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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • Finding the shorter turning direction towards a target

    - by A.B.
    I'm trying to implement a type of movement where the object gradually faces the target. The problem I've run into is figuring out which turning direction is faster. The following code works until the object's orientation crosses the -PI or PI threshold, at which point it will start turning into the opposite direction void moveToPoint(sf::Vector2f destination) { if (destination == position) return; auto distance = distanceBetweenPoints(position, destination); auto direction = angleBetweenPoints(position, destination); /// Decides whether incrementing or decrementing orientation is faster /// the next line is the problem if (atan2(sin(direction - rotation), cos(direction - rotation)) > 0 ) { /// Increment rotation rotation += rotation_speed; } else { /// Decrement rotation rotation -= rotation_speed; } if (distance < movement_speed) { position = destination; } else { position.x = position.x + movement_speed*cos(rotation); position.y = position.y + movement_speed*sin(rotation); } updateGraphics(); } 'rotation' and 'rotation_speed' are implemented as custom data type for radians which cannot have values lower than -PI and greater than PI. Any excess or deficit "wraps around". For example, -3.2 becomes ~3.08.

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  • T-SQL select where and group by date

    - by bconlon
    T-SQL has never been my favorite language, but I need to use it on a fairly regular basis and every time I seem to Google the same things. So if I add it here, it might help others with the same issues, but it will also save me time later as I will know where to look for the answers!! 1. How do I SELECT FROM WHERE to filter on a DateTime column? As it happens this is easy but I always forget. You just put the DATE value in single quotes and in standard format: SELECT StartDate FROM Customer WHERE StartDate >= '2011-01-01' ORDER BY StartDate 2. How do I then GROUP BY and get a count by StartDate? Bit trickier, but you can use the built in DATEADD and DATEDIFF to set the TIME part to midnight, allowing the GROUP BY to have a consistent value to work on: SELECT DATEADD (d, DATEDIFF(d, 0, StartDate),0) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date] Note: [Customer Creation Date] and [Number Of New Customers] column alias just provide more readable column headers. 3. Finally, how can you format the DATETIME to only show the DATE part (after all the TIME part is now always midnight)? The built in CONVERT function allows you to convert the DATETIME to a CHAR array using a specific format. The format is a bit arbitrary and needs looking up, but 101 is the U.S. standard mm/dd/yyyy, and 103 is the U.K. standard dd/mm/yyyy. SELECT CONVERT(CHAR(10), DATEADD(d, DATEDIFF(d, 0, StartDate),0), 103) [Customer Creation Date], COUNT(*) [Number Of New Customers] FROM Customer WHERE StartDate >= '2011-01-01' GROUP BY DATEADD(d, DATEDIFF(d, 0, StartDate),0) ORDER BY [Customer Creation Date]  #

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  • Allow non-sudo group to control Upstart job

    - by Angle O'Saxon
    I'm trying to set up an Upstart job to run on system startup, and that can also be started/stopped by members of a group other than sudo. With a previous version, I usedupdate-rc.d and scripts stored in /etc/init.d/ to get this working by adding %Group ALL = NOPASSWD: /etc/init.d/scriptname to my sudoers file, but I can't seem to get an equivalent working for Upstart. I tried adding %Group ALL = NOPASSWD: /sbin/initctl start jobname to the sudoers file, but trying to run the command start jobname produces this error: start: Rejected send message, 1 matched rules; type="method_call", sender=":1.21" (uid=1000 pid=5148 comm="start jobname " interface="com.ubuntu.Upstart0_6.Job" member="Start" error name="(unset)" requested_reply="0" destination="com.ubuntu.Upstart" (uid=0 pid=1 comm="/sbin/init") As near as I can tell, that's a complaint about how my user account isn't given the power to send 'Start' messages in the D-Bus config file for Upstart. I haven't been able to actually find any information on how to edit that file to give a group permission to access a specific service--does such an option exist? Is there a way to edit the Sudoers file so I can run the job without editing the config file? Am I better off just sticking with the previous version?

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  • How to prioritize related game entity components?

