<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>FarseerPhysics Work Item Rss Feed</title><link>http://www.codeplex.com/WorkItem/List.aspx?ProjectName=FarseerPhysics</link><description>FarseerPhysics Work Item Rss Description</description><item><title>Created Issue: Arbiter.cs line 180 Error [25159]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=25159</link><description>In arbiter.cs line 180 &amp;#58; _normalImpulse &amp;#61; _contact.massNormal &amp;#42; -&amp;#40;_vn &amp;#43; _contact.bounceVelocity&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;I found that the _vn is in same direction with _contact.bounceVelocity, which makes the bouncing speed double. &lt;br /&gt;&lt;br /&gt;I found that _normalImpulse &amp;#61; _contact.massNormal &amp;#42; &amp;#40;-_vn &amp;#43; _contact.bounceVelocity&amp;#41;&amp;#59;  works well when I play with balls.&lt;br /&gt;</description><author>simonzb</author><pubDate>Fri, 30 Oct 2009 10:11:26 GMT</pubDate><guid isPermaLink="false">Created Issue: Arbiter.cs line 180 Error [25159] 20091030101126A</guid></item><item><title>Created Issue: Velocity direction after Collision is not correct. [25157]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=25157</link><description>I have one ball in the borders. When the ball hit the wall, the ball should go to the reflect direction according to it&amp;#39;s collision normal. But 2.1.2 engine make the direct in a incorrect way.&lt;br /&gt;</description><author>simonzb</author><pubDate>Fri, 30 Oct 2009 03:33:30 GMT</pubDate><guid isPermaLink="false">Created Issue: Velocity direction after Collision is not correct. [25157] 20091030033330A</guid></item><item><title>Created Issue: Math Exception on Demo 6 [25137]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=25137</link><description>In demo 6 an exception is thrown when trying to click on the &amp;#34;chain&amp;#34; attached to the agent while it is in the lower left section of the &amp;#39;level.&amp;#39; I was able to replicate it, and have the exception detail for each time.&lt;br /&gt;&lt;br /&gt;First Time&amp;#58;&lt;br /&gt;System.ArithmeticException was unhandled&lt;br /&gt;  Message&amp;#61;&amp;#34;Function does not accept floating point Not-a-Number values.&amp;#34;&lt;br /&gt;  Source&amp;#61;&amp;#34;mscorlib&amp;#34;&lt;br /&gt;  StackTrace&amp;#58;&lt;br /&gt;       at System.Math.Sign&amp;#40;Single value&amp;#41;&lt;br /&gt;       at FarseerGames.FarseerPhysics.Dynamics.Springs.FixedAngleSpring.Update&amp;#40;Single dt&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;Dynamics&amp;#92;Springs&amp;#92;FixedAngleSpring.cs&amp;#58;line 95&lt;br /&gt;       at FarseerGames.FarseerPhysics.PhysicsSimulator.ApplyForces&amp;#40;Single dt, Single dtReal&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;PhysicsSimulator.cs&amp;#58;line 540&lt;br /&gt;       at FarseerGames.FarseerPhysics.PhysicsSimulator.Update&amp;#40;Single dt, Single dtReal&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;PhysicsSimulator.cs&amp;#58;line 403&lt;br /&gt;       at FarseerGames.FarseerPhysics.PhysicsSimulator.Update&amp;#40;Single dt&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;PhysicsSimulator.cs&amp;#58;line 352&lt;br /&gt;       at DemoBaseXNA.ScreenSystem.GameScreen.Update&amp;#40;GameTime gameTime, Boolean otherScreenHasFocus, Boolean coveredByOtherScreen&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;DemoBaseXNA&amp;#92;ScreenSystem&amp;#92;GameScreen.cs&amp;#58;line 211&lt;br /&gt;       at DemoBaseXNA.ScreenSystem.ScreenManager.Update&amp;#40;GameTime gameTime&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;DemoBaseXNA&amp;#92;ScreenSystem&amp;#92;ScreenManager.cs&amp;#58;line 198&lt;br /&gt;       at Microsoft.Xna.Framework.Game.Update&amp;#40;GameTime gameTime&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.Game.Tick&amp;#40;&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.Game.HostIdle&amp;#40;Object sender, EventArgs e&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.GameHost.OnIdle&amp;#40;&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle&amp;#40;Object sender, EventArgs e&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle&amp;#40;Int32 grfidlef&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop&amp;#40;Int32 dwComponentID, Int32 reason, Int32 pvLoopData&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner&amp;#40;Int32 reason, ApplicationContext context&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ThreadContext.RunMessageLoop&amp;#40;Int32 reason, ApplicationContext context&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.Run&amp;#40;Form mainForm&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.WindowsGameHost.Run&amp;#40;&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.Game.Run&amp;#40;&amp;#41;&lt;br /&gt;       at FarseerGames.SimpleSamplesXNA.Program.Main&amp;#40;&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;SimpleSamplesXNA&amp;#92;Program.cs&amp;#58;line 12&lt;br /&gt;  InnerException&amp;#58; &lt;br /&gt;&lt;br /&gt;Second Time&amp;#58;&lt;br /&gt;System.ArithmeticException was unhandled&lt;br /&gt;  Message&amp;#61;&amp;#34;Function does not accept floating point Not-a-Number values.