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  • Image classification: recognizing various features of many buildings from images

    - by el chief
    so, let's say i have the long/lat or address of many buildings can get satellite images, "street view", and perhaps 3d/perspective views of buildings. want to find: height, number of floors, floor area (max building footprint) of the building. about 200k buildings. Is there a library for recognizing buildings from satellite shots or pictures? Kind of like face detection I suppose. Any other suggestions? Thanks!

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  • JQuery Ajax Updating MySQL Database, But Not Running Success Function

    - by myrmidon16
    I am currently using the JQuery ajax function to call an exterior PHP file, in which I select and add data in a database. Once this is done, I run a success function in JavaScript. What's weird is that the database is updating successfully when ajax is called, however the success function is not running. Here is my code: <!DOCTYPE html> <head> <script type="text/javascript" src="jquery-1.6.4.js"></script> </head> <body> <div onclick="addtask();" style="width:400px; height:200px; background:#000000;"></div> <script> function addtask() { var tid = (Math.floor(Math.random() * 3)) + 1; var tsk = (Math.floor(Math.random() * 10)) + 1; if(tsk !== 1) { $.ajax({ type: "POST", url: "taskcheck.php", dataType: "json", data: {taskid:tid}, success: function(task) {alert(task.name);} }); } } </script> </body> </html> And the PHP file: session_start(); $connect = mysql_connect('x', 'x', 'x') or die('Not Connecting'); mysql_select_db('x') or die ('No Database Selected'); $task = $_REQUEST['taskid']; $uid = $_SESSION['user_id']; $q = "SELECT task_id, taskname FROM tasks WHERE task_id=" .$task. " LIMIT 1"; $gettask = mysql_fetch_assoc(mysql_query($q)); $q = "INSERT INTO user_tasks (ut_id, user_id, task_id, taskstatus, taskactive) VALUES (null, " .$uid. ", '{$gettask['task_id']}', 0, 1)"; $puttask = mysql_fetch_assoc(mysql_query($q)); $json = array( "name" => $gettask['taskname'] ); $output = json_encode($json); echo $output; Let me know if you have any questions or comments, thanks.

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  • C code to round numbers

    - by webgenius
    Is there any way to round numbers in C? I do not want to use ceil and floor. Is there any other alternative? I came across this code snippet when I Googled for the answer: (int)(num < 0 ? (num - 0.5) : (num + 0.5)) The above line always prints the value as 4 even when float num =4.9. Please suggest a solution.

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  • Javascript question

    - by Craig
    I am supposed to make this simple program. It produces a multiplication problem, and when the user types the correct answer, it is supposed to produce another question. Instead it goes into an infinite loop and never stops, the answer field and the button go away. Also, I am supposed to make the comment about the users answer, one of 4 different sayings. Without using Arrays how would I do that? My professor is no help, really getting aggravated as I have no where else to turn. <html> <title>HW 9.27 and 9.28</title> <head> <script type="text/javascript"> var number1; var number2; var answer3; var answer2; function problem() { number1 = Math.floor(1 + Math.random() * 9); number2 = Math.floor(1 + Math.random() * 9); document.writeln("How much is " + number1 + " times " + number2 + " ?"); answer2 = (number1 * number2); } function answer1() { var statusDiv = document.getElementById("status"); answer3 = document.getElementById("answer").value; if (answer3 != answer2) statusDiv.innerHTML = "No. Please try again"; else if (answer3 == answer2) { statusDiv.innerHTML = "Very good!"; problem(); } } problem(); </script> </head> <body> <form> <input id="answer" type="text" /> <input type="button" value="Solve!" onclick="answer1()" /> <div id ="status">Click the Solve button to Solve the problem</div> </form> </body> </html>

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  • What is the best 3-D technology for the "Online Room Planner" site?

    - by Omega
    The main user-case is: Create the 2D floor plan See the 3D view of the room in colors and in dynamic lighting (switching on and off the lamps) Select the furniture from the large library of predefined samples. Change the color and texture of the furniture samples. Create the photos of the 3D room view from different points. Also user can move and turn the camera in the room and discover the view.

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  • round() for float in C++

    - by Roddy
    I need a simple floating point rounding function, thus: double round(double); round(0.1) = 0 round(-0.1) = 0 round(-0.9) = -1 I can find ceil() and floor() in the math.h - but not round(). Is it present in the standard C++ library under another name, or is it missing??

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  • map kind of asp.net application

    - by stackoverflowuser
    I want to create a asp.net application which can show directions in a layout from room A to room B. So layout would be a grid of rooms and if the user wants to get directions from room A to room B the application to highlight the path in blue. I have no idea how to begin with this? What can i use to create a floor layout and then highlight the required path. Any pointers ? Thanks.

