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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Pathfinding results in false path costs that are too high

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • Box2D blocky map. Body, Fixtures a huge map and performance

    - by Solom
    Right now I'm still in the planning phase of a my very first game. I'm creating a "Minecraft"-like game in 2D that features blocks that can be destroyed as well as players moving around the map. For creating the map I chose a 2D-Array of Integers that represent the Block ID. For testing purposes I created a huge map (16348 * 256) and in my prototype that didn't use Box2D everything worked like a charm. I only rendered those blocks that where within the bounds of my camera and got 60 fps straight. The problem started when I decided to use an existing physics-solution rather than implementing my own one. What I had was basically simple hitboxes around the blocks and then I had to manually check if the player collided with any of those in his neighborhood. For more advanced physics as well as the collision detection I want to switch over to Box2D. The problem I have right now is ... how to go about the bodies? I mean, the blocks are of a static bodytype. They don't move on their own, they just are there to be collided with. But as far as I can see it, every block needs his own body with a rectangular fixture attached to it, so as to be destroyable. But for a huge map such as mine, this turns out to be a real performance bottle-neck. (In fact even a rather small map [compared to the other] of 1024*256 is unplayable.) I mean I create thousands of thousands of blocks. Even if I just render those that are in my immediate neighborhood there are hundreds of them and (at least with the debugRenderer) I drop to 1 fps really quickly (on my own "monster machine"). I thought about strategies like creating just one body, attaching multiple fixtures and only if a fixture got hit, separate it from the body, create a new one and destroy it, but this didn't turn out quite as successful as hoped. (In fact the core just dumps. Ah hello C! I really missed you :X) Here is the code: public class Box2DGameScreen implements Screen { private World world; private Box2DDebugRenderer debugRenderer; private OrthographicCamera camera; private final float TIMESTEP = 1 / 60f; // 1/60 of a second -> 1 frame per second private final int VELOCITYITERATIONS = 8; private final int POSITIONITERATIONS = 3; private Map map; private BodyDef blockBodyDef; private FixtureDef blockFixtureDef; private BodyDef groundDef; private Body ground; private PolygonShape rectangleShape; @Override public void show() { world = new World(new Vector2(0, -9.81f), true); debugRenderer = new Box2DDebugRenderer(); camera = new OrthographicCamera(); // Pixel:Meter = 16:1 // Body definition BodyDef ballDef = new BodyDef(); ballDef.type = BodyDef.BodyType.DynamicBody; ballDef.position.set(0, 1); // Fixture definition FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = new CircleShape(); ballFixtureDef.shape.setRadius(.5f); // 0,5 meter ballFixtureDef.restitution = 0.75f; // between 0 (not jumping up at all) and 1 (jumping up the same amount as it fell down) ballFixtureDef.density = 2.5f; // kg / m² ballFixtureDef.friction = 0.25f; // between 0 (sliding like ice) and 1 (not sliding) // world.createBody(ballDef).createFixture(ballFixtureDef); groundDef = new BodyDef(); groundDef.type = BodyDef.BodyType.StaticBody; groundDef.position.set(0, 0); ground = world.createBody(groundDef); this.map = new Map(20, 20); rectangleShape = new PolygonShape(); // rectangleShape.setAsBox(1, 1); blockFixtureDef = new FixtureDef(); // blockFixtureDef.shape = rectangleShape; blockFixtureDef.restitution = 0.1f; blockFixtureDef.density = 10f; blockFixtureDef.friction = 0.9f; } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); debugRenderer.render(world, camera.combined); drawMap(); world.step(TIMESTEP, VELOCITYITERATIONS, POSITIONITERATIONS); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { /* if(camera.position.y - (camera.viewportHeight/2) > a) continue; if(camera.position.y - (camera.viewportHeight/2) < a) break; */ for(int b = 0; b < map.getWidth(); b++) { /* if(camera.position.x - (camera.viewportWidth/2) > b) continue; if(camera.position.x - (camera.viewportWidth/2) < b) break; */ /* blockBodyDef = new BodyDef(); blockBodyDef.type = BodyDef.BodyType.StaticBody; blockBodyDef.position.set(b, a); world.createBody(blockBodyDef).createFixture(blockFixtureDef); */ PolygonShape rectangleShape = new PolygonShape(); rectangleShape.setAsBox(1, 1, new Vector2(b, a), 0); blockFixtureDef.shape = rectangleShape; ground.createFixture(blockFixtureDef); rectangleShape.dispose(); } } } @Override public void resize(int width, int height) { camera.viewportWidth = width / 16; camera.viewportHeight = height / 16; camera.update(); } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { world.dispose(); debugRenderer.dispose(); } } As you can see I'm facing multiple problems here. I'm not quite sure how to check for the bounds but also if the map is bigger than 24*24 like 1024*256 Java just crashes -.-. And with 24*24 I get like 9 fps. So I'm doing something really terrible here, it seems and I assume that there most be a (much more performant) way, even with Box2D's awesome physics. Any other ideas? Thanks in advance!

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  • I was stuck in implementing Simple Ftp with Winsock [migrated]

