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  • Subaru Starts Thinking about their Path to Fusion Applications

    Brian Simmermon, VP and CIO, Subaru of America, and a member of Oracle's Fusion Strategy Council explains how Subaru is aligning their business and IT strategy to improve sales through Siebel and EBS, and is looking at implementing Fusion Technologies such as BPEL, AIA and Enterprise Manager to begin their evolutionary path to Fusion.

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  • Unhandled event loop exception "Unknown Mozilla path" with Eclipse 3.7.1

    - by r.bitter
    I installed the Tizen SDK 2.0 which uses Eclipse 3.7.1 as an IDE on Ubuntu 12.10 64bit. When trying to create a Tizen Web Project I got the following error message from Eclipse: Unhandled event loop exception No more handles [Unknown Mozilla path (MOZILLA_FIVE_HOME not set)] The problem is that Eclipse is configured to use Xulrunner as a headless browser inside the IDE. Xulrunner is not in the repositories for Ubuntu 12.10 any more, therefore Eclipse is not able to find the libraries.

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  • CVE-2012-1712 Path Traversal Vulnerability in Sun GlassFish Web Space Server

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-1712 Path Traversal Vulnerability 5.0 Liferay Sun GlassFish Web Space Server 10.0 Update 7 Patch 2 SPARC X86 Linux Windows Oracle acknowledges with thanks, Christian Schneider for bringing this issue to our attention. This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Shift career path [on hold]

    - by Rnet
    I have been programming in web services and applications in java, python for about 6 years. Over the past two years I have been gaining a steady interest in networking and I find it very intriguing but due to non existent experience in that field I cannot pursue a serious career in that path. At this point in my career would it be wise to make the shift? What would you do/work on/study(masters?) to make a successful transition?

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  • Path for a beginning web developer

    - by Trickerie
    I'm an experienced iOS programmer and have recently began to dabble in web development to expand my horizons. I've found it quite interesting and was wondering what learning path I should take through all the numerous languages. Here's what I planned on doing: HTML+CSS- PHP/Jquery Does that sound reasonable? Currently I'm nearly confident with my html/css abilities, and am planning to move ahead. Any good suggestions you guys could throw my way?

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • search all paths and the shortest path for a graph - Prolog

    - by prologian
    Hi , I have a problem in my code with turbo prolog wich search all paths and the shortest path for a graph between 2 nodes the problem that i have is to test if the node is on the list or not exactly in the clause of member and this is my code : /* 1 ---- b ---- 3 --- | --- --- | ----- a |5 d --- | ----- --- | --- 2 --- | --- 4 -- c -- for example we have for b--->c ([b,c],5) , ([b,a,c],3) and ([b,d,c],7) : possible paths. ([b,a,c],3) : the shortest path. */ DOMAINS list=Symbol * PREDICATES distance(Symbol,Symbol) path1(Symbol,Symbol,list,integer) path(Symbol,Symbol,list,list,integer) distance(Symbol,list,integer) member(Symbol,list) shortest(Symbol,Symbol,list,integer) CLAUSES distance(a,b,1). distance(a,c,2). distance(b,d,3). distance(c,d,4). distance(b,c,5). distance(b,a,1). distance(c,a,2). distance(d,b,3). distance(d,c,4). distance(c,b,5). member(X, [Y|T]) :- X = Y; member(X, T). absent(X,L) :-member(X, L),!,fail. absent(_,_). /*find all paths*/ path1(X, Y, L, C):- path(X, Y, L, I, C). path(X, X, [X], I, C) :- absent(X, I). path(X, Y, [X|R], I, C) :- distance(X, Z, A) , absent(Z, I), path(Z, Y, R, [X|I] ,C1) , C=C1+A . /*to find the shortest path*/ shortest(X, Y, L, C):-path(X, Y, L, C),path(X, Y, L1, C1),C<C1.