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  • Server Cabinet/Room Cooling

    - by user37226
    Hello all. I currently have two desktops and three servers in my office sitting on the floor (I know this is bad). With that many servers the ambient temperature in the room goes up quickly. I am located in Dallas, TX so during the winter, if the heat is kept low, it is not a problem, but during the summer it easily jumps the room +10 degrees. I have decided and found a free 42U server cabinet that a hosting company was throwing away to house all of these systems in. One server is in a rack mount case while the other four servers are housed in mid-tower cases. I have purchased shelves for each computer and plan to lay the towers side ways on these shelves (as replacing the cases costs a heck of a lot of money). I like the idea of housing all of these systems in the cabinet because it will save a lot of room and clean up all of the cabling currently laying all over the office floor. When putting this setup together over the next couple of weeks, I want to address issues with dust and cooling. The server cabinet has a fan on top, front plexiglass door and a rear metal door with vent wholes on the bottom. First the cooling issues. I know I am going to want to have cool air enter the bottom of the cabinet and exit the top. I do not want the room heating up though as this will make my work area hot and then make the servers warmer as the air eventually reenters the cabinet. I had an idea to fix this problem, but am unsure if it will work. I was thinking of taking flexible piping and adapting it to the back fans of the computer having the other end of the pipe at the top close to the cabinet's top mounted fan. I was then thinking of creating a duct around the top fan into the attic. Now I am very concerned that the attic will cause issues with this type of setup because during July/August time frame, the attic is easily 120 degrees F. I could also use the flexible pipe to take it to an attic exhaust vent if it would be better to vent it into the 100 degree air outside (at least there may be wind. The other option would be to buy a small portable air conditioner. This may be a possibility, but do I want to spend the extra money on power? I bet this increases the noise. Plus they are around $250 on Amazon. What would you all recommend? Depending on the solution I end up running with above, I would also like to limit the dust that gets into the cabinet. If I were to cut a whole and mount a second cabinet fan on the bottom of the rear door, could I possibly mount a standard home air filter on the other side of that whole? Thanks in advance for your recommendations. I look forward to reading your interesting ideas.

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  • Server Cabinet/Room Cooling

    - by user37226
    Hello all. I currently have two desktops and three servers in my office sitting on the floor (I know this is bad). With that many servers the ambient temperature in the room goes up quickly. I am located in Dallas, TX so during the winter, if the heat is kept low, it is not a problem, but during the summer it easily jumps the room +10 degrees. I have decided and found a free 42U server cabinet that a hosting company was throwing away to house all of these systems in. One server is in a rack mount case while the other four servers are housed in mid-tower cases. I have purchased shelves for each computer and plan to lay the towers side ways on these shelves (as replacing the cases costs a heck of a lot of money). I like the idea of housing all of these systems in the cabinet because it will save a lot of room and clean up all of the cabling currently laying all over the office floor. When putting this setup together over the next couple of weeks, I want to address issues with dust and cooling. The server cabinet has a fan on top, front plexiglass door and a rear metal door with vent wholes on the bottom. First the cooling issues. I know I am going to want to have cool air enter the bottom of the cabinet and exit the top. I do not want the room heating up though as this will make my work area hot and then make the servers warmer as the air eventually reenters the cabinet. I had an idea to fix this problem, but am unsure if it will work. I was thinking of taking flexible piping and adapting it to the back fans of the computer having the other end of the pipe at the top close to the cabinet's top mounted fan. I was then thinking of creating a duct around the top fan into the attic. Now I am very concerned that the attic will cause issues with this type of setup because during July/August time frame, the attic is easily 120 degrees F. I could also use the flexible pipe to take it to an attic exhaust vent if it would be better to vent it into the 100 degree air outside (at least there may be wind. The other option would be to buy a small portable air conditioner. This may be a possibility, but do I want to spend the extra money on power? I bet this increases the noise. Plus they are around $250 on Amazon. What would you all recommend? Depending on the solution I end up running with above, I would also like to limit the dust that gets into the cabinet. If I were to cut a whole and mount a second cabinet fan on the bottom of the rear door, could I possibly mount a standard home air filter on the other side of that whole? Thanks in advance for your recommendations. I look forward to reading your interesting ideas.

