspark and monitorspark and then connect an agent, the agent won't appear in correct color (it's gray instead of blue). If I close the monitorspark and run it again, it's OK. 2. Sometimes when I connect the first agent, monitorspark crashes. </pre> </blockquote> <pre wrap=""><!----> Thanks for your feedback I have fixed the two problem, could you test that again? </pre> </blockquote> Thanks! Yes, they are fixed now.<br> <br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap="">...</pre> <blockquote type="cite"> <pre wrap=""> The comment above the following code says that video should be initialized for input system to work. BTW, by removing the last four lines the window won't appear. So I think it's safe to retain SDL initialization here. </pre> </blockquote> <pre wrap=""><!----> It also works for me, but Markus said that the input system needs the window. </pre> </blockquote> I don't remember what Markus has said :( <br> >From what is explained in the code, I thought that what is important in video system initialization (which is still there). Does it need window setup too?!<br> <br> And another thing, Isn't the current monitorLoggerStep (and the old monitor interval) too large? With something around half of this, the logs will be a bit more smooth. <br> <br> Thanks again,<br> Hedayat<br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap=""> </pre> </blockquote> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2008-04-14 18:18:07
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> <p style="margin-bottom: 0cm; margin-top: 0pt;">Hi Joschka, Mahdi and all,</p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">Have a look at here: <a class="moz-txt-link-freetext" href="https://build.opensuse.org/">https://build.opensuse.org/</a></p> <p style="margin-bottom: 0cm; margin-top: 0pt;">And: <a class="moz-txt-link-freetext" href="http://en.opensuse.org/Build_Service/Deb_builds">http://en.opensuse.org/Build_Service/Deb_builds</a></p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">It seems interesting! At least for our RPM repository it'll enable us to support many distros. While it supports debian too, it might be problematic (when using apt-get update) according to the second link. </p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">Good luck,</p> <p style="margin-bottom: 0cm; margin-top: 0pt;">Hedayat</p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> </body> </html> |
From: Yuan X. <xuy...@gm...> - 2008-04-14 14:24:57
|
Hi Hedayat, > > You're welcome. A little testing till now. Two issues now: > 1. if I run simspark and monitorspark and then connect an agent, the agent > won't appear in correct color (it's gray instead of blue). If I close the > monitorspark and run it again, it's OK. > 2. Sometimes when I connect the first agent, monitorspark crashes. > Thanks for your feedback I have fixed the two problem, could you test that again? And I noticed that the monitor (internal and external) can not draw the number of soccerbot056 and soccerbot055 now ;-(, I test some version from CVS, it seems that after some changes about textures around March 28 cause it. ( To Joschka, could you test that? ) > The comment above the following code says that video should be initialized > for input system to work. BTW, by removing the last four lines the window > won't appear. So I think it's safe to retain SDL initialization here. > It also works for me, but Markus said that the input system needs the window. -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Markus R. <rol...@un...> - 2008-04-14 14:23:49
|
Hi, Joschka wrote: [...] > > Just another question on this: if some parts of Nao are completely > enclosed in others, wouldn't it be a solution just not to add > colliders for these bodies? Or does ODE not allow this (don't remember Feng Xue wrote: > Great idea! I was somehow blind with this great feature of ODE! > I will change the code ASAP. the point is that ODE bodies and geoms are two separate concepts. ODE simulates the movement of bodies given the sum of forces that act upon any given body during each step. A collider (geom in ODE terms) is used to detect a collision. This collision is then resolved (i.e. the two colliding bodies are pushed apart) with some force. If you don't assign a collider to a body, there will never act a force upon it (apart from forces that are added from within the program through effectors or similar). cheers, Markus |
From: Feng X. <hen...@ma...> - 2008-04-14 05:31:25
|