    - by Paul Manta
    I want to make a game where you have to run over a bunch of zombies with your car. When moving around, the zombies have a few things to take into consideration: When there's no player around they might just roam about randomly. And even when some other component dictates a specific direction, they should wobble to the left and right randomly (like drunk people). This implies a small, random, deviation in their movement. They should avoid static obstacles. When they see they are headed towards a wall, they should reorient themselves. They should avoid the car. They should try to predict where the car will be based on its velocity and try to move out of the way. When they can, they should try to get near the player. All these types of decisions they have to do seem like they should be implemented in different components. But how should I manage them? How can I give different components different weights that reflect the importance of each decision (in a given situation)? I would need some other component that acts as a manager, but do you have any tips on how I should implement it? Or maybe there's a better solution?...

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  • How to build a "traffic AI"?

    - by Lunikon
    A project I am working on right now features a lot of "traffic" in the sense of cars moving along roads, aircraft moving aroun an apron etc. As of now the available paths are precalculated, so nodes are generated automatically for crossings which themselves are interconnected by edges. When a character/agent spawns into the world it starts at some node and finds a path to a target node by means of a simply A* algorithm. The agent follows the path and ultimately reaches its destination. No problem so far. Now I need to enable the agents to avoid collisions and to handle complex traffic situations. Since I'm new to the field of AI I looked up several papers/articles on steering behavior but found them to be too low-level. My problem consists less of the actual collision avoidance (which is rather simple in this case because the agents follow strictly defined paths) but of situations like one agent leaving a dead-end while another one wants to enter exactly the same one. Or two agents meeting at a bottleneck which only allows one agent to pass at a time but both need to pass it (according to the optimal route found before) and they need to find a way to let the other one pass first. So basically the main aspect of the problem would be predicting traffic movement to avoid dead-locks. Difficult to describe, but I guess you get what I mean. Do you have any recommendations for me on where to start looking? Any papers, sample projects or similar things that could get me started? I appreciate your help!

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  • rigidbody2d.Addforce( ) behaves wieirdly unity 4.3 [on hold]

    - by Lilz Votca Love
    So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when colliding with them and slowly slides to the ground.All movement is handle through physics and no transform manipulations.here i did something similar to this in the FixedUpdate of my player. void FixedUpdate() { if(wall && Input.GetButtonDown("Jump")) { if(facingright)//player is facing the left side of the wall { rigidbody2D.Addforce(new vector2(-1f,2f)*jumpforce); /*Now the player should jump backwards following this directional vector and should follow a smooth curve which in this part works well*/ } else { rigidbody2D.Addforce(new vector2(1f,2f)*jumpforce); /*Now this is where everything gets complicated as you should have noticed this is the same directional vector only the opposite x axis value and the same amount of force is used but it behaves like the red curve in the picture below*/ } } } bad behaviour and vector in red .I tested the same thing(both addforce methods) for a simple jump and they exactly behave like mentionned above in the picture.so here is my problem.Jumping diagonally forward with rigidbody2d.addforce() do not have the same impact,do not follow the same curve as jumping the opposite direction with the same exact amount of force.if i could fix this or get past this i could implement a walljump system like a ninja jumping in zigzag between two opposite wall to climb them.Any ideas or alternatives?

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • LI .Net User Group June 3rd, 2010 Meeting with Sam Abraham

    - by Sam Abraham
    It was a pleasure seeing old friends and meeting new ones at the LI .Net User Group Meeting on Thursday June 3rd 2010. I was very impressed as more than 35 developers were present which highlights the buzz MVC is creating with its latest release. We covered an introduction to MVC then went on to discuss new features in MVC2. I enjoyed the good dialogue among the group as we discussed how MVC can fit side-by-side with an existing WebForms paradigm and how MVC Support for TDD can dramatically shift Architecture practices as we know them. Looking forward to meeting you all next time I am on the Island. Below are some photos of the event. --Sam Abraham Site Director - West Palm Beach .Net User Group

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  • Interpolation using a sprite's previous frame and current frame