&amp;#34;&lt;br /&gt;  Source&amp;#61;&amp;#34;mscorlib&amp;#34;&lt;br /&gt;  StackTrace&amp;#58;&lt;br /&gt;       at System.Math.Sign&amp;#40;Single value&amp;#41;&lt;br /&gt;       at FarseerGames.FarseerPhysics.Dynamics.Springs.FixedAngleSpring.Update&amp;#40;Single dt&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;Dynamics&amp;#92;Springs&amp;#92;FixedAngleSpring.cs&amp;#58;line 95&lt;br /&gt;       at FarseerGames.FarseerPhysics.PhysicsSimulator.ApplyForces&amp;#40;Single dt, Single dtReal&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;PhysicsSimulator.cs&amp;#58;line 540&lt;br /&gt;       at FarseerGames.FarseerPhysics.PhysicsSimulator.Update&amp;#40;Single dt, Single dtReal&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;PhysicsSimulator.cs&amp;#58;line 403&lt;br /&gt;       at FarseerGames.FarseerPhysics.PhysicsSimulator.Update&amp;#40;Single dt&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;Farseer Physics 2.1.2 XNA&amp;#92;PhysicsSimulator.cs&amp;#58;line 352&lt;br /&gt;       at DemoBaseXNA.ScreenSystem.GameScreen.Update&amp;#40;GameTime gameTime, Boolean otherScreenHasFocus, Boolean coveredByOtherScreen&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;DemoBaseXNA&amp;#92;ScreenSystem&amp;#92;GameScreen.cs&amp;#58;line 211&lt;br /&gt;       at DemoBaseXNA.ScreenSystem.ScreenManager.Update&amp;#40;GameTime gameTime&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;DemoBaseXNA&amp;#92;ScreenSystem&amp;#92;ScreenManager.cs&amp;#58;line 198&lt;br /&gt;       at Microsoft.Xna.Framework.Game.Update&amp;#40;GameTime gameTime&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.Game.Tick&amp;#40;&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.Game.HostIdle&amp;#40;Object sender, EventArgs e&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.GameHost.OnIdle&amp;#40;&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle&amp;#40;Object sender, EventArgs e&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle&amp;#40;Int32 grfidlef&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop&amp;#40;Int32 dwComponentID, Int32 reason, Int32 pvLoopData&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner&amp;#40;Int32 reason, ApplicationContext context&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.ThreadContext.RunMessageLoop&amp;#40;Int32 reason, ApplicationContext context&amp;#41;&lt;br /&gt;       at System.Windows.Forms.Application.Run&amp;#40;Form mainForm&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.WindowsGameHost.Run&amp;#40;&amp;#41;&lt;br /&gt;       at Microsoft.Xna.Framework.Game.Run&amp;#40;&amp;#41;&lt;br /&gt;       at FarseerGames.SimpleSamplesXNA.Program.Main&amp;#40;&amp;#41; in G&amp;#58;&amp;#92;Farseer Physics 2.1.2 XNA with simple samples&amp;#92;SimpleSamplesXNA&amp;#92;Program.cs&amp;#58;line 12&lt;br /&gt;  InnerException&amp;#58;&lt;br /&gt;</description><author>ddreier</author><pubDate>Thu, 29 Oct 2009 05:49:13 GMT</pubDate><guid isPermaLink="false">Created Issue: Math Exception on Demo 6 [25137] 20091029054913A</guid></item><item><title>Commented Issue: Texture To Vertices Bug [23136]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=23136</link><description>When you create circular textures &amp;#40;or ones with rounded edges for that matter&amp;#41; via TTV a vertex is missing. See this for details.&lt;br /&gt;Comments: ** Comment from web user: sickbattery ** &lt;p&gt;I don&amp;#39;t know if the mod of the second function is that important. Maybe that&amp;#39;s why I forgot about it at first. Sorry&amp;#33;&lt;br /&gt;&amp;#40;I would apply it anyway. Just to make sure ... It&amp;#39;s a bit faster and more stable.&amp;#41;&lt;/p&gt;</description><author>sickbattery</author><pubDate>Wed, 14 Oct 2009 08:03:07 GMT</pubDate><guid isPermaLink="false">Commented Issue: Texture To Vertices Bug [23136] 20091014080307A</guid></item><item><title>Commented Issue: Texture To Vertices Bug [23136]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=23136</link><description>When you create circular textures &amp;#40;or ones with rounded edges for that matter&amp;#41; via TTV a vertex is missing. See this for details.&lt;br /&gt;Comments: ** Comment from web user: sickbattery ** &lt;p&gt;Fixed. See attachment.&lt;/p&gt;</description><author>sickbattery</author><pubDate>Wed, 14 Oct 2009 07:56:45 GMT</pubDate><guid isPermaLink="false">Commented Issue: Texture To Vertices Bug [23136] 20091014075645A</guid></item><item><title>Commented Issue: Texture To Vertices Bug [23136]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=23136</link><description>When you create circular textures &amp;#40;or ones with rounded edges for that matter&amp;#41; via TTV a vertex is missing. See this for details.&lt;br /&gt;Comments: ** Comment from web user: genbox ** &lt;p&gt;Original post here&amp;#58; http&amp;#58;&amp;#47;&amp;#47;farseerphysics.codeplex.com&amp;#47;Thread&amp;#47;View.aspx&amp;#63;ThreadId&amp;#61;59901&lt;/p&gt;</description><author>genbox</author><pubDate>Fri, 09 Oct 2009 12:19:58 GMT</pubDate><guid isPermaLink="false">Commented Issue: Texture To Vertices Bug [23136] 20091009121958P</guid></item><item><title>Closed Issue: Farseer and VB.NET [24126]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24126</link><description>Text removed ...&lt;br /&gt;&lt;br /&gt;If I compile the defaul Class Library VB.NET can&amp;#39;t find the implementation of body.ApplyForce since it&amp;#39;s not &amp;#34;unique&amp;#34; &amp;#40; i am using german VB, the error message is&amp;#58; &amp;#34;ApplyForce&amp;#34; ist mehrdeutig, da in class &amp;#34;FarseerGames.FarseerPhysics.Dynamics.Body&amp;#34; mehrere Arten von Membern mit diesem Namen vorhanden sind. &amp;#41;. So I fixed that issue by renaming the methods &amp;#40;to ApplyForce and ApplyForceRef&amp;#41;.