    - by user67449
    I want to implement a SimpleFtp with Winsock. But I was stuck in the maybe the file stream reading and writing. This is the Server. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } void SockBind(SOCKET sock, int port, sockaddr_in &addrsock){ addrsock.sin_family=AF_INET; addrsock.sin_port=htons(port); addrsock.sin_addr.S_un.S_addr=htonl(INADDR_ANY); if( bind(sock, (sockaddr*)&addrsock, sizeof(addrsock)) == SOCKET_ERROR ){ cout<<"Error at bind(). Error: "<<GetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } void SockListen(SOCKET sock, int bak){ int err=listen(sock, bak); if(err==SOCKET_ERROR){ cout<<"Error at listen()."<<WSAGetLastError()<<endl; closesocket(sock); WSACleanup(); exit(0); } } int SockSend(DataPack &dataPack, SOCKET sock, char *sockBuf){ int bytesLeft=0, bytesSend=0; int idx=0; bytesLeft=sizeof(dataPack); // ?DataPack?????sockBuf??? memcpy(sockBuf, &dataPack, sizeof(dataPack)); while(bytesLeft>0){ bytesSend=send(sock, &sockBuf[idx], bytesLeft, 0); if(bytesSend==SOCKET_ERROR){ cout<<"Error at send()."<<endl; return 1; } bytesLeft-=bytesSend; idx+=bytesSend; } return 0; } int GetFileLen(FILE *fp){ // ?????? if(fp==NULL){ cout<<"Invalid argument. Error at GetFileLen()."<<endl; exit(0); } fseek(fp, 0, SEEK_END); int tempFileLen=ftell(fp); fseek(fp, 0, SEEK_SET); return tempFileLen; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockListen=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockListen==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Bind the socket. SockBind(sockListen, port, addrServ); // Listen for incoming connection requests cout<<"Waiting for incoming connection requests..."<<endl; SockListen(sockListen, 5); // Accept the connection request. sockaddr_in addrClient; int len=sizeof(addrClient); SOCKET sockConn=accept(sockListen, (sockaddr*)&addrClient, &len); if(sockConn!=INVALID_SOCKET){ cout<<"Connected to client successfully."<<endl; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockConn, SOL_SOCKET, SO_SNDBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at setsockopt(). ?socket????????"<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } //------------------------------------------------------------------------// DataPack dataPackSend; memset(&dataPackSend, 0, sizeof(dataPackSend)); int bytesRead; int bytesLeft; int bytesSend; int packCount; // Counts how many DataPack needed FILE *frp; // Used to read if(strcpy_s(dataPackSend.fName, "music.mp3")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } // Open the file in read+binary mode err=fopen_s(&frp, dataPackSend.fName, "rb"); if(err!=0){ cout<<"Error at fopen_s()."<<endl; return 1; } char fileBuf[FILE_BUFFER_SIZE]; // Set the buffer size of File if(setvbuf(frp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; closesocket(sockListen); closesocket(sockConn); WSACleanup(); exit(0); } // Get file's length int fileLen=GetFileLen(frp); cout<<"File ???:"<<fileLen<<" bytes."<<endl; // Calculate how many DataPacks needed packCount=ceil( (double)fileLen/CONTENT_SIZE ); cout<<"File Length: "<<fileLen<<" "<<"Content Size: "<<CONTENT_SIZE<<endl; cout<<"???"<<packCount<<" ?DataPack"<<endl; int i=0; for(i=0; i<packCount; i++){ //?????dataPackSend????? memset(&dataPackSend, 0, sizeof(dataPackSend)); // Fill the dataPackSend if(strcpy_s(dataPackSend.fName, "abc.txt")!=0){ cout<<"Error at strcpy_s()."<<endl; return 1; } dataPackSend.packLen=DATA_PACK_SIZE; dataPackSend.fLen=fileLen; dataPackSend.packCount=packCount; if( packCount==1 ){ //??DataPack??? bytesRead=fread(fileBuf, 1, dataPackSend.fLen, frp); dataPackSend.contenLen=dataPackSend.fLen; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=0; //???????DataPack // ?????dataPackSend?Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack"<<endl; } }else if( packCount>1 && i<(packCount-1) ){ // ???(???????) bytesRead=fread(fileBuf, 1, CONTENT_SIZE, frp); dataPackSend.contenLen=CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend??????Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } }else{ // ????? bytesRead=fread(fileBuf, 1, (dataPackSend.fLen-i*CONTENT_SIZE), frp); dataPackSend.contenLen=dataPackSend.fLen-i*CONTENT_SIZE; memcpy(dataPackSend.content, fileBuf, bytesRead); dataPackSend.packNum=i; //?dataPackSend???Client? if( SockSend(dataPackSend, sockConn, sockBuf)==0 ){ cout<<"??? "<<dataPackSend.packNum<<" ?DataPack."<<endl; } } } fclose(frp); closesocket(sockListen); closesocket(sockConn); WSACleanup(); return 0; } And this is Client. #include <WinSock2.h> #include <memory.h> #include <stdio.h> #include <iostream> using namespace std; #pragma comment(lib, "ws2_32.lib") #define MAX_FILE_NAME 100 #define DATA_PACK_SIZE 80*1000 // ??DataPack?????80KB #define SOCKKET_BUFFER_SIZE 80*1000 // socket??? #define FILE_BUFFER_SIZE DATA_PACK_SIZE-MAX_FILE_NAME-4*sizeof(int)-sizeof(u_long) //?????,??,??????content????? #define CONTENT_SIZE FILE_BUFFER_SIZE // DataPack?????content??? // Define a structure to hold the content of a file typedef struct FilePack{ char fName[MAX_FILE_NAME]; // File's name int fLen; // File's length int packNum; // Number of the DataPack int packLen; // DataPack's length int packCount; //DataPack??? int contenLen; // the content length the DataPack actually holds u_long index; // ?????????? char content[CONTENT_SIZE]; // DataPack?????? }DataPack, *pDataPack; void WinsockInitial(){ WSADATA wsaData; WORD wVersionRequested; int err; wVersionRequested=MAKEWORD(2,2); err=WSAStartup(wVersionRequested, &wsaData); if(err!=0){ cout<<"Error at WSAStartup()."<<endl; exit(0); } if( LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2 ){ cout<<"Error at version of Winsock. "<<endl; WSACleanup(); exit(0); } } int SockRecv(SOCKET sock, char *sockBuf){ int bytesLeft, bytesRecv; int idx=0; bytesLeft=DATA_PACK_SIZE; while(bytesLeft>0){ bytesRecv=recv(sock, &sockBuf[idx], bytesLeft, 0); if(bytesRecv==SOCKET_ERROR){ cout<<"Error at recv()."<<endl; return 1; } bytesLeft-=bytesRecv; idx+=bytesRecv; } return 0; } int main(){ int err; sockaddr_in addrServ; int port=8000; // Initialize Winsock WinsockInitial(); // Create a socket SOCKET sockClient=socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if(sockClient==INVALID_SOCKET){ cout<<"Error at socket()."<<endl; WSACleanup(); return 1; } // Set the buffer size of socket char sockBuf[SOCKKET_BUFFER_SIZE]; int nBuf=SOCKKET_BUFFER_SIZE; int nBufLen=sizeof(nBuf); err=setsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, nBufLen); if(err!=0){ cout<<"Error at setsockopt(). Failed to set buffer size for socket."<<endl; exit(0); } //??????????? err = getsockopt(sockClient, SOL_SOCKET, SO_RCVBUF, (char*)&nBuf, &nBufLen); if( SOCKKET_BUFFER_SIZE != nBuf){ cout<<"Error at getsockopt(). ?socket????????"<<endl; closesocket(sockClient); WSACleanup(); exit(0); } // Connect to the Server addrServ.sin_family=AF_INET; addrServ.sin_port=htons(port); addrServ.sin_addr.S_un.S_addr=inet_addr("127.0.0.1"); err=connect(sockClient, (sockaddr*)&addrServ, sizeof(sockaddr)); if(err==SOCKET_ERROR){ cout<<"Error at connect()."<<GetLastError()<<endl; closesocket(sockClient); WSACleanup(); return 1; }else{ cout<<"Connected to the FTP Server successfully."<<endl; } /* int i=0; int bytesRecv, bytesLeft, bytesWrite; int packCount=0, fLen=0; DataPack dataPackRecv; //?????? SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; cout<<"?DataPack??fName????: "<<dataPackRecv.fName<<endl; //??????? packCount=dataPackRecv.packCount; cout<<"?? "<<packCount<<" ?DataPack."<<endl; fLen=dataPackRecv.fLen; // Create a local file to write into FILE *fwp; err=fopen_s(&fwp, dataPackRecv.fName, "wb"); if(err!=0){ cout<<"Error at creat fopen_s(). Failed to create a local file to write into."<<endl; return 1; } // Set the buffer size of File char fileBuf[FILE_BUFFER_SIZE]; if(setvbuf(fwp, fileBuf, _IONBF, FILE_BUFFER_SIZE)!=0){ cout<<"Error at setvbuf().Failed to set buffer size for file."<<endl; memset(fileBuf, 0, sizeof(fileBuf)); closesocket(sockClient); WSACleanup(); exit(0); } //???????content???? memcpy(fileBuf, dataPackRecv.content, sizeof(dataPackRecv.content)); bytesWrite=fwrite(fileBuf, 1, sizeof(fileBuf), fwp); if(bytesWrite<sizeof(fileBuf)){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } //?????packCount-1????????????????? for(int i=1; i<packCount; i++){ // ????????? memset(sockBuf, 0, sizeof(sockBuf)); memset(&dataPackRecv, 0, sizeof(dataPackRecv)); memset(fileBuf, 0, sizeof(fileBuf)); SockRecv(sockClient, sockBuf); memcpy(&dataPackRecv, sockBuf, sizeof(dataPackRecv)); cout<<"???? "<<dataPackRecv.packNum<<" ?DataPack."<<endl; //???? memcpy(fileBuf, dataPackRecv.content, dataPackRecv.contenLen); bytesWrite=fwrite(fileBuf, 1, dataPackRecv.contenLen, fwp); if(bytesWrite<dataPackRecv.contenLen){ cout<<"Error at fwrite(). Failed to write the content of dataPackRecv to local file."<<endl; } } if( (i+1)==packCount ){ cout<<"??DataPack????????!"<<endl; } fclose(fwp); closesocket(sockClient); WSACleanup(); return 0;*/ }

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • Android RatingBar weirdness: Whenever I add a RatingBar to my layout, a bunch of the generated tags,