Hi Joschka, Great idea! I was somehow blind with this great feature of ODE! I will change the code ASAP. Thanks a lot! Feng Xue 2008-04-14 Sent By: Joschka Boedecker Sent At: 2008-04-14 12:58:03 Sent To: Feng Xue CC To: simspark-devel Topic: Re: [Sserver-three-d] Fw: [sserver-commits] CVS:rcsoccersim/rcssserver3D/lib/oxygen/physicsserverspace.cpp, 1 Hi Feng, On Apr 12, 2008, at 4:38 PM, Markus Rollmann wrote: > Hi, > > Feng Xue wrote: >> Yes, the nao model has been modeled like that(some bodyparts are >> in >> some bodyparts totally). And if I use universal joint instead, it >> is probably okay. But the universal joint is not equal to two hinge >> joints and is hard to control for the joint limits according to >> current >> work. Besides, refering to Webots' implemention, they use hinge >> joint on >> all the joints too. > > I still don't see why it is necessary that two geoms are constantly > colliding by design in the nao robot model. But if that's a > requirement, > so be it. Just another question on this: if some parts of Nao are completely enclosed in others, wouldn't it be a solution just not to add colliders for these bodies? Or does ODE not allow this (don't remember now)? Cheers, Joschka |
From: Joschka B. <jos...@am...> - 2008-04-14 05:14:08
|
Hi Feng, On Apr 12, 2008, at 6:38 PM, Feng Xue wrote: > Hi Joschka, > > The nao model is 90% done and teams can do some research on it now. > Do you think it is time to write a letter to 3d-maillist to summary > my recent jobs and call for the tests? > I think it's a good idea. The earlier teams have a chance to work with the model, the better. > > By the way, there are 2 issues about nao. > First, the joint limits. I have sent a letter to mail-list to > call for ideas. I'm not sure what the best solution is to this either, see my previous mail. We could try to find out how other people deal with this issue maybe. > Second, the implement of disable inner collision of nao. It is > not perfect according to Markus' suggestions. I know I am in a hurry > and always modify the codes rewritten not by me. I am fresh, so > please forgive my precipitance. It's okay, don't worry. But please keep Markus' advice in mind and first propose changes on core components here on the mailing list and/ or start making changes in a separate branch of the CVS. This branch can then be merged into the trunk once it's carefully reviewed and tested. > My destination is building a stable model and a perfect > simulator to against Webots and Microsoft's RoboticsStudio. They > both hold a nao simulation for RoboCup2008! Compare 3d with them, I > think we only have one advantage, the number of teams. Lots of > complaint, please forgive again. We appreciate your help :-) I'm looking forward to seeing the new Nao robot in action soon :-D Cheers, Joschka |
From: Joschka B. <jos...@am...> - 2008-04-14 05:04:46
|
Hi Yuan, On Apr 10, 2008, at 10:07 PM, Yuan Xu wrote: > > I think we may implement the 'pixel camera perceptors server' which > receives scene messages from simspark (just likes the external > monitor) and renders images for connected robots. > Then we can run a 'pixel camera perceptors server' in machines that > runs robots. > In this case, the simulation runs in multi-machines. > What do you think about it? Yes, that's a nice idea :-) I think they are using a similar setup in the RoboCup Rescue virtual robots competition (using USARSim). But first I'll have to get started on the camera implementation anyways which will probably take some time (can't spare much time on this right now) ;-) Cheers, Joschka |
From: Joschka B. <jos...@am...> - 2008-04-14 05:01:29
|
Hi Feng, On Apr 11, 2008, at 10:38 PM, Feng Xue wrote: > Hi all, > > The joint limits feature in ode is not very good. If a joint > angle is not between the min and max(typically caused by errors), > and you are trying to make the joint angle return to the normal, > then, a large force is produced and it will cause a "jumping > motion". Though I used the fudgefactor to reduce the force, it is > not as perfect as what I expected. > > So, I decide to write some codes in hingeeffector.cpp to check > the velocity sent by agent so that if the velocity may cause a "out > of range joint angle", I can disable it or reduce the velocity. Is > there any other ideas? I think this is also the way that Yuan went when he worked on the joint limits last year. Yuan, do you have any advice on this? Cheers, Joschka |
From: Joschka B. <jos...@am...> - 2008-04-14 04:57:29
|