    - by user22241
    Overview I'm currently using a method which has been pointed out to me is extrapolation rather than interolation. As a result, I'm also now looking into the possibility of using another method which is based on a sprite's position at it's last (rendered) frame and it's current one. Assuming an interpolation value of 0.5 this is, (visually), how I understand it should affect my sprite's position.... This is how I'm obtaining an inerpolation value: public void onDrawFrame(GL10 gl) { // Set/re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip) { SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick += skipTicks; timeCorrection += (1000d / ticksPerSecond) % 1; nextGameTick += timeCorrection; timeCorrection %= 1; loops++; tics++; } interpolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(interpolation); } I am then applying it like so (in my rendering call): render(float interpolation) { spriteScreenX = (spriteScreenX - spritePreviousX) * interpolation + spritePreviousX; spritePreviousX = spriteScreenX; // update and store this for next time } Results This unfortunately does nothing to smooth the movement of my sprite. It's pretty much the same as without the interpolation code. I can't get my head around how this is supposed to work and I honestly can't find any decent resources which explain this in any detail. My understanding of extrapolation is that when we arrive at the rendering call, we calculate the time between the last update call and the render call, and then adjust the sprite's position to reflect this time (moving the sprite forward) - And yet, this (Interpolation) is moving the sprite back, so how can this produce smooth results? Any advise on this would be very much appreciated. Edit I've implemented the code from OriginalDaemon's answer like so: @Override public void onDrawFrame(GL10 gl) { newTime = System.currentTimeMillis()*0.001; frameTime = newTime - currentTime; if ( frameTime > (dt*25)) frameTime = (dt*25); currentTime = newTime; accumulator += frameTime; while ( accumulator >= dt ) { SceneManager.getInstance().getCurrentScene().updateLogic(); previousState = currentState; t += dt; accumulator -= dt; } interpolation = (float) (accumulator / dt); render(); } Interpolation values are now being produced between 0 and 1 as expected (similar to how they were in my original loop) - however, the results are the same as my original loop (my original loop allowed frames to skip if they took too long to draw which I think this loop is also doing). I appear to have made a mistake in my previous logging, it is logging as I would expect it to (interpolated position does appear to be inbetween the previous and current positions) - however, the sprites are most definitely choppy when the render() skipping happens.

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  • My session at the Vancouver Silverlight User Group

    - by pluginbaby
    Next week I will be in Vancouver and talk at the local User Group: the Vancouver Silverlight User Group. Title: HTML5 and Silverlight 5: facts, assumptions and near future Abstract: In this session, I will try to clarify what we hear (and not hear) around these technologies, maybe add a few guess on their role in Windows 8... as well as presenting a technical comparison between HTML5 and Silverlight 5: HTML vs XAML, tools, languages, databinding, performance, etc. Date: Wednesday, July 6, 2011 Thanks Telerik to sponsor the room for this event. More details and registration: http://www.meetup.com/Vancouver-Silverlight-User-Group/events/22849231/

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  • ODI y Las funciones GROUP BY, SUM, etc

    - by Edmundo Carmona
    Las bondades de ODI Pase un buen rato buscando la forma de usar la función SUM en ODI, encontré que se puede modificar el KM para agregar la función "GROUP by" y agregar una función jython en el atributo destino, pero esa solución es muy "DURA" ya que si agregamos en el futuro un nuevo atributo, tendríamos que cambiar nuevamente el KM.  Pues bien la solución es bastante más fácil, resulta que podemos agregar la función SUM, MIN, MAX, etcétera a cualquier atributo numérico y ODI automáticamente agregará la función GROUP by con el resto de los atributos. Por ejemplo. La tabla destino tiene los siguientes atributos y asignaciones (mapeos en spanglish): T1.Att1 = T2.Att1 T1.Att2 = T2.Att2 T1.Att3 = SUM(T2.Att3)  ODI crea este Quey: Select T2.Att1, T2.Att2, SUM(Att3) from Table2 T2 group by T2.Att1, T2.Att2 Listo Nada más sencillo.

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  • Chicago Architects Group &ndash; Document Generation Architectures

    - by Tim Murphy
    Thank you to everyone who came out to the Chicago Architects Group presentation last night.  It seemed like the weather has a way of keeping a large portion of the people who registered from making the meeting.  There was some lively networking going on before and after the meeting.  I enjoyed the questions that people had during the presentation.  It helped to bring out some of the challenges with dealing with the OOXML and ODF standards from an architecture perspective. I have posted the Slides and Code.  Feel free to contact me with any questions. For those of you who missed the presentation I will be giving a similar one at the Lake County .NET Users Group on June 24th. The next CAG presentation will be July 20th.  The presentation will be Architecting A BI Installation by David Leininger.  Look for the registration to open in the next day or so. del.icio.us Tags: Chicago architects Group,OOXML,ODF,BI,LCNUG,slides,code

