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From: Drew N. <dre...@ya...> - 2010-06-13 16:00:11
|
Hello all, This is my first post to this list after listening quietly for a little while. I discovered SimSpark after visiting the Japan Open RoboCup event in Osaka earlier this year and have really been enjoying playing with the 3D simulator. I generally program in .NET and am in the process of making a .NET library to allow people to code their own agents without needing such a deep knowledge of the simulator itself. There are a few base-code libraries around for C++ and Java, but I haven't seen any for .NET. I'm tidying up the code before releasing it, hopefully later in the week. It will support (and ultimately come with examples in) C#, VB.NET, managed C++ and the functional programming language F#. One thing I'm stuck on is what the number I send to control a hinge's position actually means. I've seen references to it being an angle, though it clearly isn't. A measure of angular speed might be more accurate, but it doesn't appear to be in degree/sec or radian/sec. My best guess after running some contrived tests is that it's a measure of force exerted by the motor, or maybe even a current/voltage. I'd like to specify this value as exactly as possible in my library. Can someone please explain the units of this value and how it's used in the physical simulation? I'd like to determine how to obtain the maximum power from an agent's joints without having unstable oscillations. Kind regards, Drew. PS. Should I have posted this to sserver-three-d instead/as well? |
From: Hedayat V. <hed...@ai...> - 2010-06-07 21:04:53
|
Hi again, Hopefully the error in the installation is also fixed. Thanks again, Hedayat /*Joschka Boedecker <jos...@am...>*/ wrote on 06/07/2010 5:02:09 PM +0450: > Hi Hedayat, > > On Jun 7, 2010, at 4:23 PM, Hedayat Vatankhah wrote: > >> >> hmmm... currently I can't say anything for sure, but just a guess: >> are you using the SVN trunk of simspark? Apparently currently the >> server looks into simspark-0.2 directories, while the version is >> 0.2.1 now (changed a few days ago); so it should look into >> simspark-0.2.1 directories. Would you please completely remove any >> simspark-0.2 content and try again? > > It turned out I still had some old libraries installed somewhere in > the system that got in the way :-/ Once I cleaned up my system a bit > and built everything from scratch again, it worked without problem > with two small exceptions: > > *somehow, the accelerometer.so file did not get installed and I had to > copy it manually (maybe sth. missing in the cmake_install file?). > > * in > simspark/trunk/rcssserver3d/build/rcssserver3d/cmake_install.cmake, I > had to remove line > 52: "simspark/trunk/rcssserver3d/build/rcssserver3d/simspark", > otherwise I would get an error when doing make install (target not found). > > Another thing I wanted to propose was to include an $ENV{ODE_HOME} in > the FindODE script for include and libs. Right now it uses > $ENV{OGRE_HOME} because it seems to be included in the Ogre SDK (?). > Otherwise, ode-config with --libs might be used. > > Cheers, > Joschka > = |
From: Hedayat V. <hed...@ai...> - 2010-06-07 13:19:30
|
Hi again, /*Joschka Boedecker <jos...@am...>*/ wrote on 06/07/2010 5:02:09 PM +0450: > Hi Hedayat, > > On Jun 7, 2010, at 4:23 PM, Hedayat Vatankhah wrote: > >> >> hmmm... currently I can't say anything for sure, but just a guess: >> are you using the SVN trunk of simspark? Apparently currently the >> server looks into simspark-0.2 directories, while the version is >> 0.2.1 now (changed a few days ago); so it should look into >> simspark-0.2.1 directories. Would you please completely remove any >> simspark-0.2 content and try again? > > It turned out I still had some old libraries installed somewhere in > the system that got in the way :-/ Once I cleaned up my system a bit > and built everything from scratch again, it worked without problem > with two small exceptions: :) Happy to hear that! > > *somehow, the accelerometer.so file did not get installed and I had to > copy it manually (maybe sth. missing in the cmake_install file?). Yes, it is fixed in trunk right now. > > * in > simspark/trunk/rcssserver3d/build/rcssserver3d/cmake_install.cmake, I > had to remove line > 52: "simspark/trunk/rcssserver3d/build/rcssserver3d/simspark", > otherwise I would get an error when doing make install (target not found). Apparently cmake has problems installing an invalid symbolic link on some systems. I'll try to find a better solution for installing simspark symbolic link. Would you please try a newer cmake (if you are not using 2.8.x version) to see if it solves the problem. > > Another thing I wanted to propose was to include an $ENV{ODE_HOME} in > the FindODE script for include and libs. Right now it uses > $ENV{OGRE_HOME} because it seems to be included in the Ogre SDK (?). > Otherwise, ode-config with --libs might be used. Done. Thank you for your testing and feedback, Hedayat > > Cheers, > Joschka > = |
From: Joschka B. <jos...@am...> - 2010-06-07 12:32:36
|