    - by Rben
    Whenever I use a RatingBar view in my layout, I suddenly get all kinds of compile errors. I'm using Android 2.0, but I've also tried 2.0.1, and 2.1, without joy. I also get a message: Shader 'android.graphics.BitmapShader' is not supported in Layout Editor, and an odd warning which may or maynot be related: warning: Ignoring InnerClasses attribute for an anonymous inner class that doesn't come with an associated EnclosingMethod attribute. I've tried using the RatingBar both within a tablelayout and outside it, but it behaves the same way. This is very puzzling and frustrating. Please help if you can. Sincerely, Ray Here's the XML: <!-- Created By --> <TableRow android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:text="Created by: " android:id="@+id/gi_created_label" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="right" /> <TextView android:text="Slartibartfast" android:id="@+id/gi_created" android:layout_width="fill_parent" android:layout_height="wrap_content" /> </TableRow> <!-- Verification --> <TableRow android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:id="@+id/gi_verification_label" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="right" android:text="@string/GameInfoVerificationLabelText" /> <TextView android:id="@+id/gi_verification" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="HonorSystem" /> </TableRow> <!-- Player Rating Label --> <TableRow android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:gravity="right" android:text="@string/GameInfoPlayerRatingLabel" /> <TextView android:layout_width="fill_parent" android:layout_height="wrap_content" android:text=" " /> </TableRow> -- <!-- Times played --> <TableRow android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:id="@+id/gi_times_played_label" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="right" android:text="@string/GameInfoTimesPlayedLabel" /> <TextView android:id="@+id/gi_times_played" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="999" /> </TableRow> <!-- Total Players --> <TableRow android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:id="@+id/gi_total_players_label" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="right" android:text="@string/GameInfoTotalPlayerCountLabel" /> <TextView android:id="@+id/gi_total_players" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="999" /> </TableRow> <!-- Total Cancelations --> <TableRow android:layout_height="wrap_content" android:layout_width="fill_parent" > <TextView android:id="@+id/gi_total_cancelations_label" android:layout_width="wrap_content" android:layout_height="wrap_content" android:gravity="right" android:text="@string/GameInfoTotalCancelsLabel" /> <TextView android:id="@+id/gi_total_cancels" android:layout_width="fill_parent" android:layout_height="wrap_content" android:text="999" /> </TableRow> <RatingBar android:id="@+/gi_player_rating" style="?android:attr/ratingBarStyleSmall" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_span="2" android:isIndicator="true" android:numStars="5" android:rating="3" android:stepSize="1" android:layout_gravity="center_vertical" /> </TableRow>

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  • Android: ActivityThread.performLaunchActivity error

    - by fordays
    Hi, I'm getting an ActivityThread.performLaunchActivity(ActivityThread$ActivityRecord,Intent) error each time I boot up my program in the debugger. The program won't even start up! Any help would be greatly appreciated! I'm very new to this environment. Let me know if you need anymore information/code to help me out. Here is my logcat: 06-09 11:16:26.848: ERROR/vold(27): Error opening switch name path '/sys/class/switch/test2' (No such file or directory) 06-09 11:16:26.848: ERROR/vold(27): Error bootstrapping switch '/sys/class/switch/test2' (No such file or directory) 06-09 11:16:26.848: ERROR/vold(27): Error opening switch name path '/sys/class/switch/test' (No such file or directory) 06-09 11:16:26.848: ERROR/vold(27): Error bootstrapping switch '/sys/class/switch/test' (No such file or directory) 06-09 11:16:37.887: ERROR/MemoryHeapBase(53): error opening /dev/pmem: No such file or directory 06-09 11:16:37.887: ERROR/SurfaceFlinger(53): Couldn't open /sys/power/wait_for_fb_sleep or /sys/power/wait_for_fb_wake 06-09 11:16:37.927: ERROR/libEGL(53): couldn't load <libhgl.so> library (Cannot load library: load_library[984]: Library 'libhgl.so' not found) 06-09 11:16:38.407: ERROR/libEGL(64): couldn't load <libhgl.so> library (Cannot load library: load_library[984]: Library 'libhgl.so' not found) 06-09 11:16:41.358: ERROR/BatteryService(53): Could not open '/sys/class/power_supply/usb/online' 06-09 11:16:41.367: ERROR/BatteryService(53): Could not open '/sys/class/power_supply/battery/batt_vol' 06-09 11:16:41.367: ERROR/BatteryService(53): Could not open '/sys/class/power_supply/battery/batt_temp' 06-09 11:16:41.667: ERROR/EventHub(53): could not get driver version for /dev/input/mouse0, Not a typewriter 06-09 11:16:41.667: ERROR/EventHub(53): could not get driver version for /dev/input/mice, Not a typewriter 06-09 11:16:41.797: ERROR/System(53): Failure starting core service 06-09 11:16:41.797: ERROR/System(53): java.lang.SecurityException 06-09 11:16:41.797: ERROR/System(53): at android.os.BinderProxy.transact(Native Method) 06-09 11:16:41.797: ERROR/System(53): at android.os.ServiceManagerProxy.addService(ServiceManagerNative.java:146) 06-09 11:16:41.797: ERROR/System(53): at android.os.ServiceManager.addService(ServiceManager.java:72) 06-09 11:16:41.797: ERROR/System(53): at com.android.server.ServerThread.run(SystemServer.java:162) 06-09 11:16:41.797: ERROR/AndroidRuntime(53): Crash logging skipped, no checkin service 06-09 11:16:42.777: ERROR/LockPatternKeyguardView(53): Failed to bind to GLS while checking for account 06-09 11:16:46.557: ERROR/ActivityThread(111): Failed to find provider info for com.google.settings 06-09 11:16:46.577: ERROR/ActivityThread(111): Failed to find provider info for com.google.settings 06-09 11:16:49.087: ERROR/ApplicationContext(53): Couldn't create directory for SharedPreferences file shared_prefs/wallpaper-hints.xml 06-09 11:16:51.146: ERROR/ActivityThread(108): Failed to find provider info for android.server.checkin 06-09 11:16:54.266: ERROR/ActivityThread(108): Failed to find provider info for android.server.checkin 06-09 11:16:54.416: ERROR/ActivityThread(108): Failed to find provider info for android.server.checkin 06-09 11:16:56.336: ERROR/MediaPlayerService(31): Couldn't open fd for content://settings/system/notification_sound 06-09 11:16:56.356: ERROR/MediaPlayer(53): Unable to to create media player 06-09 11:16:56.637: ERROR/AndroidRuntime(201): Uncaught handler: thread main exiting due to uncaught exception 06-09 11:16:56.757: ERROR/AndroidRuntime(201): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.svgeeks.kidneytest/com.svgeeks.kidneytest.KidneyTest}: java.lang.ClassCastException: android.widget.EditText 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2401) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2417) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.app.ActivityThread.access$2100(ActivityThread.java:116) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1794) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.os.Handler.dispatchMessage(Handler.java:99) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.os.Looper.loop(Looper.java:123) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.app.ActivityThread.main(ActivityThread.java:4203) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at java.lang.reflect.Method.invokeNative(Native Method) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at java.lang.reflect.Method.invoke(Method.java:521) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at dalvik.system.NativeStart.main(Native Method) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): Caused by: java.lang.ClassCastException: android.widget.EditText 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at com.svgeeks.kidneytest.KidneyTest.onCreate(KidneyTest.java:57) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1123) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2364) 06-09 11:16:56.757: ERROR/AndroidRuntime(201): ... 11 more 06-09 11:16:56.876: ERROR/dalvikvm(201): Unable to open stack trace file '/data/anr/traces.txt': Permission denied

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  • ASP.net FFMPEG video conversion receiving error: "Error number -2 occurred"