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  • Infinite loop during A* algorithm

    - by Tashu
    The A* algorithm is used by enemies to have a path to the goal. It's working but when sometimes I placed a tower in a grid (randomly) it produces a stack overflow error. The A* algorithm would iterate the enemy and find its path and pass the list to the enemy's path. I added debug logs and the list that I'm getting it looks like it would arrive from start cell to goal cell. Here's the log - 06-19 19:26:41.982: DEBUG/findEnemyPath, enemy X:Y(4281): X2.8256836:Y3.5 06-19 19:26:41.990: DEBUG/findEnemyPath, grid X:Y(4281): X3:Y2 06-19 19:26:41.990: DEBUG/START CELL ID:(4281): 38 06-19 19:26:41.990: DEBUG/GOAL CELL ID:(4281): 47 06-19 19:26:41.990: DEBUG/Best : 38(4281): passThrough:0.0 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 38 06-19 19:26:41.990: DEBUG/Best : 39(4281): passThrough:8.875 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 39 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 39 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 39 06-19 19:26:41.990: DEBUG/Best : 40(4281): passThrough:7.9375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 40 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 40 06-19 19:26:41.990: DEBUG/Best : 52(4281): passThrough:8.9375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 52 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 52 06-19 19:26:41.990: DEBUG/Best : 53(4281): passThrough:7.96875 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 53 06-19 19:26:41.990: DEBUG/Best : 28(4281): passThrough:8.9375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 28 06-19 19:26:41.990: DEBUG/Best : 65(4281): passThrough:8.984375 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 65 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 65 06-19 19:26:41.990: DEBUG/Best : 66(4281): passThrough:7.9921875 06-19 19:26:41.990: DEBUG/Neighbor's Parent:(4281): 66 06-19 19:26:42.000: DEBUG/Best : 78(4281): passThrough:8.99609375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 78 06-19 19:26:42.000: DEBUG/Best : 79(4281): passThrough:7.998046875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 79 06-19 19:26:42.000: DEBUG/Best : 80(4281): passThrough:6.9990234375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 80 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 80 06-19 19:26:42.000: DEBUG/Best : 81(4281): passThrough:5.99951171875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 81 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 81 06-19 19:26:42.000: DEBUG/Best : 82(4281): passThrough:4.999755859375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 82 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 82 06-19 19:26:42.000: DEBUG/Best : 83(4281): passThrough:3.9998779296875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 83 06-19 19:26:42.000: DEBUG/Best : 71(4281): passThrough:2.99993896484375 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 71 06-19 19:26:42.000: DEBUG/Best : 59(4281): passThrough:1.99951171875 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 59 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 59 06-19 19:26:42.000: DEBUG/Neighbor's Parent:(4281): 59 06-19 19:26:42.000: DEBUG/Best : 47(4281): passThrough:0.99951171875 Then, the goal cell would be iterating its parent till start cell to break off the loop. private void populateBestList(Cell cell, List<Cell> bestList) { bestList.add(cell); if (cell.parent.start == false) { Log.d("ID:", ""+cell.id); Log.d("ParentID:", ""+cell.parent.id); populateBestList(cell.parent, bestList); } return; } The log with error above would show like this - 06-19 19:26:42.010: DEBUG/ID:(4281): 47 06-19 19:26:42.010: DEBUG/ParentID:(4281): 59 06-19 19:26:42.010: DEBUG/ID:(4281): 59 06-19 19:26:42.010: DEBUG/ParentID:(4281): 71 06-19 19:26:42.010: DEBUG/ID:(4281): 71 06-19 19:26:42.010: DEBUG/ParentID:(4281): 59 06-19 19:26:42.010: DEBUG/ID:(4281): 59 06-19 19:26:42.010: DEBUG/ParentID:(4281): 71 06-19 19:26:42.010: DEBUG/ID:(4281): 71 71 and 59 would switch over and goes on. I thought the grid is the issue due to the fact that enemies are using the single grid so I make the parent, start, and goal clear before starting the A* algorithm for an enemy. for(int i = 0; i < GRID_HEIGHT; i++) { for(int j = 0; j < GRID_WIDTH; j++) { grid[i][j].parent = null; grid[i][j].start = false; grid[i][j].goal = false; } } That didn't work. I thought it might be something related to this code, but not sure if I'm on right track - neighbor.parent = best; openList.remove(neighbor); closedList.remove(neighbor); openList.add(0, neighbor); Here's the code of the A* algorithm - private List<Cell> findEnemyPath(Enemy enemy) { for(int i = 0; i < GRID_HEIGHT; i++) { for(int j = 0; j < GRID_WIDTH; j++) { grid[i][j].parent = null; grid[i][j].start = false; grid[i][j].goal = false; } } List<Cell> openList = new ArrayList<Cell>(); List<Cell> closedList = new ArrayList<Cell>(); List<Cell> bestList = new ArrayList<Cell>(); int width = (int)Math.floor(enemy.position.x); int height = (int)Math.floor(enemy.position.y); width = (width < 0) ? 0 : width; height = (height < 0) ? 0 : height; Log.d("findEnemyPath, enemy X:Y", "X"+enemy.position.x+":"+"Y"+enemy.position.y); Log.d("findEnemyPath, grid X:Y", "X"+height+":"+"Y"+width); Cell start = grid[height][width]; Cell goal = grid[ENEMY_GOAL_HEIGHT][ENEMY_GOAL_WIDTH]; if(start.id != goal.id) { Log.d("START CELL ID: ", ""+start.id); Log.d("GOAL CELL ID: ", ""+goal.id); //Log.d("findEnemyPath, grid X:Y", "X"+start.position.x+":"+"Y"+start.position.y); start.start = true; goal.goal = true; openList.add(start); while(openList.size() > 0) { Cell best = findBestPassThrough(openList, goal); //Log.d("ID:", ""+best.id); openList.remove(best); closedList.add(best); if (best.goal) { System.out.println("Found Goal"); System.out.println(bestList.size()); populateBestList(goal, bestList); /* for(Cell cell : bestList) { Log.d("ID:", ""+cell.id); Log.d("ParentID:", ""+cell.parent.id); } */ Collections.reverse(bestList); Cell exit = new Cell(13.5f, 3.5f, 1, 1); exit.isExit = true; bestList.add(exit); //Log.d("PathList", "Enemy ID : " + enemy.id); return bestList; } else { List<Cell> neighbors = getNeighbors(best); for (Cell neighbor : neighbors) { if(neighbor.isTower) { continue; } if (openList.contains(neighbor)) { Cell tmpCell = new Cell(neighbor.position.x, neighbor.position.y, 1, 1); tmpCell.parent = best; if (tmpCell.getPassThrough(goal) >= neighbor.getPassThrough(goal)) { continue; } } if (closedList.contains(neighbor)) { Cell tmpCell = new Cell(neighbor.position.x, neighbor.position.y, 1, 1); tmpCell.parent = best; if (tmpCell.getPassThrough(goal) >= neighbor.getPassThrough(goal)) { continue; } } Log.d("Neighbor's Parent: ", ""+best.id); neighbor.parent = best; openList.remove(neighbor); closedList.remove(neighbor); openList.add(0, neighbor); } } } } Log.d("Cannot find a path", ""); return null; }

