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  • Tiled perlin/value noise texture with (2^n)+1 size

    - by tobi
    Actually what I have in mind is value noise I think, but what I am going to ask applies to both of them. It is known that if you want to produce tiled texture by using the perlin/value noise, the size of the texture should be specified as the power of 2 (2^n). Without any modifications to the algorithm when you use the size of (2^n)+1 the texture cannot be tiled anymore, so I am wondering whether it is possible (by modifying the algorithm somehow) to generate such tiling texture with the size of (2^n)+1. The article (from which I have my implementation) is here: http://devmag.org.za/2009/04/25/perlin-noise/ I am aware that I can produce texture with 2^n size and just copy twice the last column/row from the ends to make it (2^n)+1, but I don't want to, because such repetitions are visible too much.

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  • Premultiplying matrices with Perspective destroys them

    - by Shadows In Rain
    If I apply world_to_camera, perspective and camera_to_screen to my mesh, everything is okay. But if I premultiply given matrices (i.e. transform = world_to_camera * perpective * camera_to_screen) before applying, then it seems like only perspective has effect. If it is important... My 3d framework was written from scratch (test project for job interview). But it works flawlessly, or at least I think so. So, question. This is expected behaviour, or my implementation is wrong?

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  • GWT start-up portlet for Oracle WCI

    - by Lyudmil Pelov
    to all GWT fens,if interested on creating AJAX Portlets for Oracle WebCenter Interaction Portal, I create a project on Google Code, which is something like start-up project. This project contains the basics you need to start a GWT portlet implementation for the WCI Portal. Before you check out the project, make sure that you install the GWT Eclipse Plugin.The Google Code project calls Interactions. You can check out as a guest, but you will be not able to commit changes. If you would like to commit changes or implement some new ideas, do not hesitate to contact me.regards

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  • HTML5 - check if font has loaded

    - by espais
    At present I load my font for my game in with @font-face For instance: @font-face { font-family: 'Orbitron'; src: url('res/orbitron-medium.ttf'); } and then reference it throughout my JS implementation as such: ctx.font = "12pt Orbitron"; where ctx is my 2d context from the canvas. However, I notice a certain lag time while the font is downloaded to the user. Is there a way I can use a default font until it is loaded in? Edit - I'll expand the question, because I hadn't taken the first comment into account. What would the proper method of handling this be in the case that a user has disabled custom fonts?

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  • How do you verify that your prototype/application meets the requirements?

    - by Roflcoptr
    Recently I wrote an small prototype that uses some relatively new technology. Now I wanted to verify if this prototype is usefull and could be used in real world example. But now I have a problem, how can I do that? Normally, it would be a good thing to compare the prototype with already existing similar applications and compare if you perform better, provide better usability, etc. Since I'm not aware of something similar, this is quite difficult Normally, I would see if the requirements of the customers are met. But there aren't any real requirements and no real customers. It as just an idea. So the problem is, how can I get feedback on my prototype to see how it is accepted by potential users and what should be improved in a real implementation?

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  • Good practices when writing a parser for a standard file format (such as ePub)

    - by J-F L-R
    I am considering writing an Android reader software that can read ePubs and display them. I checked the ePub standard documents. However, these contain a lot of information. So I am wondering what is the process of implementing a standard for a file format. What are the steps to get a working implementation without passing by parts of the standard? Are there any best practices? Also, is it even possible to program this alone in a reasonable time? From what I have already found out, ePub is basically a zip archive. That means I could probably use zlib to decompress it. The content is in XHTML and CSS, so I believe it should be possible to display it in a WebView. The parts that are missing are writing the code that can read the metadata and manage the non-standard XHTML extensions.

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  • Bluetooth broadcasting realtime - is it possible

    - by user69961
    Is it possible to broadcast data via bluetooth to one ore more connected devices? I mean that each phone will be master and slave at the same time and each phone will broadcast data that should be received by all other phones. Or is the only possibility to use a "client-server"-like topology; one phone acts as a server and listens to all clients and then sends data from each client to the rest of clients in the network? Which variant should be more effective? If broadcasting is possible then the same implementation can be used for all devices and if one device will die communication between rest of network can continue. And also will there be enough to send one message per device - not message from each device to server and then back to all devices. Am I right?