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  • OpenGL FrameBuffer Objects weird behavior

    - by Ben Jones
    My algorithm is this: Render the scene to a FBO with shadow mapping from multiple locations Render the scene to the screen with shadow mapping ...black magic that I still have to imlement... Combine the samples from step 1 with the image from step 2 I'm trying to debug steps 1 and 2 and am coming across STRANGE behavior. My algorithm for each shadow mapped pass is: render the scene to a FBO connected to a depth array texture from the POV of each light render the scene from the viewpoint and use vertex/frag shaders to compare the depths When I run my algorithm this way: render from point to FBO render from point to screen glutSwapBuffers() The normal vectors in the screen pass appear to be incorrect (inverted possibly). I'm pretty sure that's the issue because my diffuse lighting calculation is incorrect, but the material colors are correct, and the shadows appear in the correct places. So, it seems like the only thing that could be the culprit is the normals. However if I do render from point to FBO render from point to Screen glutSwapBuffers() //wrong here render from point to Screen glutSwapBuffers() the second pass is correct. I assume there's a problem with my framebuffer calls. Can anyone see what the problem is from the log below? Its from a bugle trace grepped for 'buffer' with a few edits to make it a little more clear. Thanks! [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfeb90 - { 1 }) [INFO] trace.call: glGenFramebuffersEXT(1, 0xdfebac - { 2 }) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glDrawBuffer(GL_NONE) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) //start render to FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glReadBuffer(GL_NONE) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 2, 0) [INFO] trace.call: glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 3, 0) [INFO] trace.call: glDrawBuffer(GL_COLOR_ATTACHMENT0) //bind to the FBO attached to a depth tex array for shadows [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the FBO I want the shadow mapped image rendered to [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 2) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //draw geometry //draw to screen pass //again shadow mapping FBO [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry //bind to the screen [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) //finished, swap buffers [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //INCORRECT OUTPUT //second try at render to screen: [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 1) [INFO] trace.call: glFramebufferTextureLayerARB(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 1, 0, 0) [INFO] trace.call: glClear(GL_DEPTH_BUFFER_BIT) //draw geometry [INFO] trace.call: glBindFramebufferEXT(GL_FRAMEBUFFER, 0) [INFO] trace.call: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) draw geometry [INFO] trace.call: glXSwapBuffers(0xd5fc10, 0x05800002) //correct output

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  • Facebook Source path issue in iPhone

    - by Arun Thakkar
    Hello everyone!! Hope You all are fie and also in one of your best of moods!! I need your help to solve an issue with Facebook. I have integrate Facebook Connect with my iPhone app. So as per step i have to write path of src folder into 'Header path info' Field in Project Build. I have given the absolute path to 'Header path info' Field. and its run fine without any Error.. But, Now When i Move the project folder to another destination, its but obvious, that path of src folder will change… So Now after moving file, when i run an application, It gives path error. So is there any way to solve this path issue? this comes when i run an app in simulator, and i guess It also won't run in iPhone because of problem of path of src folder. Kindly accept my Apologize if i have written anything wrong.. Looking Forwards, Thanks, Arun Thakkar

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  • Secure online registration form to capture credit card info

    - by baraider
    We have used Google form, Wufoo form to try to securely capture the info for IN-HOUSE processing. Google form is unreliable and often blocked behind firm's firewall. Wufoo does not allow storing CC info in their database What is service or other alternative for us to securely store the cc info. The purpose is to have people manually process the registration. Once the payment goes through, we notify the customer and remove the CC info from our database.

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  • Why is Magento 1.4 including javascript files by filesystem path?

    - by Josh
    I am in the process of testing a Magento 1.3 site using Magento 1.4. I am seeing very weird and inconsistent behavior. Instead of including the URL of my javascript files, Magento is creating tags with the full filesystem path of the js files, as so: <script type="text/javascript" src="/home/my_username/public_html/js/prototype/prototype.js"></script> I believe this is related to the new "Themes JavaScript and CSS files combined to one file" function. In fact, when I log into the admin and click "Flush JavaScript/CSS Cache", then the first page load is successful, and I see a single JS include similar to: <script type="text/javascript" src="/media/js/5b8cfac152fcb2a5f93ef9571d338c54.js"></script> But subsequent age loads load every single JS file, with the full path names. Which obviously isn't going to work. Anyone have any ideas on what could be wrong or how to fix this issue?

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  • How do I clone over HTTP a repository that has no info/refs?

    - by gbacon
    Given a repository served over HTTP whose owner forgot to chmod +x hooks/post-update, is there a workaround for cloning it? I tried running wget --mirror url, but rather than fetching the subtree only, it tried to mirror the entire site—which I assume happened due to the parent-directory links in the autogenerated index.html resources.