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  • The Team Behind SQL Saturday 60 In Cleveland

    - by AllenMWhite
    Last July I asked the assembled group at the Ohio North SQL Server Users Group meeting if they'd be interested in putting on a SQL Saturday. Enthusiastically, they said yes! A great group of people came together and met, first monthly, then every other week, and finally every week, taking time from their families to do the things necessary to put together a SQL Saturday event here in Cleveland. Their work has been amazing and any of you attending our event will see what a great job they've all done....(read more)

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  • The Team Behind SQL Saturday 60 In Cleveland

    - by AllenMWhite
    Last July I asked the assembled group at the Ohio North SQL Server Users Group meeting if they'd be interested in putting on a SQL Saturday. Enthusiastically, they said yes! A great group of people came together and met, first monthly, then every other week, and finally every week, taking time from their families to do the things necessary to put together a SQL Saturday event here in Cleveland. Their work has been amazing and any of you attending our event will see what a great job they've all done....(read more)

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  • Azure Florida Association: New user group announcement

    - by Herve Roggero
    I am proud to announce the creation of a new virtual user group: the Azure Florida Association. The missiong of this group is to bring national and internaional speakers to the forefront of the Florida Azure community. Speakers include Microsoft employees, MVPs and senior developers that use the Azure platform extensively. How to learn about meetings and the group Go to http://www.linkedin.com/groups?gid=4177626 First Meeting Announcement Date: January 25 2012 @4PM ET Topic: Demystifying SQL Azure Description: What is SQL Azure, Value Proposition, Usage scenarios, Concepts and Architecture, What is there and what is not, Tips and Tricks Bio: Vikas is a versatile technical consultant whose knowledge and experience ranges from products to projects, from .net to IBM Mainframe Assembler.  He has lead and mentored people on different technical platforms, and has focused on new technologies from Microsoft for the past few years.  He is also takes keen interest in Methodologies, Quality and Processes.

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  • In virtualbox, I can't access the dvd drive to install a guest host

    - by user211062
    I have installed a fresh copy of Ubuntu Server 12.04 and VirtualBox 4.3. I have set up a VM called "MediaServer" and tried to start it. I then get the following error: Cannot open host device '/dev/sr0' for readonly access. Check the permissions of that device ('/bin/ls -l /dev/sr0'): Most probably you need to be member of the device group. Make sure that you logout/login after changing the group settings of the current user (VERR_ACCESS_DENIED) I have looked all over the Internet and have been unable to find a solution. Using Webmin, I tried changing the group settings so that my user name was in the "vboxusers" group, but that did not work either. I tried various other changes in group settings and none of them worked. Also, I tried rebooting the server after the changes and that didn't work either. I have been following a guide on how to set up an Ubuntu server from the website "linuxhomeserverguide.com" and when it came to the section where you could finally set up your first virtual machine, I am stumped. I would really appreciate it if someone could help me. Thanks in advance.

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  • Failed MDADM Array With Ext.4 Partition - "e2fsck: unable to set superblock flags on /dev/md0"

