Search Results

Search found 14345 results on 574 pages for 'hamiltonian path'.

Page 23/574 | < Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >

  • Specifying a relative path in web.xml when debugging a servlet with Eclipse's WTP Tomcat Server?

    - by ilitirit
    I'm trying to specify a relative directory in the web.xml file. I basically want it to read the "data" folder underneath "web-inf", but nothing I've tried seems to work. "/data" translates to the data folder in the root directory (I'm using windows). "data" translates to "C:\Program Files\Eclipes\data" "${CATALINA_HOME}/[etc...]" doesn't seem to work either. Any ideas?

    Read the article

  • Ninject Given Path's format is not supported

    - by David Osborn
    The Ninject initialization works fine when i run my application directly from VS2010, but if I deploy the application to our custom "plugin" environment I get this error when I run the app and it tries to initialize Ninject. Error during initialization The given path's format is not supported. ERROR : The given path's format is not supported. Type : NotSupportedException Location: System.String CanonicalizePath(System.String, Boolean) Stack Trace: at System.Security.Util.StringExpressionSet.CanonicalizePath(String path, Boolean needFullPath) at System.Security.Util.StringExpressionSet.CreateListFromExpressions(String[] str, Boolean needFullPath) at System.Security.Permissions.FileIOPermission.AddPathList(FileIOPermissionAccess access, AccessControlActions control, String[] pathListOrig, Boolean checkForDuplicates, Boolean needFullPath, Boolean copyPathList) at System.Security.Permissions.FileIOPermission..ctor(FileIOPermissionAccess access, String[] pathList, Boolean checkForDuplicates, Boolean needFullPath) at System.IO.Path.GetFullPath(String path) at Ninject.Modules.ModuleLoader.NormalizePath(String path) at Ninject.Modules.ModuleLoader.GetFilesMatchingPattern(String pattern) at Ninject.Modules.ModuleLoader.b_0(String pattern) at System.Linq.Enumerable.d_142.MoveNext() at System.Linq.Lookup2.Create[TSource](IEnumerable1 source, Func2 keySelector, Func2 elementSelector, IEqualityComparer1 comparer) at System.Linq.GroupedEnumerable3.GetEnumerator() at Ninject.Modules.ModuleLoader.LoadModules(IEnumerable1 patterns) at Ninject.KernelBase.Load(IEnumerable`1 filePatterns) at Ninject.KernelBase..ctor(IComponentContainer components, INinjectSettings settings, INinjectModule[] modules) at Ninject.KernelBase..ctor(INinjectModule[] modules) at MyApp.Ioc.ResolveType.Initialize() at MyApp.Program.Run()

    Read the article

  • Save batch file path to local harddisk

    - by Brian
    Hi, I have a batch file that is Run when a selfextraction file is executed. The self extracted files must be copied to to specefic place on the harddisc. In the batch file the user is asked where the path is (if it's not located the default place) Part of the batch file: @ECHO OFF IF EXIST "C:\Program Files\program\program.exe". ( set PROGRAMPATH=C:\Program Files\ ) ELSE ( echo Program folder was not found. Please enter the path for Program set /p PROGRAMPATH=Path: ) echo Copying data to "%PROGRAMPATH%"... copy /Y "*.txt" "%PROGRAMPATH%" Now for my question. If a user then enters a new path, is it possible to save that path. So when he executes the self extraction packagde again, it could remember that new path?

    Read the article

  • How do I know which include path will be used in PHP?

    - by Joe Majewski
    When I run phpinfo() and look by the Configuration category under PHP Core, I see a directive titled include_path, with a local value and a master value. In this case, my local value is set to .: ./include: ../include: /usr/share/php: /usr/share/php/smarty: /usr/share/pear and my master value is set to .: /usr/share/php: /usr/share/pear: /usr/share/php/pear: /usr/share/php/smarty The reason I am trying to learn how this works is because there is a file in the system I am working on titled Smarty.class.php, which I'm sure sounds very familiar to anyone who uses Smarty Templating Engine. One of the PHP files has the following includes: require_once("Smarty.class.php"); require_once("user_info_class.inc"); The file user_info_class.inc is in the same directory as the file making the include, which makes perfect sense to me, and is the way that I've always referenced files. I decided that I wanted to open up the Smarty.class.php file and had assumed it would be in the same directory, but it was not. After doing a bit of digging, I discovered those php_ini variables, and was finally able to locate the file in the directory usr/share/php/smarty/. So it would seem that when making an include, it follows some sort of order between the Local and Master values for the include_path. Assuming that my deductions were correct thus far, can someone explain the order in which PHP searches for the files to be included?