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  • trying to find if a file exists in a given path

    - by Yeshwanth Venkatesh
    I am fairly new to java and I am trying to find if the file specified in the LINUX path exists. private void validateFilePath(String filePath) { File dir = new File(filePath); if(dir.exists()){ System.out.println("File exists in the path " + dir); setTARGET_IMG_DIR("filePath"); return; }else{ System.out.println("File does not exists in the path: " + dir); return; } } The dir.exists works fine if I give a absolute path from my root like this /Users/yv/Documents/Eclipse-workspace/InputParser/bin/test.txt but if I give a relative path like test.txt or /InputParser/bin/test.txt it says files does not exists. I am planing on creating a jar of this projects and hence this should work with both relative path(files in the same directory) and absolute path from the root. How can I handle this ? Is it possible to search for the absolute path of that file from the root and append it to the file name ?

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  • how to compare the checksums in a list corresponding to a file path with the file path in the operat

    - by surab
    Hi all, how to compare the checksums in a list corresponding to a file path with the file path in the operating system In Python? import os,sys,libxml2 files=[] sha1s=[] doc = libxml2.parseFile('files.xml') for path in doc.xpathEval('//File/Path'): files.append(path.content) for sha1 in doc.xpathEval('//File/Hash'): sha1s.append(sha1.content) for entry in zip(files,sha1s): print entry the files.xml contains <Files> <File> <Path>usr/share/doc/dialog/samples/form1</Path> <Type>doc</Type> <Size>1222</Size> <Uid>0</Uid> <Gid>0</Gid> <Mode>0755</Mode> <Hash>49744d73e8667d0e353923c0241891d46ebb9032</Hash> </File> <File> <Path>usr/share/doc/dialog/samples/form3</Path> <Type>doc</Type> <Size>1294</Size> <Uid>0</Uid> <Gid>0</Gid> <Mode>0755</Mode> <Hash>f30277f73e468232c59a526baf3a5ce49519b959</Hash> </File> </Files> I need to compare the sha1 checksum in between tags corresponding to the file specified in between the tags, with the same file path in base Operating system.

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  • Add xcode-select to PATH vs. Install Xcode Command Line Tools?

    - by MattDiPasquale
    Now with Xcode 4.5, is it OK to just add the following line to my ~/.bash_profile rather than installing the Xcode Command Line Tools? export PATH="$PATH:`xcode-select -print-path`/usr/bin:`xcode-select -print-path`/Toolchains/XcodeDefault.xctoolchain/usr/bin" Note: Xcode says the following about Command Line Tools: Before installing, note that from within Terminal you can use the XCRUN tool to launch compilers and other tools embedded within the Xcode application. Use the XCODE-SELECT tool to define which version of Xcode is active. Type "man xcrun" from within Terminal to find out more.

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  • Django sys.path.append for project *and* app needed under WSGI

    - by GerardJP
    Hi all, Could somebody give me a pointer on why I need to add my project root path to the python path as well as the application itself in my WSGI file? Project base is called 'djapp', the application is called 'myapp'. sys.path.append(os.path.dirname(os.path.abspath(__file__)) + '/..') sys.path.append(os.path.dirname(os.path.abspath(__file__)) + '/../djapp') os.environ['DJANGO_SETTINGS_MODULE'] = 'djapp.settings' If I omit the line with "/../djapp/" the log tells my that 'myapp' can not be imported, even though 'djapp.settings' is. (validating 'djapp' was imported) It al runs properly with the ./manage.py command. there's a __init__ in the project folder. For testings sake, I see the same issue using addsitedir: site.addsitedir('/home/user/web/project/') site.addsitedir('/home/user/web/project/djapp') Thanx a lot. Gerard.

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  • Spring MVC: How to get the remaining path after the controller path?

    - by Willis Blackburn
    I've spent over an hour trying to find the answer to this question, which seems like it should reflect a common use case, but I can't figure it out! Basically I am writing a file-serving controller using Spring MVC. The URLs are of the format http://www.bighost.com/serve/the/path/to/the/file.jpg, in which the part after "/serve" is the path to the requested file, which may have an arbitrary number of path segments. I have a controller like this: @Controller class ServerController { @RequestMapping(value = "/serve/???") public void serve(???) { } } What I am trying to figure out is: What do I use in place of "???" to make this work? I have two theories about how this should work. The first theory is that I could replace the first "???" in the RequestMapping with a path variable placeholder that has some special syntax meaning "capture to the end of the path." If a regular placeholder looks like "{path}" then maybe I could use "{path:**}" or "{path:/}" or something like that. Then I could use a @PathVariable annotation to refer to the path variable in the second "???". The other theory is that I could replace the first "???" with "**" (match anything) and that Spring would give me an API to obtain the remainder of the path (the part matching the "**"). But I can't find such an API. Thanks for any help you can provide!