    - by Pete
    Hello, I am attempting to integrate FFMPEG into my asp.net website. The process I am trying to complete is to upload a video, check if it is .avi, .mov, or .wmv and then convert this video into an mp4 using x264 so my flash player can play it. I am using an http handler (ashx) file to handle my upload. This is where I am also putting my conversion code. I am not sure if this is the best place to put it, but I wanted to see if i could at least get it working. Additionally, I was able to complete the conversion manually through cmd line. The error -2 comes up when i output the standard error from the process I executed. This is the error i receive: FFmpeg version SVN-r23001, Copyright (c) 2000-2010 the FFmpeg developers built on May 1 2010 06:06:15 with gcc 4.4.2 configuration: --enable-memalign-hack --cross-prefix=i686-mingw32- --cc=ccache-i686-mingw32-gcc --arch=i686 --target-os=mingw32 --enable-runtime-cpudetect --enable-avisynth --enable-gpl --enable-version3 --enable-bzlib --enable-libgsm --enable-libfaad --enable-pthreads --enable-libvorbis --enable-libtheora --enable-libspeex --enable-libmp3lame --enable-libopenjpeg --enable-libxvid --enable-libschroedinger --enable-libx264 --enable-libopencore_amrwb --enable-libopencore_amrnb libavutil 50.15. 0 / 50.15. 0 libavcodec 52.66. 0 / 52.66. 0 libavformat 52.61. 0 / 52.61. 0 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0.10. 0 / 0.10. 0 532010_Robotica_720.wmv: Error number -2 occurred here is the code below: <%@ WebHandler Language="VB" Class="upload" %> Imports System Imports System.Web Imports System.IO Imports System.Diagnostics Imports System.Threading Public Class upload : Implements IHttpHandler Public currentTime As System.DateTime Public Sub ProcessRequest(ByVal context As HttpContext) Implements IHttpHandler.ProcessRequest currentTime = System.DateTime.Now If (Not context.Request.Files("Filedata") Is Nothing) Then Dim file As HttpPostedFile : file = context.Request.Files("Filedata") Dim targetDirectory As String : targetDirectory = HttpContext.Current.Server.MapPath(context.Request("folder")) Dim targetFilePath As String : targetFilePath = Path.Combine(targetDirectory, currentTime.Month & currentTime.Day & currentTime.Year & "_" & file.FileName) Dim fileNameArray As String() fileNameArray = Split(file.FileName, ".") If (System.IO.File.Exists(targetFilePath)) Then System.IO.File.Delete(targetFilePath) End If file.SaveAs(targetFilePath) Select Case fileNameArray(UBound(fileNameArray)) Case "avi", "mov", "wmv" Dim fileargs As String = fileargs = "-y -i " & currentTime.Month & currentTime.Day & currentTime.Year & "_" & file.FileName & " -ab 96k -vcodec libx264 -vpre normal -level 41 " fileargs += "-crf 25 -bufsize 20000k -maxrate 25000k -g 250 -r 20 -s 900x506 -coder 1 -flags +loop " fileargs += "-cmp +chroma -partitions +parti4x4+partp8x8+partb8x8 -subq 7 -me_range 16 -keyint_min 25 " fileargs += "-sc_threshold 40 -i_qfactor 0.71 -rc_eq 'blurCplx^(1-qComp)' -bf 16 -b_strategy 1 -bidir_refine 1 " fileargs += "-refs 6 -deblockalpha 0 -deblockbeta 0 -f mp4 " & currentTime.Month & currentTime.Day & currentTime.Year & "_" & file.FileName & ".mp4" Dim proc As New Diagnostics.Process() proc.StartInfo.FileName "ffmpeg.exe" proc.StartInfo.Arguments = fileargs proc.StartInfo.UseShellExecute = False proc.StartInfo.CreateNoWindow = True proc.StartInfo.RedirectStandardOutput = True proc.StartInfo.RedirectStandardError = True AddHandler proc.OutputDataReceived, AddressOf SaveTextToFile proc.Start() SaveTextToFile2(proc.StandardError.ReadToEnd()) proc.WaitForExit() proc.Close() End Select Catch ex As System.IO.IOException Thread.Sleep(2000) GoTo Conversion Finally context.Response.Write("1") End Try End If End Sub Public ReadOnly Property IsReusable() As Boolean Implements IHttpHandler.IsReusable Get Return False End Get End Property Private Shared Sub SaveTextToFile(ByVal sendingProcess As Object, ByVal strData As DataReceivedEventArgs) Dim FullPath As String = "text.txt" Dim Contents As String = "" Dim objReader As StreamWriter objReader = New StreamWriter(FullPath) If Not String.IsNullOrEmpty(strData.Data) Then objReader.Write(Environment.NewLine + strData.Data) End If objReader.Close() End Sub Private Sub SaveTextToFile2(ByVal strData As String) Dim FullPath As String = "texterror.txt" Dim Contents As String = "" Dim objReader As StreamWriter objReader = New StreamWriter(FullPath) objReader.Write(Environment.NewLine + strData) objReader.Close() End Sub End Class

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  • Simple animation using C#/Windows Forms

    - by clintp
    I need to knock out a quick animation in C#/Windows Forms for a Halloween display. Just some 2D shapes moving about on a solid background. Since this is just a quick one-off project I really don't want to install and learn an entire new set of tools for this. (DirectX dev kits, Silverlight, Flash, etc..) I also have to install this on multiple computers so anything beyond the basic .Net framework (2.0) would be a pain in the arse. For tools I've got VS2k8, 25 years of development experience, a wheelbarrow, holocaust cloak, and about 2 days to knock this out. I haven't done animation since using assembler on my Atari 130XE (hooray for page flipping and player/missile graphics!) Advice? Here's some of the things I'd like to know: I can draw on any empty widget (like a panel) by fiddling with it's OnPaint handler, right? That's how I'd draw a custom widget. Is there a better technique than this? Is there a page-flipping technique for this kind of thing in Windows Forms? I'm not looking for a high frame rate, just as little flicker/drawing as necessary. Thanks. Post Mortem Edit ... "a couple of coding days later" Well, the project is done. The links below came in handy although a couple of them were 404. (I wish SO would allow more than one reply to be marked "correct"). The biggest problem I had to overcome was flickering, and a persistent bug when I tried to draw on the form directly. Using the OnPaint event for the Form: bad idea. I never got that to work; lots of mysterious errors (stack overflows, or ArgumentNullExceptions). I wound up using a panel sized to fill the form and that worked fine. Using the OnPaint method is slow anyway. Somewhere online I read that building the PaintEventArgs was slow, and they weren't kidding. Lots of flickering went away when I abandoned this. Skip the OnPaint/Invalidate() and just paint it yourself. Setting all of the "double buffering" options on the form still left some flicker that had to be fixed. (And I found conflicting docs that said "set them on the control" and "set them on the form". Well controls don't have a .SetStyle() method.) I haven't tested without them, so they might be doing something (this is the form): this.SetStyle(ControlStyles.UserPaint, true); this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true); this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); So the workhorse of the code wound up looking like (pf is the panel control): void PaintPlayField() { Bitmap bufl = new Bitmap(pf.Width, pf.Height); using (Graphics g = Graphics.FromImage(bufl)) { g.FillRectangle(Brushes.Black, new Rectangle(0, 0, pf.Width, pf.Height)); DrawItems(g); DrawMoreItems(g); pf.CreateGraphics().DrawImageUnscaled(bufl, 0, 0); } } And I just called PaintPlayField from the inside of my Timer loop. No flicker at all.

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  • How to remove buttons in AnythingSlider and stop the sliding?