    Read the article

  • @Path and regular expression (Jersey/REST)

    - by Castanho
    Hi there! I'm using Jersey in a REST project and I'm needing to use regular expression. Digging about it is simple like: @Path("/resources) public class MyResource { @GET @Path("{subResources:.*}/bar") public String get() {...} } But, I'm only capable of using regex if in my @Path contains a variable or text value, example: @Path("{SubResource1}/{subResources:.*}/bar") Or @Path("hardCodeString/{subResources:.*}/bar") Today I could run with this solution of a variable, but is not oK for my perspective. Question Does anyone have worked with something related? I'm doing something wrong? I think that this could be a bug, when working with more then one @Path, one in the Class and other in the Method. Any tips is appreciated! Regards

    Read the article

  • Why is Reinforcement Learning so rarely used in pathfinding?

    - by doug
    The venerable shortest-path graph theoretic algorithm A* and subsequent improvements (e.g., Hierarchical Annotated A*) is clearly the technique of choice for pathfinding in game development. Instead, it just seems to me that RL is a more natural paradigm to move a character around a game space. And yet I'm not aware of a single game developer who has implemented a Reinforcement Learning-based pathfinding engine. (I don't infer from this that the application of RL in pathfinding is 0, just that it's very small relative to A* and friends.) Whatever the reason, it's not because these developers are unaware of RL, as evidenced by the fact that RL is frequently used elsewhere in the game engine. This question is not a pretext for offering an opinion on RL in pathfinding; in fact, i am assuming that the tacit preference for A* et al. over RL is correct--but that preference is not obviously to me and i'm very curious about the reason for it, particularly from anyone who has tried to use RL for pathfinding.

    Read the article

  • Good baseline size for an A* Search grid?

    - by Jo-Herman Haugholt
    I'm working on a grid based game/prototype with a continuous open map, and are currently considering what size to make each segment. I've seen some articles mention different sizes, but most of them is really old, so I'm unsure how well they map to the various platforms and performance demands common today. As for the project, it's a hybrid of 2D and 3D, but for path-finding purposes, the majority of searches would be approximately 2D. From a graphics perspective, the minimum segment size would be 64x64 in the XZ plane to minimize loaded segments while ensuring full screen coverage. I figure pathfinding would be an important indicator of maximum practical size.

    Read the article

  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

    Read the article

  • How should I replan A*?

    - by Gregory Weir
    I've got a pathfinding boss enemy that seeks the player using the A* algorithm. It's a pretty complex environment, and I'm doing it in Flash, so the search can get a bit slow when it's searching over long distances. If the player was stationary, I could just search once, but at the moment I'm searching every frame. This takes long enough that my framerate is suffering. What's the usual solution to this? Is there a way to "replan" A* without redoing the entire search? Should I just search a little less often (every half-second or second) and accept that there will be a little inaccuracy in the path?

    Read the article

  • What kind of steering behaviour or logic can I use to get mobiles to surround another?

    - by Vaughan Hilts
    I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking the penultimate node works fine). However, when multiple mobs are pursuing the mobile they sometimes "stack on top of each other". What's the best way to avoid this? I don't want to treat the mobs as opaque and blocked (because they're not, you can walk through them) but I want the mobs to have some sense of structure. Example: Imagine that each snake guided itself to me and should surround "Setsuna". Notice how both snakes have chosen to prong me? This is not a strict requirement; even being slightly offset is okay. But they should "surround" Setsuna.

    Read the article

  • AI control for a ship with physics model

    - by Petteri Hietavirta
    I am looking for ideas how to implement following in 2D space. Unfortunately I don't know much about AI/path finding/autonomous control yet. Let's say this ship can move freely but it has mass and momentum. Also, external forces might affect it (explosions etc). The player can set a target for the ship at any time and it should reach that spot and stop. Without physics this would be simple, just point to the direction and go. But how to deal with existing momentum and then stopping on the spot? I don't want to modify ship's placement directly. edit: Just to make clear, the physics related math of the ship itself is not the problem.

    Read the article

  • How do I Set PATH in /etc/profile.d?

    - by Rodrigo Sasaki
    I'm using zsh as my shell, and I'm trying to configure my environment. I usually define my $JAVA_HOME variable by creating a file: /etc/profile.d/java.sh with the following content export JAVA_HOME=/path/to/jdk export PATH=$JAVA_HOME/bin:$PATH then I logout and back in, and it all works, but for some reason the PATH variable is not set. It recognizes JAVA_HOME, but not the new PATH, see this terminal snippet: ~ echo $JAVA_HOME /usr/lib/jvm/jdk1.8.0_05 ~ echo $PATH /usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games and I confirmed it by trying to run a command form the jvm ~ java -version zsh: command not found: java the PATH doesn't include the $JAVA_HOME as it should. is there something else I should check? EDIT I have checked that if I run source /etc/profile.d/java.sh it all runs correctly and my variables get set as they should, but shouldn't the scripts in /etc/profile.d run automatically?