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  • Who could ask for more with LESS CSS? (Part 3 of 3&ndash;Clrizr)

    - by ToString(theory);
    Welcome back!  In the first two posts in this series, I covered some of the awesome features in CSS precompilers such as SASS and LESS, as well as how to get an initial project setup up and running in ASP.Net MVC 4. In this post, I will cover an actual advanced example of using LESS in a project, and show some of the great productivity features we gain from its usage. Introduction In the first post, I mentioned two subjects that I will be using in this example – constants, and color functions.  I’ve always enjoyed using online color scheme utilities such as Adobe Kuler or Color Scheme Designer to come up with a scheme based off of one primary color.  Using these tools, and requesting a complementary scheme you can get a couple of shades of your primary color, and a couple of shades of a complementary/accent color to display. Because there is no way in regular css to do color operations or store variables, there was no way to accomplish something like defining a primary color, and have a site theme cascade off of that.  However with tools such as LESS, that impossibility becomes a reality!  So, if you haven’t guessed it by now, this post is on the creation of a plugin/module/less file to drop into your project, plugin one color, and have your primary theme cascade from it.  I only went through the trouble of creating a module for getting Complementary colors.  However, it wouldn’t be too much trouble to go through other options such as Triad or Monochromatic to get a module that you could use off of that. Step 1 – Analysis I decided to mimic Adobe Kuler’s Complementary theme algorithm as I liked its simplicity and aesthetics.  Color Scheme Designer is great, but I do believe it can give you too many color options, which can lead to chaos and overload.  The first thing I had to check was if the complementary values for the color schemes were actually hues rotated by 180 degrees at all times – they aren’t.  Apparently Adobe applies some variance to the complementary colors to get colors that are actually more aesthetically appealing to users.  So, I opened up Excel and began to plot complementary hues based on rotation in increments of 10: Long story short, I completed the same calculations for Hue, Saturation, and Lightness.  For Hue, I only had to record the Complementary hue values, however for saturation and lightness, I had to record the values for ALL of the shades.  Since the functions were too complicated to put into LESS since they aren’t constant/linear, but rather interval functions, I instead opted to extrapolate the HSL values using the trendline function for each major interval, onto intervals of spacing 1. For example, using the hue extraction, I got the following values: Interval Function 0-60 60-140 140-270 270-360 Saturation and Lightness were much worse, but in the end, I finally had functions for all of the intervals, and then went the route of just grabbing each shades value in intervals of 1.  Step 2 – Mapping I declared variable names for each of these sections as something that shouldn’t ever conflict with a variable someone would define in their own file.  After I had each of the values, I extracted the values and put them into files of their own for hue variables, saturation variables, and lightness variables…  Example: /*HUE CONVERSIONS*/@clrizr-hue-source-0deg: 133.43;@clrizr-hue-source-1deg: 135.601;@clrizr-hue-source-2deg: 137.772;@clrizr-hue-source-3deg: 139.943;@clrizr-hue-source-4deg: 142.114;.../*SATURATION CONVERSIONS*/@clrizr-saturation-s2SV0px: 0;@clrizr-saturation-s2SV1px: 0;@clrizr-saturation-s2SV2px: 0;@clrizr-saturation-s2SV3px: 0;@clrizr-saturation-s2SV4px: 0;.../*LIGHTNESS CONVERSIONS*/@clrizr-lightness-s2LV0px: 30;@clrizr-lightness-s2LV1px: 31;@clrizr-lightness-s2LV2px: 32;@clrizr-lightness-s2LV3px: 33;@clrizr-lightness-s2LV4px: 34;...   In the end, I have 973 lines of mapping/conversion from source HSL to shade HSL for two extra primary shades, and two complementary shades. The last bit of the work was the file to compose each of the shades from these mappings. Step 3 – Clrizr Mapper The final step was the hardest to overcome as I was still trying to understand LESS to its fullest extent.  