Hi Hedayat, On Jun 7, 2010, at 4:23 PM, Hedayat Vatankhah wrote: > > hmmm... currently I can't say anything for sure, but just a guess: are you using the SVN trunk of simspark? Apparently currently the server looks into simspark-0.2 directories, while the version is 0.2.1 now (changed a few days ago); so it should look into simspark-0.2.1 directories. Would you please completely remove any simspark-0.2 content and try again? It turned out I still had some old libraries installed somewhere in the system that got in the way :-/ Once I cleaned up my system a bit and built everything from scratch again, it worked without problem with two small exceptions: *somehow, the accelerometer.so file did not get installed and I had to copy it manually (maybe sth. missing in the cmake_install file?). * in simspark/trunk/rcssserver3d/build/rcssserver3d/cmake_install.cmake, I had to remove line 52: "simspark/trunk/rcssserver3d/build/rcssserver3d/simspark", otherwise I would get an error when doing make install (target not found). Another thing I wanted to propose was to include an $ENV{ODE_HOME} in the FindODE script for include and libs. Right now it uses $ENV{OGRE_HOME} because it seems to be included in the Ogre SDK (?). Otherwise, ode-config with --libs might be used. Cheers, Joschka |
From: Joschka B. <jos...@am...> - 2010-06-07 07:31:38
|
Hey Hedayat, thanks a lot for putting together the new release! On Jun 7, 2010, at 7:59 AM, Hedayat Vatankhah wrote: > It would be nice if you can give the current SVN trunk a try to see if there are any problems with it (the released binaries of IranOpen2010 are good candidates). I'll release the new versions in a few hours. I can compile the SVN trunk without problems on a Mac Pro running MacOS 10.6.3, however, I'm having trouble trying to start the simulator: MacJoschka:bin joschka$ ./rcsoccersim3d (ScriptServer) Running /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//zeitgeist.rb... (ScriptServer) updating cached script variables (ScriptServer) Script ended OK /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//zeitgeist.rb (ScriptServer) Running /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//oxygen.rb... (ScriptServer) updating cached script variables (ScriptServer) Script ended OK /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//oxygen.rb (ScriptServer) Running /Users/joschka/.simspark/kerosin.rb... (ScriptServer) updating cached script variables (ScriptServer) Script ended OK /Users/joschka/.simspark/kerosin.rb (ScriptServer) Running /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//spark.rb... (spark.rb) setup (spark.rb) using ODE, to change the physics engine go to line 559 in spark.rb (GeometryServer) MeshImporter 'oxygen/StdMeshImporter' registered (GeometryServer) ERROR: unable to create 'ObjImporter' (SceneServer) SceneImporter 'RubySceneImporter' registered (SceneServer) SceneImporter 'RosImporter' registered (MonitorServer) ERROR: SimulationServer not found. ERROR: (MonitorServer) Cannot create monitor system 'SparkMonitor' (Core) caught signal 11 (Core) exit (ScriptServer) Running /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//zeitgeist.rb... (ScriptServer) updating cached script variables (ScriptServer) Script ended OK /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//zeitgeist.rb (ScriptServer) Running /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//oxygen.rb... (ScriptServer) updating cached script variables (ScriptServer) Script ended OK /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//oxygen.rb (ScriptServer) Running /Users/joschka/.simspark/kerosin.rb... (ScriptServer) updating cached script variables (ScriptServer) Script ended OK /Users/joschka/.simspark/kerosin.rb (ScriptServer) Running /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//spark.rb... (spark.rb) setup (spark.rb) using ODE, to change the physics engine go to line 559 in spark.rb (GeometryServer) MeshImporter 'oxygen/StdMeshImporter' registered (GeometryServer) ERROR: unable to create 'ObjImporter' (SceneServer) SceneImporter 'RubySceneImporter' registered (SceneServer) SceneImporter 'RosImporter' registered (MonitorServer) ERROR: SimulationServer not found. ERROR: (MonitorServer) Cannot create monitor system 'SparkMonitor' (Core) caught signal 11 (Core) exit Somehow, it seems it can't create the ObjImporter and the MonitorServer can't find the SimulationServer, and can't create the SparkMonitor system. Do you have any idea what could cause this? It was working without problems with the SVN trunk last Friday. Thanks, Joschka |
From: Hedayat V. <hed...@ai...> - 2010-06-07 07:24:00
|
Hi Joschka, /*Joschka Boedecker <jos...@am...>*/ wrote on 06/07/2010 11:44:33 AM +0450: > Hey Hedayat, > > thanks a lot for putting together the new release! :) > > On Jun 7, 2010, at 7:59 AM, Hedayat Vatankhah wrote: > >> It would be nice if you can give the current SVN trunk a try to see >> if there are any problems with it (the released binaries of >> IranOpen2010 are good candidates). I'll release the new versions in a >> few hours. > > I can compile the SVN trunk without problems on a Mac Pro > running MacOS 10.6.3, however, I'm having trouble trying to start the > simulator: > > MacJoschka:bin joschka$ ./rcsoccersim3d > (ScriptServer) Running > /Applications/rcssserver3d.app/Contents/simspark-0.2/share/simspark//zeitgeist.rb... > > [...] > (GeometryServer) MeshImporter 'oxygen/StdMeshImporter' registered > (GeometryServer) ERROR: unable to create 'ObjImporter' > (SceneServer) SceneImporter 'RubySceneImporter' registered > (SceneServer) SceneImporter 'RosImporter' registered > (MonitorServer) ERROR: SimulationServer not found. > ERROR: (MonitorServer) Cannot create monitor system 'SparkMonitor' > (Core) caught signal 11 > (Core) exit > [...] > (GeometryServer) MeshImporter 'oxygen/StdMeshImporter' registered > (GeometryServer) ERROR: unable to create 'ObjImporter' > (SceneServer) SceneImporter 'RubySceneImporter' registered > (SceneServer) SceneImporter 'RosImporter' registered > (MonitorServer) ERROR: SimulationServer not found. > ERROR: (MonitorServer) Cannot create monitor system 'SparkMonitor' > (Core) caught signal 11 > (Core) exit > > Somehow, it seems it can't create the ObjImporter and the > MonitorServer can't find the SimulationServer, and can't create the > SparkMonitor system. Do you have any idea what could cause this? It > was working without problems with the SVN trunk last Friday. hmmm... currently I can't say anything for sure, but just a guess: are you using the SVN trunk of simspark? Apparently currently the server looks into simspark-0.2 directories, while the version is 0.2.1 now (changed a few days ago); so it should look into simspark-0.2.1 directories. Would you please completely remove any simspark-0.2 content and try again? Happy to hear from you again, Good luck, Hedayat > > Thanks, > Joschka > > = |