&lt;br /&gt;Comments: &lt;p&gt;&lt;/p&gt;</description><author>genbox</author><pubDate>Thu, 08 Oct 2009 17:23:32 GMT</pubDate><guid isPermaLink="false">Closed Issue: Farseer and VB.NET [24126] 20091008052332P</guid></item><item><title>Closed Issue: more different collision events [22363]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=22363</link><description>the following issues&amp;#58;&lt;br /&gt;http&amp;#58;&amp;#47;&amp;#47;farseerphysics.codeplex.com&amp;#47;Thread&amp;#47;View.aspx&amp;#63;ThreadId&amp;#61;56165&lt;br /&gt;http&amp;#58;&amp;#47;&amp;#47;farseerphysics.codeplex.com&amp;#47;Thread&amp;#47;View.aspx&amp;#63;ThreadId&amp;#61;56162&lt;br /&gt;&lt;br /&gt;could they be implemented directly in the engine more easily somehow&amp;#63;&lt;br /&gt;Comments: &lt;p&gt;New contact system is being developed. This issue will have to be reevaluated in the future.&lt;/p&gt;</description><author>genbox</author><pubDate>Thu, 08 Oct 2009 17:21:14 GMT</pubDate><guid isPermaLink="false">Closed Issue: more different collision events [22363] 20091008052114P</guid></item><item><title>Closed Issue: Silverlight:  Exception with slight modification to sample. [21378]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=21378</link><description>If I alter GameModel.cs inside the water sample for SilverLight, changing the size of the boxes in the pyramid&amp;#58;&lt;br /&gt;&lt;br /&gt;InitializePyrmid&amp;#40;new Vector2&amp;#40;308, 170&amp;#41;, 20, 20, 2, 2, 5&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;to&lt;br /&gt;&lt;br /&gt;InitializePyrmid&amp;#40;new Vector2&amp;#40;308, 170&amp;#41;, 5, 5, 2, 2, 5&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Then after 3 seconds &amp;#40;after the initial collisions of the little boxes &amp;#43; box with water&amp;#41;, I get the following exception&amp;#58;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;System.ArgumentException was unhandled by user code&lt;br /&gt;  Message&amp;#61;&amp;#34;Value does not fall within the expected range.&amp;#34;&lt;br /&gt;  StackTrace&amp;#58;&lt;br /&gt;       at MS.Internal.XcpImports.CheckHResult&amp;#40;UInt32 hr&amp;#41;&lt;br /&gt;       at MS.Internal.XcpImports.SetValue&amp;#40;INativeCoreTypeWrapper obj, DependencyProperty property, Double d&amp;#41;&lt;br /&gt;       at System.Windows.DependencyObject.SetValue&amp;#40;DependencyProperty property, Double d&amp;#41;&lt;br /&gt;       at System.Windows.Media.RotateTransform.set_Angle&amp;#40;Double value&amp;#41;&lt;br /&gt;       at FarseerGames.WaterSample.RenderSystem.Sprite.set_Rotation&amp;#40;Double value&amp;#41;&lt;br /&gt;       at FarseerGames.WaterSample.Views.BoxView.Draw&amp;#40;&amp;#41;&lt;br /&gt;       at FarseerGames.WaterSample.Views.GameView.Draw&amp;#40;TimeSpan elapsedTime&amp;#41;&lt;br /&gt;       at FarseerGames.WaterSample.RenderSystem.RenderLoop.StepEventHandler.Invoke&amp;#40;TimeSpan elapsedTime&amp;#41;&lt;br /&gt;       at FarseerGames.WaterSample.RenderSystem.RenderLoop.Render&amp;#40;&amp;#41;&lt;br /&gt;       at FarseerGames.WaterSample.RenderSystem.RenderLoop.CompositionTarget_Rendering&amp;#40;Object sender, EventArgs e&amp;#41;&lt;br /&gt;       at System.Windows.Media.CompositionTarget.OnRendering&amp;#40;Object sender, RenderingEventArgs e&amp;#41;&lt;br /&gt;       at MS.Internal.JoltHelper.RaiseEvent&amp;#40;IntPtr target, UInt32 eventId, IntPtr coreEventArgs, UInt32 eventArgsTypeIndex&amp;#41;&lt;br /&gt;  InnerException&amp;#58; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;The error occurs on the setter of&amp;#58;&lt;br /&gt;&lt;br /&gt;       public double Rotation&lt;br /&gt;        &amp;#123;&lt;br /&gt;            get &amp;#123; return RotateTransform.Angle&amp;#59; &amp;#125;&lt;br /&gt;            set &amp;#123; RotateTransform.Angle &amp;#61; value&amp;#59; &amp;#125;&lt;br /&gt;        &amp;#125;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&amp;#62;&amp;#9;WaterSample&amp;#33;FarseerGames.WaterSample.RenderSystem.Sprite.Rotation.set&amp;#40;double value &amp;#61; Infinity&amp;#41; Line 24 &amp;#43; 0x1f bytes&amp;#9;C&amp;#35;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;watching the value, it shows as NaN&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;-&amp;#9;&amp;#9;this&amp;#9;&amp;#123;FarseerGames.WaterSample.Views.BoxView&amp;#125;&amp;#9;FarseerGames.WaterSample.Views.BoxView&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_sprite&amp;#9;&amp;#123;FarseerGames.WaterSample.RenderSystem.Sprite&amp;#125;&amp;#9;FarseerGames.WaterSample.RenderSystem.Sprite&lt;br /&gt;-&amp;#9;&amp;#9;BoxModel&amp;#9;&amp;#123;FarseerGames.WaterSample.Models.BoxModel&amp;#125;&amp;#9;FarseerGames.WaterSample.Models.BoxModel&lt;br /&gt;&amp;#9;&amp;#9;_def&amp;#9;null&amp;#9;FarseerGames.WaterSample.Models.BoxModelDef&lt;br /&gt;-&amp;#9;&amp;#9;Body&amp;#9;&amp;#123;FarseerGames.FarseerPhysics.Dynamics.Body&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Dynamics.Body&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_acceleration&amp;#9;&amp;#123;X&amp;#58;-0.5476902 Y&amp;#58;4.471687&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#9;&amp;#9;_bodyAngularVelocity&amp;#9;Infinity&amp;#9;float&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_bodylinearVelocity&amp;#9;&amp;#123;X&amp;#58;10.94833 