    - by user244394
    I'm currently using the anythingSlider it works quite well. But if there is one li, how do i make it stop sliding and remove the buttons displayed below? The *li*s are generated from the database so sometimes there's only one. I want the buttons to show only when there is more then one image. if there is one image all the buttons( back, forward, pause) should not be displayed. Does anybody know of a way of stopping it sliding if there's only one li and removing the buttons when there is only one image. ===================================================================================== Thank You. Currently I have the working version, posted below the old code is working. I tried to replace it with yours it didnt seem to work. Is there something else that needs to be added? function formatText(index, panel) { return index + ""; } $(function () { $('.anythingSlider').anythingSlider({ easing: "easeInOutExpo", // Anything other than "linear" or "swing" requires the easing plugin autoPlay: true, // This turns off the entire FUNCTIONALY, not just if it starts running or not. delay: 7500, // How long between slide transitions in AutoPlay mode startStopped: false, // If autoPlay is on, this can force it to start stopped animationTime: 1250, // How long the slide transition takes hashTags: true, // Should links change the hashtag in the URL? buildNavigation: true, // If true, builds and list of anchor links to link to each slide pauseOnHover: true, // If true, and autoPlay is enabled, the show will pause on hover startText: "", // Start text stopText: "", // Start text navigationFormatter: formatText // Details at the top of the file on this use (advanced use) }); $("#slide-jump").click(function(){ $('.anythingSlider').anythingSlider(6); }); }); UPDATED WITH YOUR CODE : function formatText(index, panel) { return index + ""; } $(function () { var singleSlide = true, options = { autoPlay: false, // This turns off the entire FUNCTIONALY, not just if it starts running or not. buildNavigation: false, // If true, builds and list of anchor links to link to each slide easing: "easeInOutExpo", // Anything other than "linear" or "swing" requires the easing plugin delay: 3000, // How long between slide transitions in AutoPlay mode animationTime: 600, // How long the slide transition takes hashTags: true, // Should links change the hashtag in the URL? pauseOnHover: true, // If true, and autoPlay is enabled, the show will pause on hover navigationFormatter: formatText // Details at the top of the file on this use (advanced use) }; // Add player options if more than one slide exists if ( $('.anythingSlider div ul li').length 1 ) { $.extend(options, { autoPlay: true, startStopped: false, // If autoPlay is on, this can force it to start stopped startText: "", // Start text stopText: "", // Start text buildNavigation: true }); singleSlide = false; } // Initiate anythingSlider $("#slide-jump").click(function(){ $('.anythingSlider').anythingSlider(6); }); // hide anythingSlider navigation arrows if (singleSlide) { $('.anythingSlider a.arrow').hide(); } }); HTML TAGS ========================================================================================= Update May 25 ,2010 When using $('.anythingSlider').anythingSlider(options); instead of $('.anythingSlider').anythingSlider(6); the slider runs but I noticed that I get a Javascript Error :Object required is there anything else I need to pass? Since before anythingSlider was taking 6 instead of options, where do I pass that 6, since its looking for it.

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  • Poor home office network performance and cannot figure out where the issue is

    - by Jeff Willener
    This is the most bizarre issue. I have worked with small to mid size networks for quite a long time and can say I'm comfortable connecting hardware. Where you will start to lose me is with managed switches and firewalls. To start, let me describe my network (sigh, shouldn't but I MUST solve this). 1) Comcast Cable Internet 2) Motorola SURFboard eXtreme Cable Modem. a) Model: SB6120 b) DOCSIS 3.0 and 2.0 support c) IPv4 and IPv6 support 3-A) Cisco Small Business RV220W Wireless N Firewall a) Latest firmware b) Model: RV220W-A-K9-NA c) WAN Port to Modem (2) d) vlan 1: work e) vlan 2: everything else. 3-B) D-Link DIR-615 Draft 802.11 N Wireless Router a) Latest firmware b) WAN Port to Modem (2) 4) Servers connected directly to firewall a) If firewall 3-A, then vlan 1 b) CAT5e patch cables c) Dell PowerEdge 1400SC w/ 10/100 integrated NIC (Domain Controller, DNS, former DHCP) d) Dell PowerEdge 400SC w/ 10/100/1000 integrated NIC (VMWare Server) 4) Linksys EZXS88W unmanaged Workgroup 10/100 Switch a) If firewall 3-A, then vlan 2 b) 25' CAT5e patch cable to firewall (3-A or 3-B) c) Connects xBox 360, Blu-Ray player, PC at TV 5) Office equipment connected directly to firewall a) If firewall 3-A, then vlan 1 b) ~80' CAT6 or CAT5e patch cable to firewall (3-A or 3-B) c) Connects 1) Dell Latitude laptop 10/100/1000 2) Dell Inspiron laptop 10/100 3) Dell Workstation 10/100/1000 (Pristine host, VMWare Workstation 7.x with many bridged VM's) 4) Brother Laser Printer 10/100 5) Epson All-In-One Workforce 310 10/100 5-A) NetGear FS116 unmanaged 10/100 switch a) I've had this switch for a long time and never had issues. 5-B) NetGear GS108 unmanaged 10/100/1000 switch a) Bought new for this issue and returned. 5-C) Linksys SE2500 unmanaged 10/100/1000 switch a) Bought new for this issue and returned. 5-D) TP-Link TL-SG10008D unmanaged 10/100/1000 a) Bought new for this issue and still have. 6) VLan 1 Wireless Connections (on same subnet if 3-B) a) Any of those at 5c b) HP Laptop 7) VLan 2 Wireless Connection (on same subnet if 3-B) a) IPad, IPod b) Compaq Laptop c) Epson Wireless Printer Shew, without hosting a diagram I hope that paints a good picture. The Issue The breakdown here is at item 5. No matter what I do I cannot have a switch at 5 and have to run everything wireless regardless of router. Issues related to using a switch (point 5 above) SpeedTest is good. Poor throughput to other devices if can communicate at all. Usually cannot ping other devices even on the same switch although, when able, ping times are good. Eventual lose of connectivity and can "sometimes" be restored by unplugging everything for several days, not minutes or hours but we're talking a week if at all. Directly connect to computer gives good internet connection however throughput to other devices connected to firewall is at best horrible. Yet printing doesn't seem to be an issue as long as they are connected via wireless. I have to force the RV220W to 1000Mb on the respective port if using a Gig Switch Issues related to using wireless in place of a switch (point 5 above) Poor throughput to other devices if can communicate. SpeedTest is good. Bottom line Internet speeds are awesome. By the way, Comcast went WAY above and beyond to make sure it was not them. They rewired EVERYTHING which did solve internet drops. Computer to computer connections are garbage Cannot get switch at 5 to work, yet other at 4 has never had an issue. Direct connection, bypass switch, is good for DHCP and internet. DNS must be on server, not firewall. Cisco insists its my switches but as you can see I have used four and two different cables with the same result. My gut feeling is something is happening with routing. But I'm not smart enough to know that answer. I run a lot of VM's at 5-c-3, could that cause it? What's different compared to my previous house is I have introduced Gigabit hardware (firewall/switches/computers). Some of my computers might have IPv6 turned on if I haven't turned it off already. I'm truly at a loss and hope anyone has some crazy idea how to solve this. Bottom line, I need a switch in my office behind the firewall. I've changed everything. The real crux is I will find a working solution and, again, after days it will stop working. So this means I cannot isolate if its a computer since I have to use them. Oh and a solution is not throwing more money at this. I'm well into $1k already. Yah, lame.