From: Hedayat V. <hed...@ai...> - 2010-06-06 23:00:03
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> Hi all,<br> Thanks to all who have put some effort in MC, we are about to have a new release of both rcssserver3d (0.6.4) and simspark (0.2.1) packages. It would be nice if you can give the current SVN trunk a try to see if there are any problems with it (the released binaries of IranOpen2010 are good candidates). I'll release the new versions in a few hours. Beside testing, it is really appreciated if we can have a little more documentation about the new features which are needed by users; most notably: the new monitor controls implemented by Sander, new rules enforced by Luis's patch, and the line perception format contributed by Yuan (disabled currently). <br> <br> Again, thanks for your efforts. It's really nice to see many contributions in each release. As a side note: this time many changes are not visible in ChangeLog files; please write a small note for any change you make so that the changes can be tracked more easily from release to release and to provide a good starting point for writing documentation.<br> <br> Cheers,<br> Hedayat<br> </body> </html> |
From: Xu Y. <xuy...@gm...> - 2010-05-19 17:14:05
|
On 05/19/2010 07:08 PM, Armin Ildermi wrote: > Hi all, > There is a bug in accelerometer which the previous velocity is not > considered and it is always set to (0,0,0). using the simple patch > attached, this problem gets solved. Please check it and correct it in svn. > > Regards, > Armin Ildermi Oh, it is a terrible bug... Thanks a lot! -- Regards, Yuan |
From: Armin I. <ail...@ya...> - 2010-05-19 17:06:39
|
Hi all, There is a bug in accelerometer which the previous velocity is not considered and it is always set to (0,0,0). using the simple patch attached, this problem gets solved. Please check it and correct it in svn. Regards, Armin Ildermi Nexus3D Soccer Simulation Team Simulation and Modeling Laboratory of Ferdowsi University of Mashhad, Iran |
From: Sander v. D. <sgv...@gm...> - 2010-05-19 16:47:30
|
Hello all, I have been working on making it possible to select individual agents to kill or to move away. The result of this can be found at the agentselection branch of the simspark SVN repository: svn co https://simspark.svn.sourceforge.net/svnroot/simspark/branches/agentselection Alternatively, you can apply the patch attached here to the trunk. It has been computed relative to rev 194, but works on the current head, rev 197, too. The patch adds some new commands to the external monitor: - n: Cycle through agents. A red marker disc shows which agent is currently selected - e: Clear selection - lctrl+s: Go into specific-agent-selection-mode. A specific agent can now be selected by pressing l or r and then a number. So the sequence 'lctrl+s, l, 4' selects the agent with uniform number 4 of the left team - m: Move selected agent FreeKickDist meters back - x: Kill selected agent Have a look and give it a test, let me know if there are any issues or if you have any suggestions to improve it. One obvious improvement would be to be able to use the mouse to select agents, but I have not figured out a good way to do it yet, because the external monitor does not know which bodies belong to which agent. Ideas are welcome. Cheers, Sander -- Adaptive Systems Research Group Department of Computer Science University of Hertfordshire United Kingdom |
From: Hedayat V. <hed...@ai...> - 2010-05-12 21:02:51
|
Hi all, Thanks all for your efforts. I've committed a fix. I do not have cmake 2.8 installed to test but I think the problem should be solved now. Let me know if there are still any problems. Good luck, Hedayat /*"M.Ebrahimi" <m.e...@ie...>*/ wrote on 05/11/2010 10:27:20 PM +0450: > On 11 May 2010 18:12, Hedayat Vatankhah<hed...@ai...> wrote: > >> Hi, >> >> On ۱۰/۰۵/۱۱ 09:41, Yuan Xu wrote: >> >> On 05/11/2010 07:01 PM, Hedayat Vatankhah wrote: >> >> I can't still reproduce the bug (Fedora 12 x86_64). Maybe there is something >> wrong with the latest versions of cmake or wx! Would you please send the >> output of this command in your system: >> >> wx-config --cflags >> >> Hi, >> >> The output is : >> >> -I/usr/lib/wx/include/gtk2-unicode-release-2.8 -I/usr/include/wx-2.8 >> -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -D__WXGTK__ -pthread >> >> It seems fine! And your cmake version? Mine is 2.6.4 >> >> PS: My system is 32 bits... >> >> Linux xu-laptop 2.6.32-22-generic #33-Ubuntu SMP Wed Apr 28 13:27:30 UTC >> 2010 i686 GNU/Linux >> >> -- >> Best Regards, >> Xu, Yuan >> >> ------------------------------------------------------------------------------ >> > Apparently this is not a rare problem, the other day I found > (/googled) a workaround for this. In > spark/plugin/inputwx/CMakeLists.txt > and > spark/plugin/openglsyswx/CMakeLists.txt > replace > add_definitions(${wxWidgets_DEFINITIONS}) > with > add_definitions("-D${wxWidgets_DEFINITIONS}") > > I'm not a cmake/wxWidgets expert, so don't ask why :-) and perhaps > sooner or later there will be a real fix for this problem. > > HTH, > Hesham > |