Hi Feng, On Apr 12, 2008, at 4:38 PM, Markus Rollmann wrote: > Hi, > > Feng Xue wrote: >> Yes, the nao model has been modeled like that(some bodyparts are >> in >> some bodyparts totally). And if I use universal joint instead, it >> is probably okay. But the universal joint is not equal to two hinge >> joints and is hard to control for the joint limits according to >> current >> work. Besides, refering to Webots' implemention, they use hinge >> joint on >> all the joints too. > > I still don't see why it is necessary that two geoms are constantly > colliding by design in the nao robot model. But if that's a > requirement, > so be it. Just another question on this: if some parts of Nao are completely enclosed in others, wouldn't it be a solution just not to add colliders for these bodies? Or does ODE not allow this (don't remember now)? Cheers, Joschka |
From: Joschka B. <jos...@am...> - 2008-04-14 04:52:23
|
Hi Feng, On Apr 14, 2008, at 1:23 PM, Feng Xue wrote: > > Ben reminds me that I forget the visionperceptor in nao.rsg, so > I remember that lots of sensors that equipped on Nao have not > implemented. Here is a list of all the sensors of Nao: > 32 x hall effect sensors As far as I know, these are used to measure the joint angles, so they are somewhat equivalent to our HingePerceptors. It would be interesting to measure these sensors and get accurate statistics in the future though. > 8 x FSR, 4 in each foot (use FRP instead?) Yes, I think we can use FRP instead for now. But we need some statistics of the real sensors in the future here, too, I think. > 2 x gyro meters > 3 x accelerometers We currently only have the GyroRatePerceptor which returns the angular velocity of the body it is attached to (actually, we could change the name to just be "gyro", because it essentially _is_ a gyro sensor). We could make another sensor that delivers the linear acceleration of the body it is attached to, that would correspond to an accelerometer (correct me if I'm wrong). We might use the ODE dBodyGetLinearVel (or better: its wrapper in the Body class in oxygen) and figure out the acceleration in successive steps. Another problem is that these sensors are usually very noisy, and we don't employ any noise at all yet. Yet again, we should gather realistic statistics. > 2 x bumpers Well, we have the touch sensors, but I'm not completely sure whether they are equivalent to these bumpers :-/ > 2 channels sonar (This is cool!) > Oh really? I didn't know that! > > Do all of them should be implemented? I'd say for now it would be great if someone could implement the accelerometer and the sonar (maybe we can find some specs/statistics about sonar sensors on the internet). I wanted to mention one other thing: I guess it's time we think about downward-compatibility. I mean, we should take care not to change the existing perceptors/effectors so that older binaries will still be usable (this is one of the great features of the 2D simulator :-) ). Maybe we can come up with a naming convention, or sth. like that. Cheers, Joschka |
From: Feng X. <hen...@ma...> - 2008-04-14 04:24:03
|
Hi Joschka, Ben reminds me that I forget the visionperceptor in nao.rsg, so I remember that lots of sensors that equipped on Nao have not implemented. Here is a list of all the sensors of Nao: 32 x hall effect sensors 8 x FSR, 4 in each foot (use FRP instead?) 2 x gyro meters 3 x accelerometers 2 x bumpers 2 channels sonar (This is cool!) Do all of them should be implemented? Cheers! Feng Xue 2008-04-14 |
From: Joschka B. <jbo...@un...> - 2008-04-14 04:01:43
|
Hi Ben, On Apr 13, 2008, at 7:34 AM, Ben wrote: > > Finally, how to output the cvs commit into 'ChangeLog'? > Thanks. Emacs has a nice front-end to work with cvs, called PCL-CVS. You can use it to first write your ChangeLog entries and then use them automatically when you commit your files from within PCL-CVS. It's quite convenient to use :-) Have a look at [1] to get started. Cheers, Joschka [1] http://www.gnu.org/software/emacs/manual/html_node/pcl-cvs/index.html |
From: Markus R. <rol...@un...> - 2008-04-13 17:53:17
|
Hi, Hedayat Vatankhah wrote: > But (well, I wonder if I'm getting too sensitive about this :( ), it > might be better to find a way to avoid the overhead of calling a virtual > function?! (Sorry again, I think I'm going too far in this direction! > Is it really a overhead which I should think about?) I think this is a quite light weight solution and has the benefit that the syntax stays the same, so you just write GetLog() and receive the correct LogServer instance. If we install multiple LogServer instances there has to be a way to get the correct one. Hiding this behind one standard function call allows use to keep this logic in one place and change our minds later what LogServer instance we use and where to install them. cheers, Markus |
From: Hedayat V. <hed...@ai...> - 2008-04-13 14:21:32
|