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  • Re-sizing the form without scaling the GUI

    - by Bmoore
    I am writing a turn based strategy game in C#. My GUI implementation consists of class that extends Form containing a class that extends Panel. When I render the GUI I draw to the paint method in the panel. I am trying to figure out what is the best way for handling form re-size events. I know I want a minimum window size, but I would prefer to not have a maximum or a set size. Ideally the GUI would reveal more/less of the map as the user changes the window size. I would like to avoid scaling the graphics if at all possible. What is the best way to handle re-size events?

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  • How does URL Rewriting affect SEO?

    - by Costa
    The following paragraph is from SEO Google Guide Google is good at crawling all types of URL structures, even if they're quite complex, but spending the time to make your URLs as simple as possible for both users and search engines can help. Some webmasters try to achieve this by rewriting their dynamic URLs to static ones; while Google is fine with this, we'd like to note that this is an advanced procedure and if done incorrectly, could cause crawling issues with your site. What makes URL re-writing implementation incorrect for GoogleBot? I am using Asp.net 3.5 framework.

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  • How do I optimize searching for the nearest point?

    - by Rootosaurus
    For a little project of mine I'm trying to implement a space colonization algorithm in order to grow trees. The current implementation of this algorithm works fine. But I have to optimize the whole thing in order to make it generate faster. I work with 1 to 300K of random attraction points to generate one tree, and it takes a lot of time to compute and compare distances between attraction points and tree node in order to keep only the closest treenode for an attraction point. So I was wondering if some solutions exist (I know they must exist) in order to avoid the time loss looping on each tree node for each attraction point to find the closest... and so on until the tree is finished.

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  • Introduction to the SQL Server Analysis Services Neural Network Data Mining Algorithm

    In data mining and machine learning circles, the neural network is one of the most difficult algorithms to explain. Fortunately, SQL Server Analysis Services allows for a simple implementation of the algorithm for data analytics. Dallas Snider explains 24% of devs don’t use database source control – make sure you aren’t one of themVersion control is standard for application code, but databases haven’t caught up. So what steps can you take to put your SQL databases under version control? Why should you start doing it? Read more to find out…

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  • Designing extensible, interactive systems

    - by vemv
    Steve Yegge's The Pinoccio Problem describes a very special type of program: one that not only fulfills the original purpose of its creators, but also is capable of performing arbitrary, user-defined computations. They typically also host a console, by which one can reprogram the software on runtime, maybe persisting the modifications. I find this problem very hard to reason about - there seems to be a conflict between implementing the 'core modules' of a program, and making the system really implementation-agnostic (i.e. no functionality is hard-coded). So, how to architecture such a program - what techniques can help? Is it a well-studied topic?

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  • The sign of a true manager is delegation (C# style)