    - by Matthew Hodgkins
    Had a power failure and now my mdadm array is having problems. sudo mdadm -D /dev/md0 [hodge@hodge-fs ~]$ sudo mdadm -D /dev/md0 /dev/md0: Version : 0.90 Creation Time : Sun Apr 25 01:39:25 2010 Raid Level : raid5 Array Size : 8790815232 (8383.57 GiB 9001.79 GB) Used Dev Size : 1465135872 (1397.26 GiB 1500.30 GB) Raid Devices : 7 Total Devices : 7 Preferred Minor : 0 Persistence : Superblock is persistent Update Time : Sat Aug 7 19:10:28 2010 State : clean, degraded, recovering Active Devices : 6 Working Devices : 7 Failed Devices : 0 Spare Devices : 1 Layout : left-symmetric Chunk Size : 128K Rebuild Status : 10% complete UUID : 44a8f730:b9bea6ea:3a28392c:12b22235 (local to host hodge-fs) Events : 0.1307608 Number Major Minor RaidDevice State 0 8 81 0 active sync /dev/sdf1 1 8 97 1 active sync /dev/sdg1 2 8 113 2 active sync /dev/sdh1 3 8 65 3 active sync /dev/sde1 4 8 49 4 active sync /dev/sdd1 7 8 33 5 spare rebuilding /dev/sdc1 6 8 16 6 active sync /dev/sdb sudo mount -a [hodge@hodge-fs ~]$ sudo mount -a mount: wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so sudo fsck.ext4 /dev/md0 [hodge@hodge-fs ~]$ sudo fsck.ext4 /dev/md0 e2fsck 1.41.12 (17-May-2010) fsck.ext4: Group descriptors look bad... trying backup blocks... /dev/md0: recovering journal fsck.ext4: unable to set superblock flags on /dev/md0 sudo dumpe2fs /dev/md0 | grep -i superblock [hodge@hodge-fs ~]$ sudo dumpe2fs /dev/md0 | grep -i superblock dumpe2fs 1.41.12 (17-May-2010) Primary superblock at 0, Group descriptors at 1-524 Backup superblock at 32768, Group descriptors at 32769-33292 Backup superblock at 98304, Group descriptors at 98305-98828 Backup superblock at 163840, Group descriptors at 163841-164364 Backup superblock at 229376, Group descriptors at 229377-229900 Backup superblock at 294912, Group descriptors at 294913-295436 Backup superblock at 819200, Group descriptors at 819201-819724 Backup superblock at 884736, Group descriptors at 884737-885260 Backup superblock at 1605632, Group descriptors at 1605633-1606156 Backup superblock at 2654208, Group descriptors at 2654209-2654732 Backup superblock at 4096000, Group descriptors at 4096001-4096524 Backup superblock at 7962624, Group descriptors at 7962625-7963148 Backup superblock at 11239424, Group descriptors at 11239425-11239948 Backup superblock at 20480000, Group descriptors at 20480001-20480524 Backup superblock at 23887872, Group descriptors at 23887873-23888396 Backup superblock at 71663616, Group descriptors at 71663617-71664140 Backup superblock at 78675968, Group descriptors at 78675969-78676492 Backup superblock at 102400000, Group descriptors at 102400001-102400524 Backup superblock at 214990848, Group descriptors at 214990849-214991372 Backup superblock at 512000000, Group descriptors at 512000001-512000524 Backup superblock at 550731776, Group descriptors at 550731777-550732300 Backup superblock at 644972544, Group descriptors at 644972545-644973068 Backup superblock at 1934917632, Group descriptors at 1934917633-1934918156 sudo e2fsck -b 32768 /dev/md0 [hodge@hodge-fs ~]$ sudo e2fsck -b 32768 /dev/md0 e2fsck 1.41.12 (17-May-2010) /dev/md0: recovering journal e2fsck: unable to set superblock flags on /dev/md0 sudo dmesg | tail [hodge@hodge-fs ~]$ sudo dmesg | tail EXT4-fs (md0): ext4_check_descriptors: Checksum for group 0 failed (59837!=29115) EXT4-fs (md0): group descriptors corrupted! EXT4-fs (md0): ext4_check_descriptors: Checksum for group 0 failed (59837!=29115) EXT4-fs (md0): group descriptors corrupted! Please Help!!!

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  • Linux: How to allow group members to set/change permissions on a file

    - by KThompson
    I thought I had a good understanding of how permissions worked on linux. I have folder where it and everything inside has the owner "me" and the group "group". I gave the group rwx access on all the files and still members of the group cannot modify permissions on any files. I'm using Redhat Enterprise Linux 5 Is it possible to allow group members to modify permissions on file and not just the owner? How? Thanks in advance

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  • Where do I define a group policy that will set a users desktop background color to green the first time they log in?

    - by Tyler
    Servers: W2k8 R2 x64 Desktops: Win7 Pro x64 Our current group policy uses a custom ADM file to define certain properties of the desktop (Background Image (centered), Background Color is green (00 74 00)). This policy works for us, but the down-side is that policies defined in our custom ADM are only applied after a GPUpdate /Force is applied. We would like these desktop theme settings to be applied the first time the user logs onto the computer. I've been working on a new policy that forces the computer to wait for the network when the user logs on to handle folder redirection. The reason for writing the new policy was to resolve the issue that a user needs to run GPupdate /Force the first time they log in, so it doesn't make sense for me to implement the new policy if there is still something that requires GPUpdate /Force to get the user in the state that we want them. I've moved the setting for background image out into Admin Templates- Desktop- Desktop- "Desktop Wallpaper" so this is now being set properly when the user first logs in. Now I'm left with a black background until I force a group policy update. I have tried to play around with setting a default "Theme" and had limited success; this was not reliable enough to call a solution. I suppose I could set the background color with a script? Any thoughts? It feels like I'm missing something obvious, or that this should be much easier than it is.