Y&amp;#58;-9.389012&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_bodyMatrixTemp&amp;#9;&amp;#123;FarseerGames.FarseerPhysics.Mathematics.Matrix&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Matrix&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_diff&amp;#9;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_dp&amp;#9;&amp;#123;X&amp;#58;0.1094832 Y&amp;#58;-0.09389012&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_dv&amp;#9;&amp;#123;X&amp;#58;-0.005476902 Y&amp;#58;0.04471687&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#9;&amp;#9;_dw&amp;#9;Infinity&amp;#9;float&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_linearDrag&amp;#9;&amp;#123;X&amp;#58;-0.0109538 Y&amp;#58;0.00943373&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_localPositionTemp&amp;#9;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#9;&amp;#9;_momentOfInertia&amp;#9;0.0000333333264&amp;#9;float&lt;br /&gt;&amp;#9;&amp;#9;_previousAngularVelocity&amp;#9;-4.53407176E&amp;#43;20&amp;#9;float&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_previousLinearVelocity&amp;#9;&amp;#123;X&amp;#58;10.9538 Y&amp;#58;-9.433729&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_previousPosition&amp;#9;&amp;#123;X&amp;#58;7.007465 Y&amp;#58;5.327279&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#9;&amp;#9;_previousRotation&amp;#9;-4.53407177E&amp;#43;18&amp;#9;float&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_quadraticDrag&amp;#9;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_r1&amp;#9;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#9;&amp;#9;_revolutions&amp;#9;61872775&amp;#9;int&lt;br /&gt;&amp;#9;&amp;#9;_rotationalDrag&amp;#9;Infinity&amp;#9;float&lt;br /&gt;&amp;#9;&amp;#9;_rotationChange&amp;#9;Infinity&amp;#9;float&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_rotationMatrixTemp&amp;#9;&amp;#123;FarseerGames.FarseerPhysics.Mathematics.Matrix&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Matrix&lt;br /&gt;&amp;#9;&amp;#9;_speed&amp;#9;0.0&amp;#9;float&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;_tempVelocity&amp;#9;&amp;#123;X&amp;#58;0 Y&amp;#58;0&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#9;&amp;#9;_torque&amp;#9;0.0&amp;#9;float&lt;br 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Y&amp;#58;NaN&amp;#125;&amp;#9;FarseerGames.FarseerPhysics.Mathematics.Vector2&lt;br /&gt;&amp;#9;&amp;#9;restitutionCoefficient&amp;#9;0.0&amp;#9;float&lt;br /&gt;&amp;#9;&amp;#9;RestitutionCoefficient&amp;#9;0.0&amp;#9;float&lt;br /&gt;&amp;#9;&amp;#9;Rotation&amp;#9;Infinity&amp;#9;float&lt;br /&gt;&amp;#9;&amp;#9;Tag&amp;#9;null&amp;#9;object&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;WorldVertices&amp;#9;Count &amp;#61; 16&amp;#9;FarseerGames.FarseerPhysics.Collisions.Vertices&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;worldVertices&amp;#9;Count &amp;#61; 16&amp;#9;FarseerGames.FarseerPhysics.Collisions.Vertices&lt;br /&gt;&amp;#43;&amp;#9;&amp;#9;Static members&amp;#9;&amp;#9;&lt;br /&gt;&amp;#9;&amp;#9;Height&amp;#9;0.099999994&amp;#9;float&lt;br /&gt;&amp;#9;&amp;#9;Mass&amp;#9;0.0199999977&amp;#9;float&lt;br /&gt;&amp;#9;&amp;#9;Width&amp;#9;0.099999994&amp;#9;float&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Just playing around, so obviously no urgency - I took a look to see if I could find anything but couldn&amp;#39;t get my head around it.&lt;br /&gt;Comments: &lt;p&gt;When the values are too large or too small, it cause numerical explosions to happen. &amp;#40;overflow&amp;#41;. Some small checks have been made to sanitize the values.&lt;/p&gt;</description><author>genbox</author><pubDate>Thu, 08 Oct 2009 17:19:38 GMT</pubDate><guid isPermaLink="false">Closed Issue: Silverlight:  Exception with slight modification to sample. [21378] 20091008051938P</guid></item><item><title>Closed Issue: Garbage Issues (Proposed Fixes) [23534]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=23534</link><description>Hello,&lt;br /&gt;&lt;br /&gt;I&amp;#39;ve found some garbage issues with Farseer Physics 2.1.1 and fixed them&amp;#59; the main one is in Vertices.cs, in the GetCentroid function. The GetCentroid function should be&amp;#58;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;    public Vector2 GetCentroid&amp;#40;float area&amp;#41;        &amp;#123;            &amp;#47;&amp;#47;calc centroid on counter clockwise verts. -- this generates lots of garbage...            &amp;#47;&amp;#47;Vertices verts &amp;#61; new Vertices&amp;#40;this&amp;#41;&amp;#59;            &amp;#47;&amp;#47;verts.ForceCounterClockWiseOrder&amp;#40;&amp;#41;&amp;#59;                        Vertices verts &amp;#61; this&amp;#59;            float cx &amp;#61; 0, cy &amp;#61; 0&amp;#59;            int i&amp;#59;                        float signedarea &amp;#61; GetSignedArea&amp;#40;&amp;#41;&amp;#59;            float factor&amp;#59;                        if&amp;#40;signedarea &amp;#62; 0&amp;#41;&amp;#9;&amp;#47;&amp;#47;if it&amp;#39;s meant to be reversed, go through the vertices backwards            &amp;#123;                for &amp;#40;i &amp;#61; Count - 1&amp;#59; i &amp;#62;&amp;#61; 0&amp;#59; i--&amp;#41;&amp;#9;&amp;#9;&amp;#123;&amp;#9;&amp;#9;&amp;#9;int j &amp;#61; &amp;#40;i - 1&amp;#41; &amp;#37; Count&amp;#59;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;if&amp;#40;j &amp;#60; 0&amp;#41; &amp;#123; j &amp;#43;&amp;#61; Count&amp;#59; &amp;#125;&amp;#9;&amp;#9;&amp;#9;factor &amp;#61; -&amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#42; verts&amp;#91;j&amp;#93;.Y - verts&amp;#91;j&amp;#93;.X &amp;#42; verts&amp;#91;i&amp;#93;.Y&amp;#41;&amp;#59;&amp;#9;&amp;#9;&amp;#9;cx &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#43; verts&amp;#91;j&amp;#93;.X&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#9;cy &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.Y &amp;#43; verts&amp;#91;j&amp;#93;.Y&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#125;&amp;#9;&amp;#9;&amp;#9;&amp;#9;            &amp;#125;            else            &amp;#123;                for &amp;#40;i &amp;#61; 0&amp;#59; i &amp;#60; Count&amp;#59; i&amp;#43;&amp;#43;&amp;#41;&amp;#9;&amp;#9;&amp;#123;&amp;#9;&amp;#9;&amp;#9;int j &amp;#61; &amp;#40;i &amp;#43; 1&amp;#41; &amp;#37; Count&amp;#59;&amp;#9;&amp;#9;&amp;#9;factor &amp;#61; -&amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#42; verts&amp;#91;j&amp;#93;.Y - verts&amp;#91;j&amp;#93;.X &amp;#42; verts&amp;#91;i&amp;#93;.Y&amp;#41;&amp;#59;&amp;#9;&amp;#9;&amp;#9;cx &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#43; verts&amp;#91;j&amp;#93;.X&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#9;cy &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.Y &amp;#43; verts&amp;#91;j&amp;#93;.Y&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#125;            &amp;#125;&amp;#9;    area &amp;#42;&amp;#61; 6.0f&amp;#59;&amp;#9;    factor &amp;#61; 1 &amp;#47; area&amp;#59;&amp;#9;    cx &amp;#42;&amp;#61; factor&amp;#59;&amp;#9;    cy &amp;#42;&amp;#61; factor&amp;#59;&amp;#9;    _res.X &amp;#61; cx&amp;#59;&amp;#9;    _res.Y &amp;#61; cy&amp;#59;                        return _res&amp;#59;        &amp;#125;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;This will make it generate no garbage. Also, Arbiters generate a bit of garbage too&amp;#59; Fixing these is a bit more complex. The problem is that they allocate new contact lists in their construct method&amp;#58; to get around this, the contact lists should be allocated when the Pool&amp;#60;Arbiter&amp;#62; is allocated beforehand, otherwise every created arbiter generates a bit of garbage rather than using a prechaced contact list. This also means the Pool needs to be made enumerable so you can call your InitContactLists function for each Arbiter in the pool before they are constructed - there was an older topic about this that explained it with a code sample but it must&amp;#39;ve not been integrated into Farseer.&lt;br /&gt;&lt;br /&gt;Another source of garbage is the default list allocations&amp;#58; most of the lists are created without supplying a capacity value. There&amp;#39;s very little memory footprint &amp;#40;we&amp;#39;re talking a couple of hundred bytes per list&amp;#41; in specifying a default allocation of about 64 for every list, and this prevents garbage being generated each time the list goes over its capacity. This is also true for the ArbiterList and GenericList classes, which should implement a constructor where you can supply a default capacity &amp;#40;since they inherit from List&amp;#60;T&amp;#62; this is easy&amp;#58; just do base.Capacity &amp;#61; capacity in a constructor accepting an int capacity parameter&amp;#41;.&lt;br /&gt;&lt;br /&gt;EDIT&amp;#58; Also, the AABB class would make more sense as a struct - especially in the case of the sweep and prunce collider, which has some garbage generated from allocating AABBs for intersection tests.&lt;br /&gt;Comments: &lt;p&gt;Fixed in 2.1.2&lt;/p&gt;</description><author>genbox</author><pubDate>Thu, 08 Oct 2009 17:17:21 GMT</pubDate><guid isPermaLink="false">Closed Issue: Garbage Issues (Proposed Fixes) [23534] 20091008051721P</guid></item><item><title>Closed Issue: Body.ResetDynamics issue [24175]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24175</link><description>Hello&amp;#33;&lt;br /&gt;&lt;br /&gt;I have bullets and targets, when a bullet hit something i disable its body and call ResetDynamics. This reset all the properties of Body, but the Geom properties remain untouched, Geom.Position and Geom.Rotation hold the position and rotation of the collision, while Body.Position &amp;#61; 0,0 and Body.Rotation &amp;#61; 0&lt;br /&gt;To fix that i think you only need to add this piece of code&amp;#58;&lt;br /&gt;if &amp;#40;Updated &amp;#33;&amp;#61; null&amp;#41;&lt;br /&gt;&amp;#123;&lt;br /&gt;    Updated&amp;#40;ref position, ref rotation&amp;#41;&amp;#59;&lt;br /&gt;&amp;#125;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;at the end of Body.ResetDynamics.&lt;br /&gt;&lt;br /&gt;Thanks&lt;br /&gt;Comments: &lt;p&gt;Fixed in Farseer Physics Engine 2.1.2&lt;/p&gt;</description><author>genbox</author><pubDate>Thu, 08 Oct 2009 17:06:38 GMT</pubDate><guid isPermaLink="false">Closed Issue: Body.ResetDynamics issue [24175] 20091008050638P</guid></item><item><title>Closed Issue: Geom.RestitutionCoefficient = 0 Issue [24351]</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24351</link><description>I&amp;#39;m writing a splosion-man-like game where I want the player stick to the walls when he hits them &amp;#40;and then jump away if jump pressed&amp;#41;. I set all of the objects RestitutionCoefficient to zero but when player hits a wall it bounces back a little.