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  • Need help in setting lighttpd on Ubuntu 9.10

    - by hap497
    Hi, I am trying to run lighttpd on Ubuntu 9.10. I get the conf file from the doc directory of lighttpd source. $ sudo ./lighttpd -f lighttpd.conf $ ps -ef | grep lighttpd root 2094 1 0 19:40 ? 00:00:00 ./lighttpd -f lighttpd.conf This is my lighttpd.conf: $ more lighttpd.conf # lighttpd configuration file # # use it as a base for lighttpd 1.0.0 and above # # $Id: lighttpd.conf,v 1.7 2004/11/03 22:26:05 weigon Exp $ ############ Options you really have to take care of #################### ## modules to load # at least mod_access and mod_accesslog should be loaded # all other module should only be loaded if really neccesary # - saves some time # - saves memory server.modules = ( # "mod_rewrite", # "mod_redirect", # "mod_alias", "mod_access", # "mod_trigger_b4_dl", # "mod_auth", # "mod_status", # "mod_setenv", # "mod_fastcgi", # "mod_proxy", # "mod_simple_vhost", # "mod_evhost", # "mod_userdir", # "mod_cgi", # "mod_compress", # "mod_ssi", # "mod_usertrack", # "mod_expire", # "mod_secdownload", # "mod_rrdtool", "mod_accesslog" ) ## A static document-root. For virtual hosting take a look at the ## mod_simple_vhost module. server.document-root = "/srv/www/htdocs/" ## where to send error-messages to server.errorlog = "/var/log/lighttpd/error.log" # files to check for if .../ is requested index-file.names = ( "index.php", "index.html", "index.htm", "default.htm" ) ## set the event-handler (read the performance section in the manual) # server.event-handler = "freebsd-kqueue" # needed on OS X # mimetype mapping mimetype.assign = ( ".pdf" => "application/pdf", ".sig" => "application/pgp-signature", ".spl" => "application/futuresplash", ".class" => "application/octet-stream", ".ps" => "application/postscript", ".torrent" => "application/x-bittorrent", ".dvi" => "application/x-dvi", ".gz" => "application/x-gzip", ".pac" => "application/x-ns-proxy-autoconfig", ".swf" => "application/x-shockwave-flash", ".tar.gz" => "application/x-tgz", ".tgz" => "application/x-tgz", ".tar" => "application/x-tar", ".zip" => "application/zip", ".mp3" => "audio/mpeg", ".m3u" => "audio/x-mpegurl", ".wma" => "audio/x-ms-wma", ".wax" => "audio/x-ms-wax", ".ogg" => "application/ogg", ".wav" => "audio/x-wav", ".gif" => "image/gif", ".jar" => "application/x-java-archive", ".jpg" => "image/jpeg", ".jpeg" => "image/jpeg", ".png" => "image/png", ".xbm" => "image/x-xbitmap", ".xpm" => "image/x-xpixmap", ".xwd" => "image/x-xwindowdump", ".css" => "text/css", ".html" => "text/html", ".htm" => "text/html", ".js" => "text/javascript", ".asc" => "text/plain", ".c" => "text/plain", ".cpp" => "text/plain", ".log" => "text/plain", ".conf" => "text/plain", ".text" => "text/plain", ".txt" => "text/plain", ".dtd" => "text/xml", ".xml" => "text/xml", ".mpeg" => "video/mpeg", ".mpg" => "video/mpeg", ".mov" => "video/quicktime", ".qt" => "video/quicktime", ".avi" => "video/x-msvideo", ".asf" => "video/x-ms-asf", ".asx" => "video/x-ms-asf", ".wmv" => "video/x-ms-wmv", ".bz2" => "application/x-bzip", ".tbz" => "application/x-bzip-compressed-tar", ".tar.bz2" => "application/x-bzip-compressed-tar", # default mime type "" => "application/octet-stream", ) # Use the "Content-Type" extended attribute to obtain mime type if possible #mimetype.use-xattr = "enable" ## send a different Server: header ## be nice and keep it at lighttpd # server.tag = "lighttpd" #### accesslog module accesslog.filename = "/var/log/lighttpd/access.log" ## deny access the file-extensions # # ~ is for backupfiles from vi, emacs, joe, ... # .inc is often used for code includes which should in general not be part # of the document-root url.access-deny = ( "~", ".inc" ) $HTTP["url"] =~ "\.pdf$" { server.range-requests = "disable" } ## # which extensions should not be handle via static-file transfer # # .php, .pl, .fcgi are most often handled by mod_fastcgi or mod_cgi static-file.exclude-extensions = ( ".php", ".pl", ".fcgi" ) ######### Options that are good to be but not neccesary to be changed ####### ## bind to port (default: 80) #server.port = 81 ## bind to localhost (default: all interfaces) #server.bind = "127.0.0.1" ## error-handler for status 404 #server.error-handler-404 = "/error-handler.html" #server.error-handler-404 = "/error-handler.php" ## to help the rc.scripts #server.pid-file = "/var/run/lighttpd.pid" ###### virtual hosts ## ## If you want name-based virtual hosting add the next three settings and load ## mod_simple_vhost ## ## document-root = ## virtual-server-root + virtual-server-default-host + virtual-server-docroot ## or ## virtual-server-root + http-host + virtual-server-docroot ## #simple-vhost.server-root = "/srv/www/vhosts/" #simple-vhost.default-host = "www.example.org" #simple-vhost.document-root = "/htdocs/" ## ## Format: <errorfile-prefix><status-code>.html ## -> ..../status-404.html for 'File not found' #server.errorfile-prefix = "/usr/share/lighttpd/errors/status-" #server.errorfile-prefix = "/srv/www/errors/status-" ## virtual directory listings #dir-listing.activate = "enable" ## select encoding for directory listings #dir-listing.encoding = "utf-8" ## enable debugging #debug.log-request-header = "enable" #debug.log-response-header = "enable" #debug.log-request-handling = "enable" #debug.log-file-not-found = "enable" ### only root can use these options # # chroot() to directory (default: no chroot() ) #server.chroot = "/" ## change uid to <uid> (default: don't care) #server.username = "wwwrun" ## change uid to <uid> (default: don't care) #server.groupname = "wwwrun" #### compress module #compress.cache-dir = "/var/cache/lighttpd/compress/" #compress.filetype = ("text/plain", "text/html") #### proxy module ## read proxy.txt for more info #proxy.server = ( ".php" => # ( "localhost" => # ( # "host" => "192.168.0.101", # "port" => 80 # ) # ) # ) #### fastcgi module ## read fastcgi.txt for more info ## for PHP don't forget to set cgi.fix_pathinfo = 1 in the php.ini #fastcgi.server = ( ".php" => # ( "localhost" => # ( # "socket" => "/var/run/lighttpd/php-fastcgi.s ocket", # "bin-path" => "/usr/local/bin/php-cgi" # ) # ) # ) #### CGI module #cgi.assign = ( ".pl" => "/usr/bin/perl", # ".cgi" => "/usr/bin/perl" ) # #### SSL engine #ssl.engine = "enable" #ssl.pemfile = "/etc/ssl/private/lighttpd.pem" #### status module #status.status-url = "/server-status" #status.config-url = "/server-config" #### auth module ## read authentication.txt for more info #auth.backend = "plain" #auth.backend.plain.userfile = "lighttpd.user" #auth.backend.plain.groupfile = "lighttpd.group" #auth.backend.ldap.hostname = "localhost" #auth.backend.ldap.base-dn = "dc=my-domain,dc=com" #auth.backend.ldap.filter = "(uid=$)" #auth.require = ( "/server-status" => # ( # "method" => "digest", # "realm" => "download archiv", # "require" => "user=jan" # ), # "/server-config" => # ( # "method" => "digest", # "realm" => "download archiv", # "require" => "valid-user" # ) # ) #### url handling modules (rewrite, redirect, access) #url.rewrite = ( "^/$" => "/server-status" ) #url.redirect = ( "^/wishlist/(.+)" => "http://www.123.org/$1" ) #### both rewrite/redirect support back reference to regex conditional using %n #$HTTP["host"] =~ "^www\.(.*)" { # url.redirect = ( "^/(.*)" => "http://%1/$1" ) #} # # define a pattern for the host url finding # %% => % sign # %0 => domain name + tld # %1 => tld # %2 => domain name without tld # %3 => subdomain 1 name # %4 => subdomain 2 name # #evhost.path-pattern = "/srv/www/vhosts/%3/htdocs/" #### expire module #expire.url = ( "/buggy/" => "access 2 hours", "/asdhas/" => "ac cess plus 1 seconds 2 minutes") #### ssi #ssi.extension = ( ".shtml" ) #### rrdtool #rrdtool.binary = "/usr/bin/rrdtool" #rrdtool.db-name = "/var/lib/lighttpd/lighttpd.rrd" #### setenv #setenv.add-request-header = ( "TRAV_ENV" => "mysql://user@host/db" ) #setenv.add-response-header = ( "X-Secret-Message" => "42" ) ## for mod_trigger_b4_dl # trigger-before-download.gdbm-filename = "/var/lib/lighttpd/trigger.db" # trigger-before-download.memcache-hosts = ( "127.0.0.1:11211" ) # trigger-before-download.trigger-url = "^/trigger/" # trigger-before-download.download-url = "^/download/" # trigger-before-download.deny-url = "http://127.0.0.1/index.html" # trigger-before-download.trigger-timeout = 10 #### variable usage: ## variable name without "." is auto prefixed by "var." and becomes "var.bar" #bar = 1 #var.mystring = "foo" ## integer add #bar += 1 ## string concat, with integer cast as string, result: "www.foo1.com" #server.name = "www." + mystring + var.bar + ".com" ## array merge #index-file.names = (foo + ".php") + index-file.names #index-file.names += (foo + ".php") #### include #include /etc/lighttpd/lighttpd-inc.conf ## same as above if you run: "lighttpd -f /etc/lighttpd/lighttpd.conf" #include "lighttpd-inc.conf" #### include_shell #include_shell "echo var.a=1" ## the above is same as: #var.a=1 When I go to browser and hit 'http://127.0.0.1', I get link not found. Any idea?