    - by MarkPearl
    Today I thought I would write a bit about delegates in C#. Up till recently I have managed to side step any real understanding of what delegates do and why they are useful – I mean, I know roughly what they do and have used them a lot, but I have never really got down dirty with them and mucked about. Recently however with my renewed interest in Silverlight delegates came up again as a possible solution to a particular problem, and suddenly I found myself opening a bland little console application to just see exactly how far I could take delegates with my limited knowledge. So, let’s first look at the MSDN definition of delegates… A delegate declaration defines a reference type that can be used to encapsulate a method with a specific signature. A delegate instance encapsulates a static or an instance method. Delegates are roughly similar to function pointers in C++; however, delegates are type-safe and secure. Well, don’t you love MSDN for such a useful definition. I must give it credit though… later on it really explains it a bit better by saying “A delegate lets you pass a function as a parameter. The type safety of delegates requires the function you pass as a delegate to have the same signature as the delegate declaration.” A little more reading up on delegates mentions that delegates are similar to interfaces in that they enable the separation of specification and implementation. A delegate declares a single method, while an interface declares a group of methods. So enough reading - lets look at some code and see a basic example of a delegate… Let’s assume we have a console application with a simple delegate declared called AdjustValue like below… class Program { private delegate int AdjustValue(int val); static void Main(string[] args) { } } In a sense, all we have said is that we will be creating one or more methods that follow the same pattern as AdjustValue – i.e. they will take one input value of type int and return an integer. We could then expand our code to have various methods that match the structure of our delegate AdjustValue (remember the structure is int xxx (int xxx)) class Program { private delegate int AdjustValue(int val); private static int Dbl(int val) { return val * 2; } private static int AlwaysOne(int val) { return 1; } static void Main(string[] args) { } }  Above I have expanded my project to have two methods, one called Dbl and the other AlwaysOne. Dbl always returns double the input val and AlwaysOne always returns 1. I could now declare a variable and assign it to be one of those functions, like the following… class Program { private delegate int AdjustValue(int val); private static int Dbl(int val) { return val * 2; } private static int AlwaysOne(int val) { return 1; } static void Main(string[] args) { AdjustValue myDelegate; myDelegate = Dbl; Console.WriteLine(myDelegate(1).ToString()); Console.ReadLine(); } } In this instance I have declared an instance of the AdjustValue delegate called myDelegate; I have then told myDelegate to point to the method Dbl, and then called myDelegate(1). What would the result be? Yes, in this instance it would be exactly the same as me calling the following code… static void Main(string[] args) { Console.WriteLine(Dbl(1).ToString()); Console.ReadLine(); }   So why all the extra work for delegates when we could just do what we did above and call the method directly? Well… that separation of specification to implementation comes to mind. So, this all seems pretty simple. Let’s take a slightly more complicated variation to the console application. Assume that my project is the same as the one previously except that my main method is adjusted as follows… static void Main(string[] args) { AdjustValue myDelegate; myDelegate = Dbl; myDelegate = AlwaysOne; Console.WriteLine(myDelegate(1).ToString()); Console.ReadLine(); } What would happen in this scenario? Quite simply “1” would be written to the console, the reason being that myDelegate was last pointing to the AlwaysOne method before it was called. Make sense? In a way, the myDelegate is a variable method that can be swapped and changed when needed. Let’s make the code a little more confusing by using a delegate in the declaration of another delegate as shown below… class Program { private delegate int AdjustValue(InputValue val); private delegate int InputValue(); private static int Dbl(InputValue val) { return val()*2; } private static int GetInputVal() { Console.WriteLine("Enter a whole number : "); return Convert.ToInt32(Console.ReadLine()); } static void Main(string[] args) { AdjustValue myDelegate; myDelegate = Dbl; Console.WriteLine(myDelegate(GetInputVal).ToString()); Console.ReadLine(); } }   Now it gets really interesting because it looks like we have passed a method into a function in the main method by declaring… Console.WriteLine(myDelegate(GetInputVal).ToString()); So, what it the output? Well, try take a guess on what will happen – then copy the code and see if you got it right. Well that brings me to the end of this short explanation of Delegates. Hopefully it made sense!

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  • Collaborative work (small team) - Best practices

    - by LEM01
    I'm currently working in a very small team of programmers (2-3) and I'm looking for advices/best practices on how to organise our work. We're all working on the same application using PHP. Today we're kind of all working on our way. Today situation: List item that have to be worked on by each dev 1/week. What has to be done is defined at a high functional level (ex: Build the search engine for this product..) Commit / merge our individual branches (git) every week before the next meeting No real dev rules, no code review No test written (aouutch) Problems faced: Code quality issue: discovering someone else code is sometime tough (inline, variable+function+class names, spaces, comments..) Changes in already existing classes (impact on someone else work) Responsibility of each dev unclear: after getting someone else code and discover something messy, should I make the change? Should he make the change? How to plan those things,... What I'm looking for: Basically I'm looking into structuring the way we develop things in order to avoid frustration and improve overall quality. How to define coding standards (naming convention, code rules...)? Do you you any validation script to make sure code is valid before committing? Do you think that defining an architect role in the team is needed? Someone that would actually define what has to be developed during the next phase. By defining interfaces or class descriptions that have to be written. (Does it make sense in such a small team?) Today we're losing time into understanding what others did or tried to do, we're also losing time in discussion like "you should have done it that way! Why is this class doing that and not that..? Shouldn't we have a embedded class rather that this set of data...". I'm looking into a work process, maybe with more defined responsibilities and process in order to improve our performance. If you have experience, advices, best practices or anything to share that we could benefit from it will be much appreciated! Thanks a lot for your time!