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  • Why is there no /usr/bin/ in windows? Would it be dangerous to the entire Program Files to the path?

    - by dotancohen
    I am a Linux user spending some time in Windows and I'm trying to understand some of the Windows paradigms instead of fighting them. I notice that each program installed in the traditional manner (i.e. via orgasmic installers: Yes, Yes, Yes, Finish) adds the executables to C:/Program Files/foo/bar.exe and then adds a shortcut to the Desktop / Start Menu containing the entire path. However, there is no common directory with links to the software, i.e. C:/bin/bar.exe which would link to C:/Program Files/foo/bar.exe. Therefore, after installing an application the only way to use the application is via the clicky-clicky menus or by navigating to the executable in the filesystem. One cannot simply Win-R to open the run dialogue and then type bar or bar.exe as is possible with notepad or mspaint. I realize that Windows 8 improves on this with the otherwise horrendous Start Screen which does support typing the name of the app, but again this depends on the app having registered itself for such. Would I be doing any harm by adding C:/Program Files recursively to the Windows path? I do realize that there will be name collisions (i.e. uninstall.exe) but could there be other issues?

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  • Binding of JText fields value to Info Class

    - by Faizan Ahmed
    Is there any way to automatic binding of Swing JTextFields to Info Class. e.g private JTextField receiptId; private JTextField Id; public class Info { private string receiptId; private String id; // Getters and Setters } Is there any way when I entered values from Swing page then automatically values bind with my Info class? After that I can pass my Info object to other classes instead of sending all Text Fields.

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  • How can a running application in Linux/*nix determine its own absolute path?

    - by Dave Wade-Stein
    Suppose you run the application 'app' by typing 'app', rather than its absolute path. Due to your $PATH variable, what actually runs is /foo/bar/app. From inside app I'd like to determine /foo/bar/app. argv[0] is just 'app', so that doesn't help. I know in Linux I can get do pid = getpid(); and then look at the /proc/pid/exe softlink, but that doesn't work on other *nix. Is there a more portable way to determine the dir in which the app lives?

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  • How to get path to current exe file on Linux?

    - by user1519221
    The code below gives current path to exe file on Linux: #include <iostream> std::string getExePath() { char result[ PATH_MAX ]; ssize_t count = readlink( "/proc/self/exe", result, PATH_MAX ); return std::string( result, (count > 0) ? count : 0 ); } int main() { std::cout << getExePath() << std::endl; return 0; } The problem is that when I run it gives me current path to exe and name of the exe, e.g.: /home/.../Test/main.exe I would like to get only /home/.../Test/ I know that I can parse it, but is there any nicer way to do that?

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  • Influence Maps for Pathfinding?

    - by james
    I'm taking the plunge and am getting into game dev, it's been going well but I've got stuck on a problem. I have a maze that is 100x100 with 0,1 to indicate if its a path or a wall. Within the maze I have 300 or so enemies and a player. The outcome I'm looking for is all the enemies work their way towards the player position. Originally I did this using an A* path finding algorithm but with 300 enemies it was taking forever to path find each one individually. After some research I found that an influence map / collaborative diffusion would be the best way to go. But I'm having a real hard time working out how this is actually done. Firstly.. How do you create a influence map? From what I understand each of my walls with have a scent of 0 so that makes them impassable.. then basically a radial effect from my player position to each other cell (So my player starts at 100 and then going outwards from that each other cell will be reduced value) Is that correct? If so,.. How would you do that (Math magic?) My next problem is if that is correct how would my "enemies" stop from getting stuck if they have gone down the wrong way? As say if my player was standing on the otherside of a wall if the enemy is just looking for larger numbers wont it keep getting stuck? I'm doing this in JavaScript so performance is key. Thanks for any help! EDIT: Or if anyones got a better solution? I've been reading about navmeshs, steering pathing, pre calculating all paths on load etc etc

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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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