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  • Android webview doesn't playing mp4 video in same page

    - by user1668105
    I'm trying to show one local html file contains code for playing video and try to show that html file in android webview. I've used following code to for playing video: WebViewLoadVideoActivity.java //DECLARE webview variable outside of onCreate function so we can access it in other functions (menu) @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); WebView webView = (WebView) findViewById(R.id.webView1); WebSettings webSettings = webView.getSettings(); // Fetches the // WebSettings // import WebViewClient webViewClient = new WebViewClient(); webView.setWebViewClient(webViewClient); // Enabling mp4 webSettings.setPluginsEnabled(true); // Allows plugins to run which are // normally disabled in webView webView.getSettings().setBuiltInZoomControls(true); // Allows the // Android built in // zoom control webView.getSettings().setSaveFormData(true); webView.getSettings().setLoadsImagesAutomatically(true); webView.getSettings().setPluginsEnabled(true); webView.getSettings().setLoadsImagesAutomatically(true); webView.getSettings().setSupportMultipleWindows(true); webView.getSettings().setPluginsEnabled(true); webView.getSettings().setLightTouchEnabled(true); webView.getSettings().setAllowFileAccess(true); // To allow file // downloads/streams // such as mp4, mpeg, // and 3gp files webView.getSettings().setJavaScriptEnabled(true); // Enables HTML // Javascript to run // in webview webView.getSettings().setJavaScriptCanOpenWindowsAutomatically(true); webView.getSettings().setSupportZoom(true); // Support the zoom feature webView.getSettings().setSavePassword(true); // Allow users to save passwords in forms webView.setWebViewClient(new WebViewClient() { // Opens web links clicked by user in the webview @Override public void onReceivedError(WebView view, int errorCode, String description, String failingUrl) { // Handle the error } @Override public boolean shouldOverrideUrlLoading(WebView view, String url) { view.loadUrl(url); return true; } }); webView.loadUrl("file:///android_asset/test.html"); // test.html file from assets folder //... Rest of activity code... test.html <!DOCTYPE html> <html> <body> <video width="320" height="240" controls="controls"> <source src="http://www.w3schools.com/html/movie.mp4" type="video/mp4" /> Your browser does not support the video tag. </video> </body> </html> Problem Area : Android webview or Android Default Browser shows the video content in another video view when we click play button, My requirement is that video should be opened in same html page inline, so user can navigate to other page of webpage during video is playing or buffering. Research Area : I tried many other ways like, video tag of HTML5 embed tag of HTML object tag of HTML Other way of video player integration i checked so far but not worked in my requirement, Flare Video jplayer Please suggest me any way that can be suitable for my requirement, And my requirement is very simple as, I want to play video in html file as inline in webview widget of android. Thanks in Advance.

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  • FMOD.net streaming, callback and exinfo parameters

    - by Tesserex
    I posted a question on gamedev about how to play nsf files (NES console music) in FMOD. It didn't get any results, but since then I made some progress. I decided that the easiest method was just to compile an existing player into a dll and then call it from C# to populate my buffer. The problem now is getting it to sound right, and making sure all my paremeters are correct. Here are the facts so far: The nsf dll is dealing with shorts, so the data is PCM16. The sample nsf I'm using has a playback rate of 60 Hz. Just for playing around now, I'm using a frequency of 48000. Based on 2 and 3, the dll calculates a necessary buffer size of 48000 / 60hz = 800. This means it will render 800 shorts worth of buffer for every simulated NES frame. I've so far got my C# code to play the nsf, at the correct pitch and tempo, but it's very grainy / fuzzy, which I'm attributing to the fact that the FMOD read callback is giving a data length of 1600, whereas I should be expecting 800. I've tried playing around with all the numbers and it either crashes, or the music changes pitch, tempo, or both. Here's some of my C# code: uint channels = 1, frequency = 48000; FMOD.MODE mode = (FMOD.MODE.DEFAULT | FMOD.MODE.OPENUSER | FMOD.MODE.LOOP_NORMAL); FMOD.Sound sound = new FMOD.Sound(); FMOD.CREATESOUNDEXINFO ex = new FMOD.CREATESOUNDEXINFO(); ex.cbsize = Marshal.SizeOf(ex); ex.fileoffset = 0; ex.format = FMOD.SOUND_FORMAT.PCM16; // does this even matter? It doesn't change my results as long as it's long enough for one update ex.length = frequency; ex.numchannels = (int)channels; ex.defaultfrequency = (int)frequency; ex.pcmreadcallback = pcmreadcallback; ex.dlsname = null; // eventually I will calculate this with frequency / nsf hz, but I'm just testing for now ex.decodebuffersize = 800; // from the dll load_nsf_file("file.nsf", 8, (int)frequency); // 8 is the track number to play var result = system.createSound( (string)null, (mode | FMOD.MODE.CREATESTREAM), ref ex, ref sound); channel = new FMOD.Channel(); result = system.playSound(FMOD.CHANNELINDEX.FREE, sound, false, ref channel); private FMOD.RESULT PCMREADCALLBACK(IntPtr soundraw, IntPtr data, uint datalen) { // from the dll process_buffer(data, (int)800); // if I use datalen, it usually crashes (I can't get datalen to = 800 safely) return FMOD.RESULT.OK; } So here are some of my questions: What is the relationship between exinfo.decodebuffersize, frequency, and the datalen parameter of the read callback? With this code sample, it's coming in as 3200. I don't know where that factor of 4 between it and the decodebuffersize comes from. Is datalen in the callback referring to number of bytes, or shorts? The process_buffer function takes a short array and its length. I would expect fmod is talking about shorts as well because I told it PCM16. Maybe my playback quality is bad for some totally different reason. If so I have no idea where to begin solving that. Any ideas there?