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  • In-Store Tracking Gets a Little Harder

    - by David Dorf
    Remember how Nordstrom was tracking shopper movements within their stores using the unique number, called a MAC, emitted by the WiFi radio in smartphones?  The phones didn't need to connect to the network, only have their WiFi enabled, as most people do by default.  They did this, presumably, to track shoppers' path to purchase and better understand traffic patterns.  Although there were signs explaining this at the entrances, people didn't like the notion of being tracked.  (Nevermind that there are cameras in the ceiling watching them.)  Nordstrom stopped the program. To address this concern the Future of Privacy, a Washington think tank, created Smart Store Privacy, a do-not-track service that allows consumers to register their MAC address in much the same way people register their phone numbers in the national do-not-call list.  A group of companies agreed to respect consumers' wishes and ignore smartphones listed in the database.  The database includes Bluetooth identifiers as well.  Of course you could simply turn your bluetooth and WiFi off when shopping as well. Most know that Apple prefers to use BLE beacons to contact and track smartphones within their stores.  This feature extends the typical online experience to also work in physical stores.  By identifying themselves, shoppers can expect a more tailored shopping experience much like what we've come to expect from Amazon's website, with product recommendations and offers that are (usually) relevant. But the upcoming release of iOS8 is purported to have a new feature that randomizes the WiFi MAC address of smartphones during the "probing" phase.  That is, before connecting to the WiFi network, a random MAC number is used so as to keep the smartphone's real MAC address secret.  Unless you actually connect to the store's WiFi, they won't recognize the MAC address. The details on this are still sketchy, but if the random MAC is consistent for a short period, retailers will still be able to track movements anonymously, but they won't recognize repeat visitors.  That may be sufficient for traffic analytics, but it will stymie target marketing.  In the case of marketing, using iBeacons with opt-in permission from consumers will be the way forward. There is always a battle between utility and privacy, so I expect many more changes in this area.  Incidentally, if you'd like to see where beacons are being used this site tracks them around the world.

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  • Off the Charts: Getting Cost Data into Google Analytics

    Off the Charts: Getting Cost Data into Google Analytics With Analytics' new Cost Data Upload feature, users can measure and analyze non-Google cost data to calculate paid campaign effectiveness. Developers are able to build solutions to upload exported cost data into Analytics so marketers can have a unified view of their campaign spend - all within the Google Analytics interface. Join Google Analytics' Developer Advocate Pete Frisella to dive into the implementation of this new feature through the robust Analytics APIs. From: GoogleDevelopers Views: 0 0 ratings Time: 30:00 More in Science & Technology

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  • Le PDF en 3D avec WebGL inventé par des membres de Developpez.com, ils fondent la société SPACEGOO

    Le PDF en 3D avec WebGL inventé par des membres de Developpez.com Qui créent un nouveau mode de navigation et fondent SPACEGOO La standardisation de la technologie WebGL à l'été 2010, et son implémentation par les navigateurs récents (Firefox 4, Chrome 7, Opera 11.50, Webkit) ont permis de faire simplement du rendu 3D de qualité dans le navigateur. La scène 3D est rendue dans un canvas HTML5, ce qui permet d'intégrer ces éléments 3D à un site « standard », développé en PHP et CSS par exemple. Utilisée essentiellement pour les jeux, les démos, et la visualisation d'objets 3D, des membres de développez ont fondé la société SPACEGOO et ont eu l'idée d'utiliser le WebGL pour représenter du contenu te...