&lt;br /&gt;My workaround is to set the X component of LinearVelocity to zero when player collides with another object &amp;#40;Using OnCollision event&amp;#41;.&lt;br /&gt;I have experience writing a physics engine myself and I know this shouldn&amp;#39;t happen.&lt;br /&gt;Comments: &lt;p&gt;The restitution of two geometries are averaged on impact. You need to set the restitution of both the geometries to 0 to achieve no restitution &amp;#40;bounce&amp;#41;.&lt;/p&gt;</description><author>genbox</author><pubDate>Thu, 08 Oct 2009 17:02:54 GMT</pubDate><guid isPermaLink="false">Closed Issue: Geom.RestitutionCoefficient = 0 Issue [24351] 20091008050254P</guid></item><item><title>Created Issue: Geom.RestitutionCoefficient = 0 Issue</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24351</link><description>I&amp;#39;m writing a splosion-man-like game where I want the player stick to the walls when he hits them &amp;#40;and then jump away if jump pressed&amp;#41;. I set all of the objects RestitutionCoefficient to zero but when player hits a wall it bounces back a little.&lt;br /&gt;My workaround is to set the X component of LinearVelocity to zero when player collides with another object &amp;#40;Using OnCollision event&amp;#41;.&lt;br /&gt;I have experience writing a physics engine myself and I know this shouldn&amp;#39;t happen.&lt;br /&gt;</description><author>KamiSama</author><pubDate>Sun, 16 Aug 2009 22:44:33 GMT</pubDate><guid isPermaLink="false">Created Issue: Geom.RestitutionCoefficient = 0 Issue 20090816104433P</guid></item><item><title>Closed Issue: Unable to download</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24207</link><description>Unable to download any items from the download links.  Please fix the download links.&lt;br /&gt;Comments: &lt;p&gt;Codeplex must have had some issues. The links under the Downloads tab works fine here.&lt;/p&gt;</description><author>genbox</author><pubDate>Wed, 05 Aug 2009 20:59:13 GMT</pubDate><guid isPermaLink="false">Closed Issue: Unable to download 20090805085913P</guid></item><item><title>Created Issue: Unable to download</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24207</link><description>Unable to download any items from the download links.  Please fix the download links.&lt;br /&gt;</description><author>rrv</author><pubDate>Wed, 05 Aug 2009 03:54:32 GMT</pubDate><guid isPermaLink="false">Created Issue: Unable to download 20090805035432A</guid></item><item><title>Created Issue: Body.ResetDynamics issue</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24175</link><description>Hello&amp;#33;&lt;br /&gt;&lt;br /&gt;I have bullets and targets, when a bullet hit something i disable its body and call ResetDynamics. This reset all the properties of Body, but the Geom properties remain untouched, Geom.Position and Geom.Rotation hold the position and rotation of the collision, while Body.Position &amp;#61; 0,0 and Body.Rotation &amp;#61; 0&lt;br /&gt;To fix that i think you only need to add this piece of code&amp;#58;&lt;br /&gt;if &amp;#40;Updated &amp;#33;&amp;#61; null&amp;#41;&lt;br /&gt;&amp;#123;&lt;br /&gt;    Updated&amp;#40;ref position, ref rotation&amp;#41;&amp;#59;&lt;br /&gt;&amp;#125;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;at the end of Body.ResetDynamics.&lt;br /&gt;&lt;br /&gt;Thanks&lt;br /&gt;</description><author>genbox</author><pubDate>Fri, 31 Jul 2009 02:01:32 GMT</pubDate><guid isPermaLink="false">Created Issue: Body.ResetDynamics issue 20090731020132A</guid></item><item><title>Commented Issue: Farseer and VB.NET</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24126</link><description>Text removed ...&lt;br /&gt;&lt;br /&gt;If I compile the defaul Class Library VB.NET can&amp;#39;t find the implementation of body.ApplyForce since it&amp;#39;s not &amp;#34;unique&amp;#34; &amp;#40; i am using german VB, the error message is&amp;#58; &amp;#34;ApplyForce&amp;#34; ist mehrdeutig, da in class &amp;#34;FarseerGames.FarseerPhysics.Dynamics.Body&amp;#34; mehrere Arten von Membern mit diesem Namen vorhanden sind. &amp;#41;. So I fixed that issue by renaming the methods &amp;#40;to ApplyForce and ApplyForceRef&amp;#41;.&lt;br /&gt;Comments: ** Comment from web user: fixitchris ** &lt;p&gt;I would not use VB to do XNA work.  There have been articles posted on the limitations.&lt;/p&gt;</description><author>fixitchris</author><pubDate>Tue, 28 Jul 2009 15:56:27 GMT</pubDate><guid isPermaLink="false">Commented Issue: Farseer and VB.NET 20090728035627P</guid></item><item><title>Created Issue: Farseer and VB.NET</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=24126</link><description>Text removed ...&lt;br /&gt;&lt;br /&gt;If I compile the defaul Class Library VB.NET can&amp;#39;t find the implementation of body.ApplyForce since it&amp;#39;s not &amp;#34;unique&amp;#34; &amp;#40; i am using german VB, the error message is&amp;#58; &amp;#34;ApplyForce&amp;#34; ist mehrdeutig, da in class &amp;#34;FarseerGames.FarseerPhysics.Dynamics.Body&amp;#34; mehrere Arten von Membern mit diesem Namen vorhanden sind. &amp;#41;. So I fixed that issue by renaming the methods &amp;#40;to ApplyForce and ApplyForceRef&amp;#41;.