From: Hedayat V. <hed...@ai...> - 2010-05-11 18:15:25
|
On ۱۰/۰۵/۱۱ 09:44, Yuan Xu wrote: > On 05/11/2010 07:12 PM, Hedayat Vatankhah wrote: >> It seems fine! And your cmake version? Mine is 2.6.4 > > It is 2.8.0 > OK. Yes, the behavior of wxWidgets module in cmake has been changed in 2.8, which results in this error. I'll fix it to work fine in both cmake 2.6 and cmake 2.8 versions today or tomorrow. Thanks, Hedayat |
From: M.Ebrahimi <m.e...@ie...> - 2010-05-11 17:57:47
|
On 11 May 2010 18:12, Hedayat Vatankhah <hed...@ai...> wrote: > Hi, > > On ۱۰/۰۵/۱۱ 09:41, Yuan Xu wrote: > > On 05/11/2010 07:01 PM, Hedayat Vatankhah wrote: > > I can't still reproduce the bug (Fedora 12 x86_64). Maybe there is something > wrong with the latest versions of cmake or wx! Would you please send the > output of this command in your system: > > wx-config --cflags > > Hi, > > The output is : > > -I/usr/lib/wx/include/gtk2-unicode-release-2.8 -I/usr/include/wx-2.8 > -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -D__WXGTK__ -pthread > > It seems fine! And your cmake version? Mine is 2.6.4 > > PS: My system is 32 bits... > > Linux xu-laptop 2.6.32-22-generic #33-Ubuntu SMP Wed Apr 28 13:27:30 UTC > 2010 i686 GNU/Linux > > -- > Best Regards, > Xu, Yuan > > ------------------------------------------------------------------------------ Apparently this is not a rare problem, the other day I found (/googled) a workaround for this. In spark/plugin/inputwx/CMakeLists.txt and spark/plugin/openglsyswx/CMakeLists.txt replace add_definitions(${wxWidgets_DEFINITIONS}) with add_definitions("-D${wxWidgets_DEFINITIONS}") I'm not a cmake/wxWidgets expert, so don't ask why :-) and perhaps sooner or later there will be a real fix for this problem. HTH, Hesham |
From: Yuan Xu <xu...@in...> - 2010-05-11 17:14:53
|
On 05/11/2010 07:12 PM, Hedayat Vatankhah wrote: > It seems fine! And your cmake version? Mine is 2.6.4 It is 2.8.0 -- Best Regards, Xu, Yuan |
From: Hedayat V. <hed...@ai...> - 2010-05-11 17:13:41
|
Hi, On ۱۰/۰۵/۱۱ 09:41, Yuan Xu wrote: > On 05/11/2010 07:01 PM, Hedayat Vatankhah wrote: >> I can't still reproduce the bug (Fedora 12 x86_64). Maybe there is >> something wrong with the latest versions of cmake or wx! Would you >> please send the output of this command in your system: >> >> wx-config --cflags > > Hi, > > The output is : > > -I/usr/lib/wx/include/gtk2-unicode-release-2.8 > -I/usr/include/wx-2.8 -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES > -D__WXGTK__ -pthread > It seems fine! And your cmake version? Mine is 2.6.4 > PS: My system is 32 bits... > > Linux xu-laptop 2.6.32-22-generic #33-Ubuntu SMP Wed Apr 28 > 13:27:30 UTC 2010 i686 GNU/Linux > > -- > Best Regards, > Xu, Yuan |
From: Yuan Xu <xu...@in...> - 2010-05-11 17:11:30
|
On 05/11/2010 07:01 PM, Hedayat Vatankhah wrote: > I can't still reproduce the bug (Fedora 12 x86_64). Maybe there is > something wrong with the latest versions of cmake or wx! Would you > please send the output of this command in your system: > > wx-config --cflags Hi, The output is : -I/usr/lib/wx/include/gtk2-unicode-release-2.8 -I/usr/include/wx-2.8 -D_FILE_OFFSET_BITS=64 -D_LARGE_FILES -D__WXGTK__ -pthread PS: My system is 32 bits... Linux xu-laptop 2.6.32-22-generic #33-Ubuntu SMP Wed Apr 28 13:27:30 UTC 2010 i686 GNU/Linux -- Best Regards, Xu, Yuan |
From: Hedayat V. <hed...@ai...> - 2010-05-11 17:02:33
|
Hi, I can't still reproduce the bug (Fedora 12 x86_64). Maybe there is something wrong with the latest versions of cmake or wx! Would you please send the output of this command in your system: wx-config --cflags Thanks On ۱۰/۰۵/۱۱ 09:05, Yuan Xu wrote: > Hi, > > I got exactly the same error while compiling SVN head in Ubuntu 10.04: > > Scanning dependencies of target inputwx > [ 37%] Building CXX object > plugin/inputwx/CMakeFiles/inputwx.dir/export.cpp.o > c++: _FILE_OFFSET_BITS=64: No such file or directory > c++: _LARGE_FILES: No such file or directory > c++: __WXGTK__: No such file or directory > [ 37%] Building CXX object > plugin/sparkagent/CMakeFiles/sparkagent.dir/hingeperceptor.cpp.o > make[2]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/export.cpp.o] > Error 1 > make[1]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/all] Error 2 > > > The flags.make and DependInfo.cmake are attached. > Hope we can solve it, thanks! > -- > Best Regards, > Xu, Yuan > > On 05/01/2010 12:11 PM, Hedayat Vatankhah wrote: >> Hi, >> >> /*Ubbo Visser <vi...@cs...>*/ wrote on 04/30/2010 8:54:35 PM >> +0450: >>> Dear colleagues, >>> >>> I am trying to install simspark on a new MacBook Pro under 64Bit to see how it behaves. I installed every necessary libs/tools etc. natively under 64bits. Almost no trouble with that. >>> >>> However, for the past few days I get haunted by an error that I cannot resolve and that according to the web forums has to do with the 64Bit architecture. The _FILE_OFFSET_BITS 64 is defined (in the file down below and also set everywhere else). >>> >>> Did somebody try this before and can help (or not tried before and can help)? I always get the same error (at different places but all related to wx*) no matter what I change. I installed the latest wxWidgets (trunk from yesterday) successfully. >>> >> First, you can simply uninstall wxWidgets and try to build >> simspark/rcssserver3d without that. Currently, only rsgedit uses >> wxWidgets related plugins, so (if you don't need rsgedit right now) >> you can successfully (hopefully!) build rcssserver3d and simspark >> without having wxWidgets. >> >> Anyway, would you please send me the following files which might help >> us finding the issue: >> plugin/inputwx/CMakeFiles/inputwx.dir/flags.make >> plugin/inputwx/CMakeFiles/inputwx.dir/DependInfo.cmake >> >> Good luck, >> Hedayat >> >>> Thanks in advance, >>> Ubbo >>> >>> ********************** >>> >>> [ 87%] Built target rosimporter >>> [ 88%] Built target rubysceneimporter >>> [ 90%] Built target sparkmonitor >>> [ 94%] Built target sparkagent >>> [ 95%] Built target sceneeffector >>> [ 95%] Building CXX object plugin/inputwx/CMakeFiles/inputwx.dir/inputsystemwx.cpp.o >>> i686-apple-darwin10-g++-4.2.1: _FILE_OFFSET_BITS=64: No such file or directory >>> i686-apple-darwin10-g++-4.2.1: _LARGE_FILES: No such file or directory >>> i686-apple-darwin10-g++-4.2.1: __WXDEBUG__: No such file or directory >>> i686-apple-darwin10-g++-4.2.1: __WXMAC__: No such file or directory >>> make[2]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/inputsystemwx.cpp.o] Error 1 >>> make[1]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/all] Error 2 >>> make: *** [all] Error 2 >>> >>> >>> ------------------------------------------------------------------------------ >>> _______________________________________________ >>> Simspark Generic Physical MAS Simulator >>> simspark-devel mailing list >>> sim...@li... >>> https://lists.sourceforge.net/lists/listinfo/simspark-devel >>> > > |
From: Yuan Xu <xu...@in...> - 2010-05-11 16:35:31
|
# CMAKE generated file: DO NOT EDIT! # Generated by "Unix Makefiles" Generator, CMake Version 2.8 # compile CXX with /usr/bin/c++ CXX_FLAGS = -O3 -DNDEBUG -fPIC -I/home/xu/projects/rcss3d/git/simspark/trunk/spark/build -I/usr/local/include -I/home/xu/projects/rcss3d/git/simspark/trunk/spark/lib -I/home/xu/projects/rcss3d/git/simspark/trunk/spark/utility -I/usr/lib/wx/include/gtk2-unicode-release-2.8 -I/usr/include/wx-2.8 _FILE_OFFSET_BITS=64 _LARGE_FILES __WXGTK__ CXX_DEFINES = -Dinputwx_EXPORTS -DHAVE_CONFIG_H -DdSINGLE # TARGET_FLAGS = -pthread |
From: Hedayat V. <hed...@ai...> - 2010-05-01 10:13:06
|
Hi, /*Ubbo Visser <vi...@cs...>*/ wrote on 04/30/2010 8:54:35 PM +0450: > Dear colleagues, > > I am trying to install simspark on a new MacBook Pro under 64Bit to see how it behaves. I installed every necessary libs/tools etc. natively under 64bits. Almost no trouble with that. > > However, for the past few days I get haunted by an error that I cannot resolve and that according to the web forums has to do with the 64Bit architecture. The _FILE_OFFSET_BITS 64 is defined (in the file down below and also set everywhere else). > > Did somebody try this before and can help (or not tried before and can help)? I always get the same error (at different places but all related to wx*) no matter what I change. I installed the latest wxWidgets (trunk from yesterday) successfully. > First, you can simply uninstall wxWidgets and try to build simspark/rcssserver3d without that. Currently, only rsgedit uses wxWidgets related plugins, so (if you don't need rsgedit right now) you can successfully (hopefully!) build rcssserver3d and simspark without having wxWidgets. Anyway, would you please send me the following files which might help us finding the issue: plugin/inputwx/CMakeFiles/inputwx.dir/flags.make plugin/inputwx/CMakeFiles/inputwx.dir/DependInfo.cmake Good luck, Hedayat > Thanks in advance, > Ubbo > > ********************** > > [ 87%] Built target rosimporter > [ 88%] Built target rubysceneimporter > [ 90%] Built target sparkmonitor > [ 94%] Built target sparkagent > [ 95%] Built target sceneeffector > [ 95%] Building CXX object plugin/inputwx/CMakeFiles/inputwx.dir/inputsystemwx.cpp.o > i686-apple-darwin10-g++-4.2.1: _FILE_OFFSET_BITS=64: No such file or directory > i686-apple-darwin10-g++-4.2.1: _LARGE_FILES: No such file or directory > i686-apple-darwin10-g++-4.2.1: __WXDEBUG__: No such file or directory > i686-apple-darwin10-g++-4.2.1: __WXMAC__: No such file or directory > make[2]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/inputsystemwx.cpp.o] Error 1 > make[1]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/all] Error 2 > make: *** [all] Error 2 > > > ------------------------------------------------------------------------------ > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: Ubbo V. <vi...@cs...> - 2010-04-30 16:41:11
|
Dear colleagues, I am trying to install simspark on a new MacBook Pro under 64Bit to see how it behaves. I installed every necessary libs/tools etc. natively under 64bits. Almost no trouble with that. However, for the past few days I get haunted by an error that I cannot resolve and that according to the web forums has to do with the 64Bit architecture. The _FILE_OFFSET_BITS 64 is defined (in the file down below and also set everywhere else). Did somebody try this before and can help (or not tried before and can help)? I always get the same error (at different places but all related to wx*) no matter what I change. I installed the latest wxWidgets (trunk from yesterday) successfully. Thanks in advance, Ubbo ********************** [ 87%] Built target rosimporter [ 88%] Built target rubysceneimporter [ 90%] Built target sparkmonitor [ 94%] Built target sparkagent [ 95%] Built target sceneeffector [ 95%] Building CXX object plugin/inputwx/CMakeFiles/inputwx.dir/inputsystemwx.cpp.o i686-apple-darwin10-g++-4.2.1: _FILE_OFFSET_BITS=64: No such file or directory i686-apple-darwin10-g++-4.2.1: _LARGE_FILES: No such file or directory i686-apple-darwin10-g++-4.2.1: __WXDEBUG__: No such file or directory i686-apple-darwin10-g++-4.2.1: __WXMAC__: No such file or directory make[2]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/inputsystemwx.cpp.o] Error 1 make[1]: *** [plugin/inputwx/CMakeFiles/inputwx.dir/all] Error 2 make: *** [all] Error 2 |
From: Xu Y. <xuy...@gm...> - 2010-04-29 11:59:54
|