Hi Markus, Glad to hear that! :) But (well, I wonder if I'm getting too sensitive about this :( ), it might be better to find a way to avoid the overhead of calling a virtual function?! (Sorry again, I think I'm going too far in this direction! Is it really a overhead which I should think about?) Thanks a lot, Hedayat /*Markus Rollmann <rol...@un...>*/ wrote on 04/13/2008 02:30:51 PM: > Hedayat Vatankhah wrote: > [...] >>> The downside is we cannot provide different loglevels (i.e. debug, >>> normal etc. for one agent channel). One possibility would be to >>> provide multiple bases like eAgentNormal, eAgentDebug etc. and >>> offset them. This could be hidden behind a nice interface like >>> "GetLog()->AgentDebug(agentId)" >> Or maybe each agent should have it's own LogServer instance?! > > I like that idea... We could install a LogServer instance below each > Behavior class. Further the Object::GetLog() function should become > vritual (see zeitgeist\object.h). Called from within a behavior class > it would return the LogServer instance assigned to the agent, (maybe a > direct child) and return the default LogServer instance otherwise. > >> Also notice that priority levels should be powers of 2. So, (at least >> currently) we can have at most 32 priority levels. > > Your're right. Id didn't notice that. I favor the idea of separate > LogServcer instances (or a similar concept) > > cheers, > Markus > |
From: Hedayat V. <hed...@ai...> - 2008-04-13 14:21:16
|
Hi Ben, /*Ben <lgp...@16...>*/ wrote on 04/13/2008 02:57:48 AM: > Hi Hedayat: > > It's great! > > Why not come into my head? :) Thanks! :-[ Good luck, Hedayat > > Best wishes! > Ben > > |
From: Hedayat V. <hed...@ai...> - 2008-04-13 14:19:30
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> <p>Hi Yuan,<span></span></p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><span></span></p> <span><br> <style type="text/css">blockquote {color: navy !important; background-color: RGB(245,245,245) !important; padding: 0 15 10 15 !important; margin: 15 0 0 0; border-left: #1010ff 2px solid;} blockquote blockquote {color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important} blockquote blockquote blockquote {color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important} blockquote blockquote blockquote blockquote {color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important} blockquote blockquote blockquote blockquote blockquote {color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b>"Yuan Xu" <a class="moz-txt-link-rfc2396E" href="mailto:xuy...@gm..."><xuy...@gm...></a></b></i> wrote on 04/13/2008 05:51:38 AM:</span><br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap="">Hi Hedayat, > Hi Yuan, > I'll check it ASAP. Thanks. </pre> </blockquote> You're welcome. A little testing till now. Two issues now:<br> 1. if I run simspark and monitorspark and then connect an agent, the agent won't appear in correct color (it's gray instead of blue). If I close the monitorspark and run it again, it's OK.<br> 2. Sometimes when I connect the first agent, monitorspark crashes.<br> <br> This is what I get from gdb:<br> Program received signal SIGSEGV, Segmentation fault.<br> [Switching to Thread -1208244496 (LWP 25167)]<br> 0x0615dc50 in __dynamic_cast () from /usr/lib/libstdc++.so.6<br> (gdb) bt<br> #0 0x0615dc50 in __dynamic_cast () from /usr/lib/libstdc++.so.6<br> #1 0x0021c779 in boost::shared_dynamic_cast<oxygen::BaseNode, zeitgeist::Leaf><br> (r=@0x860983c) at /usr/include/boost/shared_ptr.hpp:209<br> #2 0x00549410 in RubySceneImporter::ReadDeltaGraph (this=0x80c0978, <br> sexp=0x8561518, root=@0xbfe3e8a8)<br> at ../../../rcssserver3D/plugin/rubysceneimporter/rubysceneimporter.cpp:873<br> #3 0x00549327 in RubySceneImporter::ReadDeltaGraph (this=0x80c0978, <br> sexp=0x8560348, root=@0xbfe3e938)<br> at ../../../rcssserver3D/plugin/rubysceneimporter/rubysceneimporter.cpp:882<br> #4 0x00549327 in RubySceneImporter::ReadDeltaGraph (this=0x80c0978, <br> sexp=0x8546288, root=@0xbfe3e9ac)<br> at ../../../rcssserver3D/plugin/rubysceneimporter/rubysceneimporter.cpp:882<br> #5 0x0054aea3 in RubySceneImporter::ParseScene (this=0x80c0978, <br> scene=0x8608cd4 "(RDS 0 1)((nd)(nd(nd))(nd(nd))(nd(nd))(nd)(nd(nd))(nd(nd))(nd(nd))(nd)(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd))(nd(nd(nd)(nd(nd)(nd(nd)))))(nd(nd(nd)(nd("..., size=548, <br> root=@0xbfe3e9f4, parameter=@0xbfe3e9ec)<br> at ../../../rcssserver3D/plugin/rubysceneimporter/rubysceneimporter.cpp:223<br> #6 0x00544298 in RubySceneImporter::ParseScene (this=0x80c0978, <br> scene=@0xbfe3ea9c, root=@0xbfe3ea88, parameter=@0xbfe3ea80)<br> at ../../../rcssserver3D/plugin/rubysceneimporter/rubysceneimporter.cpp:173<br> #7 0x005adf7a in SparkMonitorClient::ParseMessage (this=0x80ab3c8, <br> msg=@0xbfe3eaf4)<br> at ../../../rcssserver3D/plugin/sparkmonitor/sparkmonitorclient.cpp:235<br> #8 0x005ae74c in SparkMonitorClient::StartCycle (this=0x80ab3c8)<br> at ../../../rcssserver3D/plugin/sparkmonitor/sparkmonitorclient.cpp:109<br> #9 0x002c3323 in oxygen::SimulationServer::ControlEvent (this=0x80c47b8, <br> event=oxygen::SimulationServer::CE_StartCycle)<br> at ../../../rcssserver3D/lib/oxygen/simulationserver/simulationserver.cpp:270<br> #10 0x002c5aab in oxygen::SimulationServer::Cycle (this=0x80c47b8, <br> inputCtr=@0xbfe3ebcc)<br> at ../../../rcssserver3D/lib/oxygen/simulationserver/simulationserver.cpp:348<br> #11 0x002c4e46 in oxygen::SimulationServer::Run (this=0x80c47b8, argc=1, <br> argv=0xbfe3ed34)<br> at ../../../rcssserver3D/lib/oxygen/simulationserver/simulationserver.cpp:330<br> #12 0x08049346 in main (argc=1, argv=0xbfe3ed34)<br> at ../../../rcssserver3D/app/monitorspark/main.cpp:141<br> <br> <br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap="">I just wander whether we can remove the follow codes in inputsystemsdl.cpp: 00082 if (!SDL_WasInit(SDL_INIT_VIDEO)) 00083 { 00084 if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_NOPARACHUTE) < 0) 00085 { 00086 GetLog()->Error() << "ERROR: (InputSystemSDL) SDL not initialized!\n"; 00087 return false; 00088 } 00089 SDL_SetVideoMode(0,0,0,0); 00090 static SDL_SysWMinfo pInfo; 00091 SDL_VERSION(&pInfo.version); 00092 SDL_GetWMInfo(&pInfo); It works in my system without these codes, but I am not sure in other system. </pre> </blockquote> The comment above the following code says that video should be initialized for input system to work. BTW, by removing the last four lines the window won't appear. So I think it's safe to retain SDL initialization here.<br> <br> Thanks,<br> Hedayat<br> <br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:18a...@ma..." type="cite"> <pre wrap=""> -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: <a class="moz-txt-link-abbreviated" href="mailto:xuy...@gm...">xuy...@gm...</a> <a class="moz-txt-link-abbreviated" href="mailto:xy...@ya...">xy...@ya...</a> web: <a class="moz-txt-link-freetext" href="http://xuyuan.cn.googlepages.com">http://xuyuan.cn.googlepages.com</a> -------------------------------------------------- ------------------------------------------------------------------------- This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. <a class="moz-txt-link-freetext" href="http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone">http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone</a> _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list <a class="moz-txt-link-abbreviated" href="mailto:sim...@li...">sim...@li...</a> <a class="moz-txt-link-freetext" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a> </pre> </blockquote> </body> </html> |
From: Yuan X. <xuy...@gm...> - 2008-04-13 10:34:42
|
Hi Markus, > > how do you disable the internal monitor? You should comment out > sparkSetupRendering() and sparkSetupRendering() in monitorspark.rb to do > thi. > Yes, I commented out the sparkSetupRendering() in simspark.rb. The OpenGL is disabled, but the SDL will initialize the video while inputsystemsdl initialization in current code. So there is still a window there. > > you want to use InputSystemSDL without the OpenGLSystemSDL? This should > already work. It checks if SDL was setup properly. So you could init SDL in > your own custom way and the load the InputSystemSDL plugin. > The current code make sure the SDL_WasInit(SDL_INIT_VIDEO). Maybe we can pass parameter to the inputsdl initialization, or comment out the checking code in inputsdl (just like rcssserver3d-0.5.6). What do you think about it? -- Best wishes! Xu Yuan School of Automation Southeast University, Nanjing, China mail: xuy...@gm... xy...@ya... web: http://xuyuan.cn.googlepages.com -------------------------------------------------- |
From: Markus R. <rol...@un...> - 2008-04-13 10:16:04
|
Yuan Xu wrote: > Hi all, > > I have made the external monitor working. > It works well in my system, would you test it if you have time? Thanks. > > However, I have a problem while disabling the internal monitor, > the SDL window are still there. how do you disable the internal monitor? You should comment out sparkSetupRendering() and sparkSetupRendering() in monitorspark.rb to do thi. [...] > I do not know whether these new code is useful in other platforms, > can we comment them out without any problem? you want to use InputSystemSDL without the OpenGLSystemSDL? This should already work. It checks if SDL was setup properly. So you could init SDL in your own custom way and the load the InputSystemSDL plugin. cheers, Markus |