    Read the article

  • Seek Steering Behavior with Target Direction for Group of Fighters

    - by SebastianStehle
    I am implementing steering algorithms with group management for spaceships (fighters). I select a leader and assign the target positions for the other spaceships based on the target position of the leader and an offset. This works well. But when my spaceships arrive they all have a different direction. I want them to keep to look in the same direction (target - start). I also want to combine this behavior with a minimum turning radius that is based on the speed. The only idea I have is to calculate a path for each spaceship with an point before the target position, so the ships have some time left to turn into the right position. But I dont know if this is a good idea. I guess there will be a lot of rare cases where this can cause a problem. So the question is, if anybody knows how to solve this problem and has some (simple code) or pseudocode for me or at least some good explanation.

    Read the article

  • Low CPU/Memory/Memory-bandwith Pathfinding (maybe like in Warcraft 1)

    - by Valmond
    Dijkstra and A* are all nice and popular but what kind of algorithm was used in Warcraft 1 for pathfinding? I remember that the enemy could get trapped in bowl-like caverns which means there were (most probably) no full-path calculations from "start to end". If I recall correctly, the algorithm could be something like this: A) Move towards enemy until success or hitting a wall B) If blocked by a wall, follow the wall until you can move towards the enemy without being blocked and then do A) But I'd like to know, if someone knows :-) [edit] As explained to Byte56, I'm searching for a low cpu/mem/mem-bandwidth algo and wanted to know if Warcraft had some special secrets to deliver (never seen that kind of pathfinding elsewhere), I hope that that is more concordant with the stackexchange rules.

    Read the article

  • IIS 7.5 Warning : Cannot verify access to the path

    - by Mostafa
    I'm newbie in IIS 7.5 , Before this I used to run ASP.NET Website under IIS 5 , That was too easy . I'm trying to run a very simple asp.net website ( just created a new website from VS 2010 targeted in .net 3.5) in IIS 7.5.7600 on windows 7 Ultimate 64 bit . While adding application , during Test Setting i receive one warning that says : The server is configured to use pass-through authentication with a built-in account to access the specified physical path. However, IIS Manager cannot verify whether the built-in account has access. Make sure that the application pool identity has Read access to the physical path. If this server is joined to a domain, and the application pool identity is NetworkService or LocalSystem, verify that \$ has Read access to the physical path. Then test these settings again But I don't know how to make sure application pool identity has read access to the physical path ? I'm wondering if there is any step by step article or some thing that show me the walk-though for running a simple asp.net website on IIS 7.5? I appreciate any help .

    Read the article

  • Apache HTTPd FollowSymLinks path permission

    - by apast
    Hi, I'm configuring my development environment with a basic Apache HTTPd configuration. But, to avoid a often problem, I want to map my test URL to my development folder. I'm using Ubuntu. My development path is located under the following example path: /home/myusername/myworkspace/hptargetpath/src/pages Considering the following symbolic link mapping: #ls -l /opt/share/www/mydevelopmentrootpath: lrwxrwxrwx 1 root root 77 2011-02-13 18:53 /opt/share/www/mydevelopmentrootpath -> /home/myusername/myworkspace/hptargetpath/src/pages With this folder mapping, I configured Apache HTTPd with the following configuration: <VirtualHost *:*> ServerName local.server.com ServerAdmin [email protected] DirectoryIndex index.html DocumentRoot /opt/share/www/mydevelopmentrootpath <Directory /opt/share/www/mydevelopmentrootpath/ > Options +Indexes Options +FollowSymLinks AllowOverride None Order allow,deny Allow from all </Directory> </VirtualHost> But, I'm receiving a 403 Forbidden error when I want to access index.html under the address http://local.server.com/index.html. 403 Forbidden You don't have permission to access /index.html on this server. On httpd debug log, I checked the following message: [Sun Feb 13 19:34:47 2011] [error] [client 127.0.1.1] Symbolic link not allowed or link target not accessible: /opt/share/www/mydevelopmentrootpath I'm thinking that this problem is been generated by some path permission. It's not a direct permission to directory, but some intermediate directory in the path. There's a directive on httpd core Options: SymLinksIfOwnerMatch The server will only follow symbolic links for which the target file or directory is owned by the same user id as the link. But, I tested it without effects. Somebody may help me? I think that it's a trivial configuration on development environment. Best regards, And Past