Imports As mentioned previously, I had separated the HSL mappings into different files, so the first necessary step is to import those for use into the Clrizr plugin: @import url("hue.less");@import url("saturation.less");@import url("lightness.less"); Extract Component Values For Each Shade Next, I extracted the necessary information for each shade HSL before shade composition: @clrizr-input-saturation: 1px+floor(saturation(@clrizr-input))-1;@clrizr-input-lightness: 1px+floor(lightness(@clrizr-input))-1; @clrizr-complementary-hue: formatstring("clrizr-hue-source-{0}", ceil(hue(@clrizr-input))); @clrizr-primary-2-saturation: formatstring("clrizr-saturation-s2SV{0}",@clrizr-input-saturation);@clrizr-primary-1-saturation: formatstring("clrizr-saturation-s1SV{0}",@clrizr-input-saturation);@clrizr-complementary-1-saturation: formatstring("clrizr-saturation-c1SV{0}",@clrizr-input-saturation); @clrizr-primary-2-lightness: formatstring("clrizr-lightness-s2LV{0}",@clrizr-input-lightness);@clrizr-primary-1-lightness: formatstring("clrizr-lightness-s1LV{0}",@clrizr-input-lightness);@clrizr-complementary-1-lightness: formatstring("clrizr-lightness-c1LV{0}",@clrizr-input-lightness); Here, you can see a couple of odd things…  On the first line, I am using operations to add units to the saturation and lightness.  This is due to some limitations in the operations that would give me saturation or lightness in %, which can’t be in a variable name.  So, I use first add 1px to it, which casts the result of the following functions as px instead of %, and then at the end, I remove that pixel.  You can also see here the formatstring method which is exactly what it sounds like – something like String.Format(string str, params object[] obj). Get Primary & Complementary Shades Now that I have components for each of the different shades, I can now compose them into each of their pieces.  For this, I use the @@ operator which will look for a variable with the name specified in a string, and then call that variable: @clrizr-primary-2: hsl(hue(@clrizr-input), @@clrizr-primary-2-saturation, @@clrizr-primary-2-lightness);@clrizr-primary-1: hsl(hue(@clrizr-input), @@clrizr-primary-1-saturation, @@clrizr-primary-1-lightness);@clrizr-primary: @clrizr-input;@clrizr-complementary-1: hsl(@@clrizr-complementary-hue, @@clrizr-complementary-1-saturation, @@clrizr-complementary-1-lightness);@clrizr-complementary-2: hsl(@@clrizr-complementary-hue, saturation(@clrizr-input), lightness(@clrizr-input)); That’s is it, for the most part.  These variables now hold the theme for the one input color – @clrizr-input.  However, I have one last addition… Perceptive Luminance Well, after I got the colors, I decided I wanted to also get the best font color that would go on top of it.  Black or white depending on light or dark color.  Now I couldn’t just go with checking the lightness, as that is half the story.  You see, the human eye doesn’t see ALL colors equally well but rather has more cells for interpreting green light compared to blue or red.  So, using the ratio, we can calculate the perceptive luminance of each of the shades, and get the font color that best matches it! @clrizr-perceptive-luminance-ps2: round(1 - ( (0.299 * red(@clrizr-primary-2) ) + ( 0.587 * green(@clrizr-primary-2) ) + (0.114 * blue(@clrizr-primary-2)))/255)*255;@clrizr-perceptive-luminance-ps1: round(1 - ( (0.299 * red(@clrizr-primary-1) ) + ( 0.587 * green(@clrizr-primary-1) ) + (0.114 * blue(@clrizr-primary-1)))/255)*255;@clrizr-perceptive-luminance-ps: round(1 - ( (0.299 * red(@clrizr-primary) ) + ( 0.587 * green(@clrizr-primary) ) + (0.114 * blue(@clrizr-primary)))/255)*255;@clrizr-perceptive-luminance-pc1: round(1 - ( (0.299 * red(@clrizr-complementary-1)) + ( 0.587 * green(@clrizr-complementary-1)) + (0.114 * blue(@clrizr-complementary-1)))/255)*255;@clrizr-perceptive-luminance-pc2: round(1 - ( (0.299 * red(@clrizr-complementary-2)) + ( 0.587 * green(@clrizr-complementary-2)) + (0.114 * blue(@clrizr-complementary-2)))/255)*255; @clrizr-col-font-on-primary-2: rgb(@clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2);@clrizr-col-font-on-primary-1: rgb(@clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1);@clrizr-col-font-on-primary: rgb(@clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps);@clrizr-col-font-on-complementary-1: rgb(@clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1);@clrizr-col-font-on-complementary-2: rgb(@clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2); Conclusion That’s it!  I have posted a project on clrizr.codePlex.com for this, and included a testing page for you to test out how it works.  Feel free to use it in your own project, and if you have any questions, comments or suggestions, please feel free to leave them here as a comment, or on the contact page!