Hi, The robot is constructed facing to y axis, e.g. the x axis in figure 8.6(from Aldebaran) is y axis in SimSpark. PS: It would be better to ask such questions in sse...@li..., this list is for discussion development. -- Best Regards, Xu, Yuan On Thu, 2010-04-29 at 18:56 +0800, Huang Yaolong wrote: > Hi, all. > > I'm confused about the joint configurations stated in the manual. > In the manual, the axis description states the direction relative to > the body that installed on. But there are some axis which are not > consistent with the figure 8.6. > For example of joint of the head, the axis direction stated in the > table 8.3 is [1, 0, 0], but as shown in figure 8.6, the head joint > axis should be in the direction [0, 1, 0] relative to the head( or the > neck's axis). > I'm not very clear why the [x, y, z] form of direction will be used in > the axis description. Is there any default frame attached to the > bodypart so that [x, y, z] is relative to the frame? > If there is a default frame, how to figure it out? This is very > important for me, because both of axis and anchor of the joint use the > 3D coordinates to describe their position. > > -- > Best regards, > Yaolong Huang(Curtis) > > Tianjin University, China > > Blog: http://blog.csdn.net/airekans/ > ------------------------------------------------------------------------------ > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel |
From: Huang Y. <air...@gm...> - 2010-04-29 10:57:05
|
Hi, all. I'm confused about the joint configurations stated in the manual. In the manual, the axis description states the direction relative to the body that installed on. But there are some axis which are not consistent with the figure 8.6. For example of joint of the head, the axis direction stated in the table 8.3 is [1, 0, 0], but as shown in figure 8.6, the head joint axis should be in the direction [0, 1, 0] relative to the head( or the neck's axis). I'm not very clear why the [x, y, z] form of direction will be used in the axis description. Is there any default frame attached to the bodypart so that [x, y, z] is relative to the frame? If there is a default frame, how to figure it out? This is very important for me, because both of axis and anchor of the joint use the 3D coordinates to describe their position. -- Best regards, Yaolong Huang(Curtis) Tianjin University, China Blog: http://blog.csdn.net/airekans/ |
From: Hedayat V. <hed...@ai...> - 2010-04-28 17:13:34
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> <title></title> </head> <body text="#000000" bgcolor="#ffffff"> That would be great, thanks.<br> <br> Hedayat<br> <br> <span> <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>"H.Ebrahimi" <a class="moz-txt-link-rfc2396E" href="mailto:hes...@gm..."><hes...@gm...></a></b></i> wrote on 04/20/2010 7:19:39 PM +0450:</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:z2v...@ma..." type="cite"> <pre wrap="">Thanks Hedayat. I'll be busy till about two weeks later. But hopefully soon after then will work on this again. Hesham On 14 April 2010 21:53, Hedayat Vatankhah <a class="moz-txt-link-rfc2396E" href="mailto:hed...@ai..."><hed...@ai...></a> wrote: </pre> <blockquote type="cite"> <pre wrap="">Hi Hesham, "H.Ebrahimi" <a class="moz-txt-link-rfc2396E" href="mailto:hes...@gm..."><hes...@gm...></a> wrote on 04/15/2010 12:54:39 AM +0450: Hi Hedayat and all, I have created a new patch, adds the speed controls, fixes a bug, and tidies up the code. The fixed bug: when the log player hits the end of log file, it cannot play backward (using the 'l' key). After applying the patch, when the end of log file is hit, the player pauses and resets the eof bit of the input stream. Thus, user can hit 'l', and then 'p' to go backward. Great! If it's possible please a more active developer tests this patch :-) I'll try to test it tomorrow and let you know if there are any problems. Then you can go on and commit it in SVN (or you might just commit it if you don't expect any problems, then we will check it from there!). Hedayat, is the problem you mentioned about the log recorder and multi-threading fixed? If not, maybe I can give a hand. No, I have not found enough free time to put on it yet. It seems that there are many race conditions in classes which are responsible for sending monitor information to the monitor/log recorder. Last week I found one of them in MonitorServer::GetMonitorData and fixed it (it needed to be protected from simultaneous calls), but later I found that there are other problems too. You can run the latest simulator with the default configuration and enable recording log files in simspark.rb, and then run a binary (e.g. IranOpen 2010 binaries available at: <a class="moz-txt-link-freetext" href="http://hedayat.fedorapeople.org/iranopen2010/">http://hedayat.fedorapeople.org/iranopen2010/</a>). Usually you will experience a crash very soon. Except on the race conditions when the server is running, it seems that there are also problems when the monitor sends a command to the server (e.g. kick off), which should be probably taken care of in TrainerCommandParser or some of the classes it uses. It would be really nice if you fix some/all of the bugs. :) Thanks a lot, Hedayat Hesham On 13 April 2010 11:32, H.Ebrahimi <a class="moz-txt-link-rfc2396E" href="mailto:hes...@gm..."><hes...@gm...></a> wrote: I've cc'd simspark-devel, in case this discussion should continue. On 11 April 2010 01:16, Yinon Bentor <a class="moz-txt-link-rfc2396E" href="mailto:yi...@cs..."><yi...@cs...