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  • Creating and using VM Groups in VirtualBox

    - by Fat Bloke
    With VirtualBox 4.2 we introduced the Groups feature which allows you to organize and manage your guest virtual machines collectively, rather than individually. Groups are quite a powerful concept and there are a few nice features you may not have discovered yet, so here's a bit more information about groups, and how they can be used.... Creating a group Groups are just ad hoc collections of virtual machines and there are several ways of creating a group: In the VirtualBox Manager GUI: Drag one VM onto another to create a group of those 2 VMs. You can then drag and drop more VMs into that group; Select multiple VMs (using Ctrl or Shift and click) then  select the menu: Machine...Group; or   press Cmd+U (Mac), or Ctrl+U(Windows); or right-click the multiple selection and choose Group, like this: From the command line: Group membership is an attribute of the vm so you can modify the vm to belong in a group. For example, to put the vm "Ubuntu" into the group "TestGroup" run this command: VBoxManage modifyvm "Ubuntu" --groups "/TestGroup" Deleting a Group Groups can be deleted by removing a group attribute from all the VMs that constitute that group. To do this via the command-line the syntax is: VBoxManage modifyvm "Ubuntu" --groups "" In the VirtualBox Manager, this is more easily done by right-clicking on a group header and selecting "Ungroup", like this: Multiple Groups Now that we understand that Groups are just attributes of VMs, it can be seen that VMs can exist in multiple groups, for example, doing this: VBoxManage modifyvm "Ubuntu" --groups "/TestGroup","/ProjectX","/ProjectY" Results in: Or via the VirtualBox Manager, you can drag VMs while pressing the Alt key (Mac) or Ctrl (other platforms). Nested Groups Just like you can drag VMs around in the VirtualBox Manager, you can also drag whole groups around. And dropping a group within a group creates a nested group. Via the command-line, nested groups are specified using a path-like syntax, like this: VBoxManage modifyvm "Ubuntu" --groups "/TestGroup/Linux" ...which creates a sub-group and puts the VM in it. Navigating Groups In the VirtualBox Manager, Groups can be collapsed and expanded by clicking on the carat to the left in the Group Header. But you can also Enter and Leave groups too, either by using the right-arrow/left-arrow keys, or by clicking on the carat on the right hand side of the Group Header, like this: . ..leading to a view of just the Group contents. You can Leave or return to the parent in the same way. Don't worry if you are imprecise with your clicking, you can use a double click on the entire right half of the Group Header to Enter a group, and the left half to Leave a group. Double-clicking on the left half when you're at the top will roll-up or collapse the group.   Group Operations The real power of Groups is not simply in arranging them prettily in the Manager. Rather it is about performing collective operations on them, once you have grouped them appropriately. For example, let's say that you are working on a project (Project X) where you have a solution stack of: Database VM, Middleware/App VM, and  a couple of client VMs which you use to test your app. With VM Groups you can start the whole stack with one operation. Select the Group Header, and choose Start: The full list of operations that may be performed on Groups are: Start Starts from any state (boot or resume) Start VMs in headless mode (hold Shift while starting) Pause Reset Close Save state Send Shutdown signal Poweroff Discard saved state Show in filesystem Sort Conclusion Hopefully we've shown that the introduction of VM Groups not only makes Oracle VM VirtualBox pretty, but pretty powerful too.  - FB 

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  • returning correct multiTouch id