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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  • Make a lives display in HUD, Flash AS3 (not text!)

    - by user40404
    I've been searching the internet all day and I can't find the answer I'm looking for. In my HUD I want to use orange dots to represent lives. The user starts off with 5 lives and every time they die, I want a dot to be removed. Pretty straight forward. So far my idea is to make a movie clip that has the five dots in a line. There would be 5 frames on the timeline (because after the last life it goes to a game over screen right away). I would have a variable set up to store the number of lives and a function to keep track of lives. So every hit of an obstacle would result in livesCounter--;. Then I would set up something like this: switch(livesCounter){ case 5: livesDisplay.gotoAndPlay(1); break; case 4: livesDisplay.gotoAndPlay(2); break; case 3: livesDisplay.gotoAndPlay(3); break; case 2: livesDisplay.gotoAndPlay(4); break; case 1: livesDisplay.gotoAndPlay(5); break; } I feel like there has to be an easier way to do this where I could just have a movie clip of a single orange dot that I could replicate across an x value based on the number of lives. Maybe the dots would be stored in an array? When the user loses a life, a dot on the right end of the line is removed. So in the end the counter would look like this: * * * * * * * * * * * * * * * (last life lost results in the end game screen) EDIT: code based on suggestions by Zhafur and Arthur Wolf White package { import flash.display.MovieClip; import flash.events.*; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.Sprite; import flash.text.*; import flash.utils.getTimer; public class CollisionMouse extends MovieClip{ public var mySprite:Sprite = new Sprite(); Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; public var replacement:newSprite = new newSprite; public var score:int = 0; public var obstScore:int = -50; public var targetScore:int = 200; public var startTime:uint = 0; public var gameTime:uint; public var pauseScreen:PauseScreen = new PauseScreen(); public var hitTarget:Boolean = false; public var hitObj:Boolean = false; public var currLevel:Number = 1; public var heroLives:int = 5; public var life:Sprite; public function CollisionMouse() { mySprite.graphics.beginFill(0xff0000); mySprite.graphics.drawRect(0,0,40,40); addChild(mySprite); mySprite.x = 200; mySprite.y = 200; pauseScreen.x = stage.width/2; pauseScreen.y = stage.height/2; life = new Sprite(); life.x = 210; stage.addEventListener(MouseEvent.MOUSE_MOVE,followMouse); /*mySprite.addEventListener(TouchEvent.TOUCH_END, onTouchEnd);*/ //checkLevel(); timeCheck(); trackLives(); } public function timeCheck(){ addEventListener(Event.ENTER_FRAME, showTime); } public function showTime(e:Event) { gameTime = getTimer()-startTime; rm1_mc.timeDisplay.text = clockTime(gameTime); rm1_mc.livesDisplay.text = String(heroLives); } public function clockTime(ms:int) { var seconds:int = Math.floor(ms/1000); var minutes:int = Math.floor(seconds/60); seconds -= minutes*60; var timeString:String = minutes+":"+String(seconds+100).substr(1,2); return timeString; } public function trackLives(){ for(var i:int=0; i<heroLives; i++){ life.graphics.lineStyle(1, 0xff9900); life.graphics.beginFill(0xff9900, 1); life.graphics.drawCircle(i*15, 45, 6); life.graphics.endFill(); addChild(life); } } function followMouse(e:MouseEvent){ mySprite.x=mouseX; mySprite.y=mouseY; trackCollisions(); } function trackCollisions(){ if(mySprite.hitTestObject(rm1_mc.obst1) || mySprite.hitTestObject(rm1_mc.obst2)){ hitObjects(); } else if(mySprite.hitTestObject(rm1_mc.target_mc)){ hitTarg(); } } function hitObjects(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeChild(mySprite); hitObj = true; checkScore(); } function hitTarg(){ addChild(replacement); mySprite.x ^= replacement.x; replacement.x ^= mySprite.x; mySprite.x ^= replacement.x; mySprite.y ^= replacement.y; replacement.y ^= mySprite.y; mySprite.y ^= replacement.y; stage.removeEventListener(MouseEvent.MOUSE_MOVE, followMouse); removeEventListener(Event.ENTER_FRAME, showTime); removeChild(mySprite); hitTarget = true; currLevel++; checkScore(); } function checkScore(){ if(hitObj){ score += obstScore; heroLives--; removeChild(life); } else if(hitTarget){ score += targetScore; } rm1_mc.scoreDisplay.text = String(score); rm1_mc.livesDisplay.text = String(heroLives); trackLives(); } } }