&lt;br /&gt;</description><author>genbox</author><pubDate>Tue, 28 Jul 2009 06:48:41 GMT</pubDate><guid isPermaLink="false">Created Issue: Farseer and VB.NET 20090728064841A</guid></item><item><title>Commented Issue: Garbage Issues (Proposed Fixes)</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=23534</link><description>Hello,&lt;br /&gt;&lt;br /&gt;I&amp;#39;ve found some garbage issues with Farseer Physics 2.1.1 and fixed them&amp;#59; the main one is in Vertices.cs, in the GetCentroid function. The GetCentroid function should be&amp;#58;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;    public Vector2 GetCentroid&amp;#40;float area&amp;#41;        &amp;#123;            &amp;#47;&amp;#47;calc centroid on counter clockwise verts. -- this generates lots of garbage...            &amp;#47;&amp;#47;Vertices verts &amp;#61; new Vertices&amp;#40;this&amp;#41;&amp;#59;            &amp;#47;&amp;#47;verts.ForceCounterClockWiseOrder&amp;#40;&amp;#41;&amp;#59;                        Vertices verts &amp;#61; this&amp;#59;            float cx &amp;#61; 0, cy &amp;#61; 0&amp;#59;            int i&amp;#59;                        float signedarea &amp;#61; GetSignedArea&amp;#40;&amp;#41;&amp;#59;            float factor&amp;#59;                        if&amp;#40;signedarea &amp;#62; 0&amp;#41;&amp;#9;&amp;#47;&amp;#47;if it&amp;#39;s meant to be reversed, go through the vertices backwards            &amp;#123;                for &amp;#40;i &amp;#61; Count - 1&amp;#59; i &amp;#62;&amp;#61; 0&amp;#59; i--&amp;#41;&amp;#9;&amp;#9;&amp;#123;&amp;#9;&amp;#9;&amp;#9;int j &amp;#61; &amp;#40;i - 1&amp;#41; &amp;#37; Count&amp;#59;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;if&amp;#40;j &amp;#60; 0&amp;#41; &amp;#123; j &amp;#43;&amp;#61; Count&amp;#59; &amp;#125;&amp;#9;&amp;#9;&amp;#9;factor &amp;#61; -&amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#42; verts&amp;#91;j&amp;#93;.Y - verts&amp;#91;j&amp;#93;.X &amp;#42; verts&amp;#91;i&amp;#93;.Y&amp;#41;&amp;#59;&amp;#9;&amp;#9;&amp;#9;cx &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#43; verts&amp;#91;j&amp;#93;.X&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#9;cy &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.Y &amp;#43; verts&amp;#91;j&amp;#93;.Y&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#125;&amp;#9;&amp;#9;&amp;#9;&amp;#9;            &amp;#125;            else            &amp;#123;                for &amp;#40;i &amp;#61; 0&amp;#59; i &amp;#60; Count&amp;#59; i&amp;#43;&amp;#43;&amp;#41;&amp;#9;&amp;#9;&amp;#123;&amp;#9;&amp;#9;&amp;#9;int j &amp;#61; &amp;#40;i &amp;#43; 1&amp;#41; &amp;#37; Count&amp;#59;&amp;#9;&amp;#9;&amp;#9;factor &amp;#61; -&amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#42; verts&amp;#91;j&amp;#93;.Y - verts&amp;#91;j&amp;#93;.X &amp;#42; verts&amp;#91;i&amp;#93;.Y&amp;#41;&amp;#59;&amp;#9;&amp;#9;&amp;#9;cx &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#43; verts&amp;#91;j&amp;#93;.X&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#9;cy &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.Y &amp;#43; verts&amp;#91;j&amp;#93;.Y&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#125;            &amp;#125;&amp;#9;    area &amp;#42;&amp;#61; 6.0f&amp;#59;&amp;#9;    factor &amp;#61; 1 &amp;#47; area&amp;#59;&amp;#9;    cx &amp;#42;&amp;#61; factor&amp;#59;&amp;#9;    cy &amp;#42;&amp;#61; factor&amp;#59;&amp;#9;    _res.X &amp;#61; cx&amp;#59;&amp;#9;    _res.Y &amp;#61; cy&amp;#59;                        return _res&amp;#59;        &amp;#125;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;This will make it generate no garbage. Also, Arbiters generate a bit of garbage too&amp;#59; Fixing these is a bit more complex. The problem is that they allocate new contact lists in their construct method&amp;#58; to get around this, the contact lists should be allocated when the Pool&amp;#60;Arbiter&amp;#62; is allocated beforehand, otherwise every created arbiter generates a bit of garbage rather than using a prechaced contact list. This also means the Pool needs to be made enumerable so you can call your InitContactLists function for each Arbiter in the pool before they are constructed - there was an older topic about this that explained it with a code sample but it must&amp;#39;ve not been integrated into Farseer.&lt;br /&gt;&lt;br /&gt;Another source of garbage is the default list allocations&amp;#58; most of the lists are created without supplying a capacity value. There&amp;#39;s very little memory footprint &amp;#40;we&amp;#39;re talking a couple of hundred bytes per list&amp;#41; in specifying a default allocation of about 64 for every list, and this prevents garbage being generated each time the list goes over its capacity. This is also true for the ArbiterList and GenericList classes, which should implement a constructor where you can supply a default capacity &amp;#40;since they inherit from List&amp;#60;T&amp;#62; this is easy&amp;#58; just do base.Capacity &amp;#61; capacity in a constructor accepting an int capacity parameter&amp;#41;.&lt;br /&gt;&lt;br /&gt;EDIT&amp;#58; Also, the AABB class would make more sense as a struct - especially in the case of the sweep and prunce collider, which has some garbage generated from allocating AABBs for intersection tests.