    Read the article

  • Path Environmental Variable errors

    - by roymustang86
    So, I am trying to learn java. I installed the JDK and proceeded to write a few programs. Each time, I have to give the path to javac.exe to compile the .java file. SO, I decided to tweak the %PATH% variable. And no matter what I change it to, it doesn't work. when I do an echo %PATH%, I get 'Program' is not recognized as an internal or external command, operable program or batch file. This is my Path variable contents : C:\app\product\11.1.0\client_1\bin;%CommonProgramFiles%\Microsoft Shared\Windows Live;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;"C:\Program Files (x86)\Common Files\Roxio Shared\DLLShared\";"C:\Program Files\Broadcom\Broadcom 802.11";"C:\Program Files (x86)\Common Files\Roxio Shared\OEM\DLLShared\";"C:\Program Files (x86)\Common Files\Roxio Shared\OEM\DLLShared\";"C:\Program Files (x86)\Common Files\Roxio Shared\OEM\12.0\DLLShared\";"C:\Program Files (x86)\Roxio\OEM\AudioCore\";"C:\Program Files (x86)\Intel\Services\IPT\" How do I work around this? the double quotes were not there before, I added it thinking the space was the problem.

    Read the article

  • retain last used path to location for saving files in Windows 7

    - by Mark Miller
    I am using Microsoft Office 2010 and Windows 7 on a Dell PC. I am opening a bunch of MSWord files one at a time, copying data tables therein, pasting the data into Excel and saving the Excel files as comma delimited text files. I am creating a separate Excel file for each MSWord file. The path to the folder containing the saved comma-delimited files is quite long, something like this: c:\users\me\aa\bb\cc\dd\ee\ Every time I open Excel and save a new comma-delimited file I have to re-navigate the entire path (c:\users\me\aa\bb\cc\dd\ee). In the past Windows seemed to remember the last used path, saving a lot of tedious key-strokes. In fact, I think Windows did this for me as recently as last week, albeit on a different computer. Can I apply a setting in Windows somewhere asking it to offer the last used path as a default when saving files so I do not have to re-navigate the entire directory structure to save each new comma-delimited file? If I can, how so? Where is the option for specifying that setting? Thank you for any help.

    Read the article

  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

    Read the article

  • eBay Leads Mobile Commerce

    - by David Dorf
    For the first time, more smartphones where shipped than PCs. This important milestone helps reinforce that retailers need a strong mobile commerce strategy. IDC reported that for the 4th quarter of 2010, manufacturers shipped 100.9 million devices versus 92.1 million PCs shipped. One early adopter for the retail industry is eBay, the popular online auction and shopping site. In July 2008 they released their first mobile app and have increased investments ever since. In 2002 they bought PayPal for use with its online channel, but its becoming a force in the mobile world as well. In June 2010 they acquired RedLaser, the popular barcode scanning mobile app. Both pieces of technology enhance the mobile experience, and are available to other retailers as well. More recently, in December 2010 they acquired Critical Path Software, the developer of their eBay, StubHub, and Shopping.com mobile applications. Taking their mobile development in-house was a clear signal that mobile commerce is important to their strategy. Pop on over the eBay Inc's mobile commerce stats page to see just how well they are doing. You can use the animated map to see where people are using the app on any given day, and you can compare sales of the different categories. eBay's hottest category is Cars & Trucks, garnering 16.5% of the total $2B (yes, billion) in mobile sales in 2010. To understand why that category is so large, let's look at the top 10 most expensive cars sold on eBay mobile in 2010: $240,001 Mercedes-Benz: SLR McLaren $209,888 Lamborghini: Gallardo $208,500 Ferrari: 430 $199,900 Lamborghini: Gallardo $189,000 Lamborghini: Murcielago $185,000 Ferrari: 430 $175,000 Porsche: 911 $170,000 Ferrari: 550 $160,000 Bentley: Continental, GT $159,900 Lamborghini: Gallardo eBay claims they sell 3-4 Ferraris on their mobile app each month. Yes, mobile commerce is not limited to small items. While I would wait to get home and fire up the PC, the current generation that has grown up with mobile phones has no issue satisfying their impulses. Dave Sikora of Digby told me he's seen people buy furniture sets, mattresses, and diamonds via their mobile phones. I guess mobile commerce is rapidly becoming the norm.

    Read the article

  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

    Read the article

  • Pathfinding and BSP with Box2D

    - by Amplify91
    I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or polygon areas. My problem is that I am using Box2d for physics and I am not sure how best to create a structure that my AI can use besides placing individual nodes manually (something I really want to avoid) and using some sort of steering behavior. My level design is tile-based with each tile being about half of the height/width of my main character. The tiles are not all square (some are sloped). I'd like to have a system that can see what the terrain looks like for pathfinding and also keep track of the positions of other actors such as enemies. I'd like to avoid directly placing any nodes into my level design except for possible endpoints or goals. This question is related: How do you do AI path following within a 2d physics engine like farseer/box2d?, but it doesn't specify what kind of structure I could use instead of a list of nodes. I'm looking for some kind of grid or type of BSP that I can query for algorithms like A*.

    Read the article

< Previous Page | 19 20 21 22 23 24 25 26 27 28 29 30  | Next Page >