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  • How to implement RLE into a tilemap?

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages. Edit: As Will posted, RLE sounds like the best method for achieving a fast 3D array. However I'm struggling to understand how I would even start to implement it? Would I create a 4D array the 4th being something which controls how many to skip? Or would the x-axis simply change altogether and have large gaps in between - for example [5][y][z] would skip 5 tiles? Is there something really obvious here which I am missing? The number of z levels I'm trying to have is around 66, it would be preferably that I can have up to or more than 1000 in x and y.

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  • Charging a laptop battery, without a laptop.

    - by Crippledsmurf
    I have an old-ish laptop that only works on AC power because the battery is old and no longer holds a charge. I live in Christchurch New Zealand where there has recently been a number of very large earthquakes. During one of these earthquakes my laptop was thrown from my desk to the floor and now does not respond at all when the AC adapter is connected. Given that the laptop is not responding to power, is there another way I could charge a replacement battery for it as I don't currently have funds to repair the AC adapter on the box. My research would suggest that this isn't possible as chargers need to take into account the specifics of the model of battery being charged

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  • IPL 2010 Season ZooZoo Ads Collection

    - by Suganya
    The IPL match is going to begin officially in few hours and things are set absolutely ready to go live among the audience. Almost the entire world is eagerly waiting for this IPL match. In this situation, Vodafone has again started their ZooZoo Ad releases. Yes!!! The ZooZoos are back for this IPL season with new TV ads that would really make the audience to roll on the floor. Last year we collected many ZooZoo ads and posted them in our blog. You can view them here. Likewise this year , we would be updating this post as and when the new ZooZoo ads are released. So mark this page and come back for more ZooZoo ads everyday. Be The Star Of The Match                         ZooZoo Jungle Laugh   ZooZoo EBill   ZooZoo Alien 2   ZooZoo Newspaper   ZooZoo Canon   ZooZoo Tramp Online   ZooZoo Lion   Dangling ZooZoo   ZooZoo Magic Show   Watch More ZooZoo Ads Online Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Python — Time complexity of built-in functions versus manually-built functions in finite fields