&lt;br /&gt;Comments: ** Comment from web user: genbox ** &lt;p&gt;Original discussion is here&amp;#58; http&amp;#58;&amp;#47;&amp;#47;farseerphysics.codeplex.com&amp;#47;Thread&amp;#47;View.aspx&amp;#63;ThreadId&amp;#61;61765&lt;/p&gt;</description><author>genbox</author><pubDate>Fri, 17 Jul 2009 21:12:44 GMT</pubDate><guid isPermaLink="false">Commented Issue: Garbage Issues (Proposed Fixes) 20090717091244P</guid></item><item><title>Created Issue: Garbage Issues (Proposed Fixes)</title><link>http://farseerphysics.codeplex.com/WorkItem/View.aspx?WorkItemId=23534</link><description>Hello,&lt;br /&gt;&lt;br /&gt;I&amp;#39;ve found some garbage issues with Farseer Physics 2.1.1 and fixed them&amp;#59; the main one is in Vertices.cs, in the GetCentroid function. The GetCentroid function should be&amp;#58;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;    public Vector2 GetCentroid&amp;#40;float area&amp;#41;        &amp;#123;            &amp;#47;&amp;#47;calc centroid on counter clockwise verts. -- this generates lots of garbage...            &amp;#47;&amp;#47;Vertices verts &amp;#61; new Vertices&amp;#40;this&amp;#41;&amp;#59;            &amp;#47;&amp;#47;verts.ForceCounterClockWiseOrder&amp;#40;&amp;#41;&amp;#59;                        Vertices verts &amp;#61; this&amp;#59;            float cx &amp;#61; 0, cy &amp;#61; 0&amp;#59;            int i&amp;#59;                        float signedarea &amp;#61; GetSignedArea&amp;#40;&amp;#41;&amp;#59;            float factor&amp;#59;                        if&amp;#40;signedarea &amp;#62; 0&amp;#41;&amp;#9;&amp;#47;&amp;#47;if it&amp;#39;s meant to be reversed, go through the vertices backwards            &amp;#123;                for &amp;#40;i &amp;#61; Count - 1&amp;#59; i &amp;#62;&amp;#61; 0&amp;#59; i--&amp;#41;&amp;#9;&amp;#9;&amp;#123;&amp;#9;&amp;#9;&amp;#9;int j &amp;#61; &amp;#40;i - 1&amp;#41; &amp;#37; Count&amp;#59;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;&amp;#9;if&amp;#40;j &amp;#60; 0&amp;#41; &amp;#123; j &amp;#43;&amp;#61; Count&amp;#59; &amp;#125;&amp;#9;&amp;#9;&amp;#9;factor &amp;#61; -&amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#42; verts&amp;#91;j&amp;#93;.Y - verts&amp;#91;j&amp;#93;.X &amp;#42; verts&amp;#91;i&amp;#93;.Y&amp;#41;&amp;#59;&amp;#9;&amp;#9;&amp;#9;cx &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#43; verts&amp;#91;j&amp;#93;.X&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#9;cy &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.Y &amp;#43; verts&amp;#91;j&amp;#93;.Y&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#125;&amp;#9;&amp;#9;&amp;#9;&amp;#9;            &amp;#125;            else            &amp;#123;                for &amp;#40;i &amp;#61; 0&amp;#59; i &amp;#60; Count&amp;#59; i&amp;#43;&amp;#43;&amp;#41;&amp;#9;&amp;#9;&amp;#123;&amp;#9;&amp;#9;&amp;#9;int j &amp;#61; &amp;#40;i &amp;#43; 1&amp;#41; &amp;#37; Count&amp;#59;&amp;#9;&amp;#9;&amp;#9;factor &amp;#61; -&amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#42; verts&amp;#91;j&amp;#93;.Y - verts&amp;#91;j&amp;#93;.X &amp;#42; verts&amp;#91;i&amp;#93;.Y&amp;#41;&amp;#59;&amp;#9;&amp;#9;&amp;#9;cx &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.X &amp;#43; verts&amp;#91;j&amp;#93;.X&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#9;cy &amp;#43;&amp;#61; &amp;#40;verts&amp;#91;i&amp;#93;.Y &amp;#43; verts&amp;#91;j&amp;#93;.Y&amp;#41; &amp;#42; factor&amp;#59;&amp;#9;&amp;#9;&amp;#125;            &amp;#125;&amp;#9;    area &amp;#42;&amp;#61; 6.0f&amp;#59;&amp;#9;    factor &amp;#61; 1 &amp;#47; area&amp;#59;&amp;#9;    cx &amp;#42;&amp;#61; factor&amp;#59;&amp;#9;    cy &amp;#42;&amp;#61; factor&amp;#59;&amp;#9;    _res.X &amp;#61; cx&amp;#59;&amp;#9;    _res.Y &amp;#61; cy&amp;#59;                        return _res&amp;#59;        &amp;#125;&lt;br /&gt;&lt;br /&gt; &lt;br /&gt;&lt;br /&gt;This will make it generate no garbage. Also, Arbiters generate a bit of garbage too&amp;#59; Fixing these is a bit more complex. The problem is that they allocate new contact lists in their construct method&amp;#58; to get around this, the contact lists should be allocated when the Pool&amp;#60;Arbiter&amp;#62; is allocated beforehand, otherwise every created arbiter generates a bit of garbage rather than using a prechaced contact list. This also means the Pool needs to be made enumerable so you can call your InitContactLists function for each Arbiter in the pool before they are constructed - there was an older topic about this that explained it with a code sample but it must&amp;#39;ve not been integrated into Farseer.&lt;br /&gt;&lt;br /&gt;Another source of garbage is the default list allocations&amp;#58; most of the lists are created without supplying a capacity value. There&amp;#39;s very little memory footprint &amp;#40;we&amp;#39;re talking a couple of hundred bytes per list&amp;#41; in specifying a default allocation of about 64 for every list, and this prevents garbage being generated each time the list goes over its capacity. This is also true for the ArbiterList and GenericList classes, which should implement a constructor where you can supply a default capacity &amp;#40;since they inherit from List&amp;#60;T&amp;#62; this is easy&amp;#58; just do base.Capacity &amp;#61; capacity in a constructor accepting an int capacity parameter&amp;#41;.&lt;br /&gt;&lt;br /&gt;EDIT&amp;#58; Also, the AABB class would make more sense as a struct - especially in the case of the sweep and prunce collider, which has some garbage generated from allocating AABBs for intersection tests.&lt;br /&gt;</description><author>genbox</author><pubDate>Fri, 17 Jul 2009 21:12:04 GMT</pubDate><guid isPermaLink="false">Created Issue: Garbage Issues (Proposed Fixes) 20090717091204P</guid></item></channel></rss>