    - by Max
    I've spent countless hours on reading tutorials and looking at every question related to multiTouch from here and Stackoverflow. But I just cannot figure out how to do this correctly. I use a loop to get my pointerId, I dont see alot of people doing this but its the only way I've managed to get it somewhat working. I have two joysticks on my screen, one for moving and one for controlling my sprites rotation and the angle he shoots, like in Monster Shooter. Both these work fine. My problem is that when I Move my sprite at the same time as Im shooting, my touchingPoint for my movement is set to the touchingPoint of my shooting, since the x and y is higher on the touchingPoint of my shooting (moving-stick on left side of screen, shooting-stick on right side), my sprite speeds up, this creates an unwanted change in speed for my sprite. I will post my entire onTouch method here with some variable-changes to make it more understandable. Since I do not know where Im going wrong. public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int pointerCount = event.getPointerCount(); for (int i = 0; i < pointerCount; i++) { int x = (int) event.getX(i); int y = (int) event.getY(i); int id = event.getPointerId(i); int action = event.getActionMasked(); int actionIndex = event.getActionIndex(); String actionString; switch (action) { case MotionEvent.ACTION_DOWN: actionString = "DOWN"; break; case MotionEvent.ACTION_UP: shooting=false; // when shooting is true, it shoots dragging=false; // when dragging is true, it moves actionString = "UP"; break; case MotionEvent.ACTION_POINTER_DOWN: actionString = "PNTR DOWN"; break; case MotionEvent.ACTION_POINTER_UP: shooting=false; dragging=false; actionString = "PNTR UP"; break; case MotionEvent.ACTION_CANCEL: shooting=false; dragging=false; actionString = "CANCEL"; break; case MotionEvent.ACTION_MOVE: try{ if((int) event.getX(id) > 0 && (int) event.getX(id) < touchingBox && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ movingPoint.x = (int) event.getX(id); movingPoint.y = (int) event.getY(id); dragging = true; } else if((int) event.getX(id) > touchingBox && (int) event.getX(id) < view.getWidth() && (int) event.getY(id) > touchingBox && (int) event.getY(id) < view.getHeight()){ shootingPoint.x = (int) event.getX(id); shootingPoint.y = (int) event.getY(id); shooting=true; }else{ shooting=false; dragging=false; } }catch(Exception e){ } actionString = "MOVE"; break; default: actionString = ""; } Wouldnt post this much code if I wasnt at an absolute loss of what I'm doing wrong. I simply can not get a good understanding of how multiTouching works. basicly movingPoint changes for both my first and second finger. I bind it to a box, but aslong as I hold one finger within this box, it changes its value based on where my second finger touches. It moves in the right direction and nothing gives an error, the problem is the speed-change, its almost like it adds up the two touchingPoints.

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  • IPv6 multicast addresses: Is the Group ID field effectively 112 bits or 32 bits?

    - by Jeremy Friesner
    Hi all, I'm trying to understand the rules for choosing an IPv6 multicast address Group ID, and the RFC seems somewhat inconsistent. For example, in RFC 2373 section 2.7 this diagram is shown: | 8 | 4 | 4 | 112 bits | +------ -+----+----+---------------------------------------------+ |11111111|flgs|scop| group ID | +--------+----+----+---------------------------------------------+ ... but then in section 2.7.2 it shows this: | 8 | 4 | 4 | 80 bits | 32 bits | +------ -+----+----+---------------------------+-----------------+ |11111111|flgs|scop| reserved must be zero | group ID | +--------+----+----+---------------------------+-----------------+ So my question is, are the upper 80 bits of the Group ID field usable or not? If they are usable, is it only under certain circumstances (e.g. when using non-Ethernet networking technology?) What problems should I expect to experience if I set these bits when multicasting over an Ethernet LAN?

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  • Specify default group and permissions for new files in a certain directory

    - by mislav
    I have a certain directory in which there is a project shared by multiple users. These users use SSH to gain access to this directory and modify/create files. This project should only be writeable to a certain group of users: lets call it "mygroup". During an SSH session, all files/directories created by the current user should by default be owned by group "mygroup" and have group-writeable permissions. I can solve the permissions problem with umask: $ cd project $ umask 002 $ touch test.txt File "test.txt" is now group-writeable, but still belongs to my default group ("mislav", same as my username) and not to "mygroup". I can chgrp recursively to set the desired group, but I wanted to know is there a way to set some group implicitly like umask changes default permissions during a session. This specific directory is a shared git repo with a working copy and I want git checkout and git reset operations to set the correct mask and group for new files created in the working copy. The OS is Ubuntu Linux. Update: a colleague suggests I should look into getfacl/setfacl of POSIX ACL but the solution below combined with umask 002 in the current session is good enough for me and is much more simple.

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