    - by stackuser
    Generally, I'm wondering about the advantages versus disadvantages of using the built-in arithmetic functions versus rolling your own in Python. Specifically, I'm taking in GF(2) finite field polynomials in string format, converting to base 2 values, performing arithmetic, then output back into polynomials as string format. So a small example of this is in multiplication: Rolling my own: def multiply(a,b): bitsa = reversed("{0:b}".format(a)) g = [(b<<i)*int(bit) for i,bit in enumerate(bitsa)] return reduce(lambda x,y: x+y,g) Versus the built-in: def multiply(a,b): # a,b are GF(2) polynomials in binary form .... return a*b #returns product of 2 polynomials in gf2 Currently, operations like multiplicative inverse (with for example 20 bit exponents) take a long time to run in my program as it's using all of Python's built-in mathematical operations like // floor division and % modulus, etc. as opposed to making my own division, remainder, etc. I'm wondering how much of a gain in efficiency and performance I can get by building these manually (as shown above). I realize the gains are dependent on how well the manual versions are built, that's not the question. I'd like to find out 'basically' how much advantage there is over the built-in's. So for instance, if multiplication (as in the example above) is well-suited for base 10 (decimal) arithmetic but has to jump through more hoops to change bases to binary and then even more hoops in operating (so it's lower efficiency), that's what I'm wondering. Like, I'm wondering if it's possible to bring the time down significantly by building them myself in ways that maybe some professionals here have already come across.

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  • DD-WRT Router acting as a Switch and Wi-Fi AP

    - by dotnetchris
    Recently I upgraded to Comcast Business and their modem has a built-in router so I took off my DD-WRT router and moved to a location in my home where I needed more ports and Wi-Fi (preferably without running new Ethernet cables since it's 50-100 foot run through floor and ceilings). I have my network cable from my Comcast modem going into Port 1 of my DD-WRT router with Port 2 and 3 being networked PCs. I have DD-WRT setup as a DHCP forwarder with the firewall disabled. This lets my all of my devices access the network fine. Is the correct the way to do this? Or is this a less optimal solution and it should be done in a slightly different way?

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  • Socket(TCPIP) Unstable

    - by Lee Kwan Wee
    I have a setup of a SCPI server in a Win7 PC and have 2 other programs talking to it locally(127.0.0.1) over TCPIP socket 5025 and 5029. This worked well and stable in a fresh PC, but when we moved it into our production lines and the IT dept added their policies and stuff, it became unstable. The PC is connected to the production floor server but both of the programs are running locally in the PC. The connection tends to be disconnected when there is an idle period. And it takes 5-6times to refreshing the connection to get it back. I'm not a programmer myself, so I'm hoping to see if anyone here can help with some answers. Thank you very much!! Regards, KwanWee.

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  • The “AfterDark” Reception Is Back!

    - by Kristin Rose
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} This year, the OPN Exchange “AfterDark” Reception is moving to new heights! Join us on the 5th floor of the Metreon building in San Francisco for this exclusive ‘VIP’ event. The reception will be held from 7:30 p.m. – 10 p.m. on Sunday, September 30th. Enjoy the smooth sounds of Macy Gray over a cocktail, as you network the night away and watch the 2012 live Music Festival performances from above! Best of all, this event is exclusive and free to all Oracle PartnerNetwork Exchange attendees! So come mix and mingle with us as we kick-off Oracle OpenWorld 2012 with great conversation and music! See You After Dark! The OPN Communications Team

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  • FRIDAY SPOTLIGHT: Oracle Linux and Virtualization Showcase @ Oracle OpenWorld

    - by Zeynep Koch
    Oracle Linux and Virtualization Showcase “aka.Pavilion" at Oracle Openworld will be amazing this year. You can find us in a spacious area in Moscone South (Booth #611), featuring many of our key partners. New this year in the Showcase, you will also find Oracle demopods showcasing Oracle Linux and Oracle Virtualization. In addition, we are also featuring OpenStack. A lot of exciting technologies and solutions in one stop! Oracle Linux and Virtualization partners will be on the floor with their latest integrations and solutions to help you better accelerate your infrastructure investments. Come by the Showcase to network, win some prizes and walk away with: Insights and real world implementation examples from participating ISV, IHV and SI partners Deeper knowledge on the latest developments of Oracle Linux and Oracle Virtualization and the Oracle OpenStack integrations Broader view of how Oracle and Partners are implementing OpenStack Whether you are modernizing your IT or planning an OpenStack deployment, join us in the Oracle Linux and Virtualization Showcase and our experts will help you visualize your future, simplify your IT life and realize further profitability for your business. Starting next week here on the Linux and Virtualization blogs, we’ll go into detail about the partners that you can visit in the Oracle Linux and Virtualization Showcase. In the meantime, don't forget to mark Moscone South, Booth: 611 as a place to visit this year.Hope to see you in our Oracle Linux and Virtualization Showcase!

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