></a> wrote: Thank you for your suggestion to modify the step delay. �This worked for us. �Having controls to modify the playback speed may be indeed be quite useful. I prepared a patch for this: <a class="moz-txt-link-freetext" href="http://www.cs.bris.ac.uk/pgrad/ebrahimi/code/rc/logplayer_speed_control.diff">http://www.cs.bris.ac.uk/pgrad/ebrahimi/code/rc/logplayer_speed_control.diff</a> But I don't have time to test it thoroughly, if you can please give it a try and let me know if there is a problem. Use the '[' key to slow down the playback and ']' to speed up. Hesham Thanks, Yinon On Fri, Apr 9, 2010 at 11:44 AM, H.Ebrahimi <a class="moz-txt-link-rfc2396E" href="mailto:hes...@gm..."><hes...@gm...></a> wrote: Yinon, I'm not sure what you mean by replaying log files in real time. But I explain how you can control the speed of the log player, hope that helps. We decided to use a fixed delay time between each cycle for the log player. If I remember correctly the reason was that the time between two consecutive cycles depended on the machine. I'm not sure if this is still the case or not. If you see the log player is playing the log files very fast, you can modify the delay value in this line of spark.rb: � �monitorClient.setStepDelay(3300) In case you find it handy to have controls in the monitor to increase and decrease this value while playing a log file, let me know. It's easy to add these controls. Perhaps it is possible to replace this fixed time delay with the time measured between two cycles while running the simulator. Maybe some developers, Hedayat?, can suggest some ways to improve the logger/log player. Hesham On 9 April 2010 08:01, Yinon Bentor <a class="moz-txt-link-rfc2396E" href="mailto:yi...@cs..."><yi...@cs...></a> wrote: Hi all, I'm searching for a way to replay log files in real time instead of the sped-up replay that seems to be the default in rcssmonitor3d. �Is there such an option in the monitor? Thanks, Yinon </pre> </blockquote> </blockquote> </body> </html> |
From: H.Ebrahimi <hes...@gm...> - 2010-04-20 14:50:07
|
Thanks Hedayat. I'll be busy till about two weeks later. But hopefully soon after then will work on this again. Hesham On 14 April 2010 21:53, Hedayat Vatankhah <hed...@ai...> wrote: > Hi Hesham, > > "H.Ebrahimi" <hes...@gm...> wrote on 04/15/2010 12:54:39 AM > +0450: > > Hi Hedayat and all, > > I have created a new patch, adds the speed controls, fixes a bug, and > tidies up the code. > The fixed bug: when the log player hits the end of log file, it cannot > play backward (using the 'l' key). After applying the patch, when the > end of log file is hit, the player pauses and resets the eof bit of > the input stream. Thus, user can hit 'l', and then 'p' to go backward. > > > Great! > > If it's possible please a more active developer tests this patch :-) > > > I'll try to test it tomorrow and let you know if there are any problems. > Then you can go on and commit it in SVN (or you might just commit it if you > don't expect any problems, then we will check it from there!). > > Hedayat, is the problem you mentioned about the log recorder and > multi-threading fixed? If not, maybe I can give a hand. > > > No, I have not found enough free time to put on it yet. It seems that there > are many race conditions in classes which are responsible for sending > monitor information to the monitor/log recorder. Last week I found one of > them in MonitorServer::GetMonitorData and fixed it (it needed to be > protected from simultaneous calls), but later I found that there are other > problems too. You can run the latest simulator with the default > configuration and enable recording log files in simspark.rb, and then run a > binary (e.g. IranOpen 2010 binaries available at: > http://hedayat.fedorapeople.org/iranopen2010/). Usually you will experience > a crash very soon. > > Except on the race conditions when the server is running, it seems that > there are also problems when the monitor sends a command to the server (e.g. > kick off), which should be probably taken care of in TrainerCommandParser or > some of the classes it uses. > > It would be really nice if you fix some/all of the bugs. :) > > Thanks a lot, > Hedayat > > Hesham > > On 13 April 2010 11:32, H.Ebrahimi <hes...@gm...> wrote: > > > I've cc'd simspark-devel, in case this discussion should continue. > > On 11 April 2010 01:16, Yinon Bentor <yi...@cs...> wrote: > > > Thank you for your suggestion to modify the step delay. �This worked > for us. �Having controls to modify the playback speed may be indeed be > quite useful. > > > I prepared a patch for this: > http://www.cs.bris.ac.uk/pgrad/ebrahimi/code/rc/logplayer_speed_control.diff > But I don't have time to test it thoroughly, if you can please give it > a try and let me know if there is a problem. Use the '[' key to slow > down the playback and ']' to speed up. > > Hesham > > > > Thanks, > Yinon > > On Fri, Apr 9, 2010 at 11:44 AM, H.Ebrahimi <hes...@gm...> > wrote: > > > Yinon, I'm not sure what you mean by replaying log files in real time. > But I explain how you can control the speed of the log player, hope > that helps. > > We decided to use a fixed delay time between each cycle for the log > player. If I remember correctly the reason was that the time between > two consecutive cycles depended on the machine. I'm not sure if this > is still the case or not. If you see the log player is playing the log > files very fast, you can modify the delay value in this line of > spark.rb: > � �monitorClient.setStepDelay(3300) > > In case you find it handy to have controls in the monitor to increase > and decrease this value while playing a log file, let me know. It's > easy to add these controls. Perhaps it is possible to replace this > fixed time delay with the time measured between two cycles while > running the simulator. Maybe some developers, Hedayat?, can suggest > some ways to improve the logger/log player. > > Hesham > > On 9 April 2010 08:01, Yinon Bentor <yi...@cs...> wrote: > > > Hi all, > > I'm searching for a way to replay log files in real time instead of > the sped-up replay that seems to be the default in rcssmonitor3d. �Is > there such an option in the monitor? > > Thanks, > Yinon |