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  • Secure Web Apps from SQL Injection in ASP.Net

    In the first part of this two-part series you learned how SQL injection works in ASP.NET 3.5 using a MS SQL database. You were also shown with a real web application which was not secure against SQL injection attacks how these attacks can be used by the hacker to delete sensitive information from your website such as database tables. In this part you will learn how to start securing your web applications so they will not be vulnerable to these kinds of exploits. A complete corrected example of the insecure web application will be provided at the end of this tutorial.... ALM Software Solution ? Try it live! Requirements Management, Project Planning, Implementation Tracking & QA Testing.

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  • Blueprints API for Oracle NoSQL Database

    - by Charles Lamb
    Here's an implementation of the Blueprints API for Oracle NoSQL Database. https://github.com/dwmclary/blueprints-oracle-nosqldb Blueprints is a collection of interfaces, implementations, ouplementations, and test suites for the property graph data model. Blueprints is analogous to the JDBC, but for graph databases. As such, it provides a common set of interfaces to allow developers to plug-and-play their graph database backend. Moreover, software written atop Blueprints works over all Blueprints-enabled graph databases. Within the TinkerPop software stack, Blueprints serves as the foundational technology for: Pipes: A lazy, data flow framework Gremlin: A graph traversal language Frames: An object-to-graph mapper Furnace: A graph algorithms package Rexster: A graph server

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  • record and replay directinput events

    - by cloudraven
    I am trying to build a record and replay system for a couple of games. I was wondering if I can make a general replay engine using directinput rather than doing an specific implementation for each game. Recording DirectInput events doesn't seem to be that much of a problem, but I don't know if there is a way to play them back. My question is, is there a way to feed DirectInput events from a log and make DirectInput believe that they came from mouse/joystick/keyboard? I assume it is unlikely, but if there is a way I would be interested in learning about it.

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  • In a multiplayer game, should I store the list of character names on the Player class?

    - by Gökhan Nas
    I am writing a multiplayer game that has account system and character creation system like standart MMORPGs. I have a question about name creating issue. I think that I can create a static variable on Player class that keeps created player names but it confused me. It will tell me name is valid or unvalid depends on the other players has this name. Questions; Does implementation does make sense ? If i have 1000 players, is it means it consumes 1000 times of memory of this list? Or it just consume as like there is one? What is your suggestion for place that I can keep player name list? A new class?

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  • Is it common in companies that non-techs are doing analyzes

    - by Kubi
    It's been 2 months since I started working at an international big consulting company. I like my colleagues personally but it's like a joke since my first day. Analysts (people who has no idea about the tech. background) are planning the workflow and functions. In my case, none of my friends here even wrote even a single line of html. When I say Html, I doubt if they know what I mean. But they are deciding about really key decisions in a web system implementation project. Is this always like this?

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  • CakePHP pair programming practise

    - by The-Di-Lab
    We are on the stage of planning a CakePHP project. It is a relatively a big project for us, as a developer+project manager, I want to hire someone to work with me. But what I really want is to spend less time on actual coding, without losing control of the code quality. What I want to do is that I will design all the functions of the project in CakePHP, at least all the model's functions, and leave the implementation part to the coder who I am going to hire. But my worry is still if I am going to lose control of the code quality using this approach? is it feasible to do so or it is going to turn this project to a chaos. Thank you all in advanced for reading my question and give me answers.

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Jumping over non-stationary objects without problems ... 2-D platformer ... how could this be solved? [on hold]

    - by help bonafide pigeons
    You know this problem ... take Super Mario Bros. for example. When Mario/Luigi/etc. comes in proximity with a nearing pipe image an invisible boundary setter must prevent him from continuing forward movement. However, when you jump and move both x and y you are coordinately moving in two dimensions at an exact time. When nearing the pipe in mid-air as you are falling, i.e. implementation of gravity in the computer program "pulling" the image back down, and you do not want them to get "stuck" in both falling and moving. That problem is solved, but how about this one: The player controlling the ball object is attempting to jump and move rightwards over the non-stationary block that moves up and down. How could we measure its top and lower x+y components to determine the safest way for the ball to accurately either fall back down, or catch the ledge, or get pushed down under it, etc.?

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