From: Hedayat V. <hed...@ai...> - 2010-04-14 20:54:16
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> <title></title> </head> <body text="#000000" bgcolor="#ffffff"> Hi Hesham,<br> <br> <span> <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>"H.Ebrahimi" <a class="moz-txt-link-rfc2396E" href="mailto:hes...@gm..."><hes...@gm...></a></b></i> wrote on 04/15/2010 12:54:39 AM +0450:</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:y2h...@ma..." type="cite"> <pre wrap="">Hi Hedayat and all, I have created a new patch, adds the speed controls, fixes a bug, and tidies up the code. The fixed bug: when the log player hits the end of log file, it cannot play backward (using the 'l' key). After applying the patch, when the end of log file is hit, the player pauses and resets the eof bit of the input stream. Thus, user can hit 'l', and then 'p' to go backward. </pre> </blockquote> Great!<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:y2h...@ma..." type="cite"> <pre wrap=""> If it's possible please a more active developer tests this patch :-) </pre> </blockquote> I'll try to test it tomorrow and let you know if there are any problems. Then you can go on and commit it in SVN (or you might just commit it if you don't expect any problems, then we will check it from there!). <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:y2h...@ma..." type="cite"> <pre wrap=""> Hedayat, is the problem you mentioned about the log recorder and multi-threading fixed? If not, maybe I can give a hand. </pre> </blockquote> No, I have not found enough free time to put on it yet. It seems that there are many race conditions in classes which are responsible for sending monitor information to the monitor/log recorder. Last week I found one of them in MonitorServer::GetMonitorData and fixed it (it needed to be protected from simultaneous calls), but later I found that there are other problems too. You can run the latest simulator with the default configuration and enable recording log files in simspark.rb, and then run a binary (e.g. IranOpen 2010 binaries available at: <a class="moz-txt-link-freetext" href="http://hedayat.fedorapeople.org/iranopen2010/">http://hedayat.fedorapeople.org/iranopen2010/</a>). Usually you will experience a crash very soon. <br> <br> Except on the race conditions when the server is running, it seems that there are also problems when the monitor sends a command to the server (e.g. kick off), which should be probably taken care of in TrainerCommandParser or some of the classes it uses.<br> <br> It would be really nice if you fix some/all of the bugs. :)<br> <br> Thanks a lot,<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:y2h...@ma..." type="cite"> <pre wrap=""> Hesham On 13 April 2010 11:32, H.Ebrahimi <a class="moz-txt-link-rfc2396E" href="mailto:hes...@gm..."><hes...@gm...></a> wrote: </pre> <blockquote type="cite"> <pre wrap="">I've cc'd simspark-devel, in case this discussion should continue. On 11 April 2010 01:16, Yinon Bentor <a class="moz-txt-link-rfc2396E" href="mailto:yi...@cs..."><yi...@cs...></a> wrote: </pre> <blockquote type="cite"> <pre wrap="">Thank you for your suggestion to modify the step delay. �This worked for us. �Having controls to modify the playback speed may be indeed be quite useful. </pre> </blockquote> <pre wrap=""> I prepared a patch for this: <a class="moz-txt-link-freetext" href="http://www.cs.bris.ac.uk/pgrad/ebrahimi/code/rc/logplayer_speed_control.diff">http://www.cs.bris.ac.uk/pgrad/ebrahimi/code/rc/logplayer_speed_control.diff</a> But I don't have time to test it thoroughly, if you can please give it a try and let me know if there is a problem. Use the '[' key to slow down the playback and ']' to speed up. Hesham </pre> <blockquote type="cite"> <pre wrap=""> Thanks, Yinon On Fri, Apr 9, 2010 at 11:44 AM, H.Ebrahimi <a class="moz-txt-link-rfc2396E" href="mailto:hes...@gm..."><hes...@gm...></a> wrote: </pre> <blockquote type="cite"> <pre wrap="">Yinon, I'm not sure what you mean by replaying log files in real time. But I explain how you can control the speed of the log player, hope that helps. We decided to use a fixed delay time between each cycle for the log player. If I remember correctly the reason was that the time between two consecutive cycles depended on the machine. I'm not sure if this is still the case or not. If you see the log player is playing the log files very fast, you can modify the delay value in this line of spark.rb: � �monitorClient.setStepDelay(3300) In case you find it handy to have controls in the monitor to increase and decrease this value while playing a log file, let me know. It's easy to add these controls. Perhaps it is possible to replace this fixed time delay with the time measured between two cycles while running the simulator. Maybe some developers, Hedayat?, can suggest some ways to improve the logger/log player. Hesham On 9 April 2010 08:01, Yinon Bentor <a class="moz-txt-link-rfc2396E" href="mailto:yi...@cs..."><yi...@cs...></a> wrote: </pre> <blockquote type="cite"> <pre wrap="">Hi all, I'm searching for a way to replay log files in real time instead of the sped-up replay that seems to be the default in rcssmonitor3d. �Is there such an option in the monitor? Thanks, Yinon</pre> </blockquote> </blockquote> </blockquote> </blockquote> </blockquote> </body> </html> |