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  • Need a little help with sound in a JApplet

    - by jacob schuschel
    I am working on a solitaire game in Java, and i need to implement sound when the desk is shuffled, card flipped, etc. I used the following sites as reference to try and get it to work, but i am getting Null Pointer Exceptions or mishandled URL exception (depending on what i tweak). here Also, i am using netbeans 6.7.1 as my IDE. I will try to break down the code and explain: package cardgame; import java.applet.*; import java.util.logging.Level; import java.util.logging.Logger; import javax.swing.JApplet; import javax.swing.*; import java.io.*; import java.net.*; /** * * @author jacob */ public class Sound extends JApplet { private AudioClip song; // Sound player private String URL = null; private URL songPath; // Sound path /* *sound_1 = shuffling cards *sound_2 = to discard *sound_3 = from discard *sound_4 = cardflip 1 *sound_5 = cardflip 2 */ Sound(String filename) { try { songPath = new URL(getCodeBase(),filename); // Get the Sound URL } catch (MalformedURLException ex) { Logger.getLogger(Sound.class.getName()).log(Level.SEVERE, null, ex); } song = getAudioClip(songPath); // Load the Sound } Sound(int i) { URL = "./sounds/sound_" + i + ".wav"; System.out.println(URL); try { songPath = new URL(URL); // Get the Sound URL song = getAudioClip(songPath); } catch (MalformedURLException ex) { Logger.getLogger(Sound.class.getName()).log(Level.SEVERE, null, ex); } } public void playSound() { song.loop(); // Play } public void stopSound() { song.stop(); // Stop } public void playSoundOnce() { song.play(); // Play only once } } The 2 different construcors are for different ways i tried to implement this. The first one creates the filepath, and passes it in. The second one builds the filepath in the constructor, given a sound # (i made a list of what numbers correspond to what sound for reference). I am getting the followig errors out: ./sounds/sound_1.wav Nov 16, 2009 4:14:13 PM cardgame.Sound ./sounds/sound_2.wav SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_1.wav ./sounds/sound_3.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) ./sounds/sound_4.wav ./sounds/sound_5.wav at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_2.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_3.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_4.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Nov 16, 2009 4:14:13 PM cardgame.Sound SEVERE: null java.net.MalformedURLException: no protocol: ./sounds/sound_5.wav at java.net.URL.(URL.java:583) at java.net.URL.(URL.java:480) at java.net.URL.(URL.java:429) at cardgame.Sound.(Sound.java:46) at cardgame.Game.loadSounds(Game.java:712) at cardgame.Game.(Game.java:62) at cardgame.Main.main(Main.java:25) Thanks for those who read and more thanks to those who help. I know it is somewhat long, but i would rather get it all out there, than have 50 questions that come back or have people not answer due to lack of initial info. also only lets me post a single link right now, so the links are given below dreamincode.net/forums/showtopic14083.htm stackoverflow.com/questions/512436/java-playing-wav-sounds deitel.com/articles/java_tutorials/20060422/LoadingPlayingAudioClips/index.html

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  • Code Golf: Word Search Solver

    - by Maxim Z.
    Note: This is my first Code Golf challenge/question, so I might not be using the correct format below. I'm not really sure how to tag this particular question, and should this be community wiki? Thanks! This Code Golf challenge is about solving word searches! A word search, as defined by Wikipedia, is: A word search, word find, word seek, word sleuth or mystery word puzzle is a word game that is letters of a word in a grid, that usually has a rectangular or square shape. The objective of this puzzle is to find and mark all the words hidden inside the box. The words may be horizontally, vertically or diagonally. Often a list of the hidden words is provided, but more challenging puzzles may let the player figure them out. Many word search puzzles have a theme to which all the hidden words are related. The word searches for this challenge will all be rectangular grids with a list of words to find provided. The words can be written vertically, horizontally, or diagonally. Input/Output The user inputs their word search and then inputs a word to be found in their grid. These two inputs are passed to the function that you will be writing. It is up to you how you want to declare and handle these objects. Using a strategy described below or one of your own, the function finds the specific word in the search and outputs its starting coordinates (simply row number and column number) and ending coordinates. If you find two occurrences of the word, you must output both's set of coordinates. Example Input: A I Y R J J Y T A S V Q T Z E X B X G R Z P W V T B K U F O E A F L V F J J I A G B A J K R E S U R E P U S C Y R S Y K F B B Q Y T K O I K H E W G N G L W Z F R F H L O R W A R E J A O S F U E H Q V L O A Z B J F B G I F Q X E E A L W A C F W K Z E U U R Z R T N P L D F L M P H D F W H F E C G W Z B J S V O A O Y D L M S T C R B E S J U V T C S O O X P F F R J T L C V W R N W L Q U F I B L T O O S Q V K R O W G N D B C D E J Y E L W X J D F X M Word to find: codegolf Output: row 12, column 8 --> row 5, column 1 Strategies Here are a few strategies you might consider using. It is completely up to you to decide what strategy you want to use; it doesn't have to be in this list. Looking for the first letter of the word; on each occurrence, looking at the eight surrounding letters to see whether the next letter of the word is there. Same as above, except looking for a part of a word that has two of the same letter side-by-side. Counting how often each letter of the alphabet is present in the whole grid, then selecting one of the least-occurring letters from the word you have to find and searching for the letter. On each occurrence of the letter, you look at its eight surrounding letters to see whether the next and previous letters of the word is there.

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  • using Unity Android In a sub view and add style and actionbar

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } How can I add the action bar and the style of the first activity to unity's animation activity ?

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  • Strategy and AI for the game 'Proximity'

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal strategy then b) how to build an AI Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the high branching factor (starts out at 120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • How to configure fastcgi to work with ligttpd in ubuntu

    - by michael
    I am able to run lighttpd on ubuntu 9.10. But when i tried to setup fastcgi with lighttpd by putting this in the ligttpd.conf file: #### fastcgi module fastcgi.server = ( "/fastcgi_scripts/" => (( "host" => "127.0.0.1", "port" => "9098", "check-local" => "disable", "bin-path" => "/usr/local/bin/cgi-fcgi", "docroot" => "/" # remote server may use # it's own docroot )) ) This is what I get in the error.log in ligttpd: 2010-03-07 21:00:11: (log.c.166) server started 2010-03-07 21:00:11: (mod_fastcgi.c.1104) the fastcgi-backend /usr/local/bin/cgi-fcgi failed to start: 2010-03-07 21:00:11: (mod_fastcgi.c.1108) child exited with status 1 /usr/local/bin/cgi-fcgi 2010-03-07 21:00:11: (mod_fastcgi.c.1111) If you're trying to run your app as a FastCGI backend, make sure you're using the FastCGI-enabled version. If this is PHP on Gentoo, add 'fastcgi' to the USE flags. 2010-03-07 21:00:11: (mod_fastcgi.c.1399) [ERROR]: spawning fcgi failed. 2010-03-07 21:00:11: (server.c.931) Configuration of plugins failed. Going down. I do have cgi-fcgi in /usr/local/bin: $ which cgi-fcgi /usr/local/bin/cgi-fcgi '/usr/local/bin/cgi-fcgi' is the executable after I download and compile fast-cgi. Here is my lighttpd conf file: $ more lighttpd.conf # lighttpd configuration file # # use it as a base for lighttpd 1.0.0 and above # # $Id: lighttpd.conf,v 1.7 2004/11/03 22:26:05 weigon Exp $ ############ Options you really have to take care of #################### ## modules to load # at least mod_access and mod_accesslog should be loaded # all other module should only be loaded if really neccesary # - saves some time # - saves memory server.modules = ( # "mod_rewrite", # "mod_redirect", # "mod_alias", "mod_access", # "mod_trigger_b4_dl", # "mod_auth", # "mod_status", # "mod_setenv", "mod_fastcgi", # "mod_proxy", # "mod_simple_vhost", # "mod_evhost", # "mod_userdir", # "mod_cgi", # "mod_compress", # "mod_ssi", # "mod_usertrack", # "mod_expire", # "mod_secdownload", # "mod_rrdtool", "mod_accesslog" ) ## A static document-root. For virtual hosting take a look at the ## mod_simple_vhost module. server.document-root = "/srv/www/htdocs/" ## where to send error-messages to server.errorlog = "/var/log/lighttpd/error.log" # files to check for if .../ is requested index-file.names = ( "index.php", "index.html", "index.htm", "default.htm" ) ## set the event-handler (read the performance section in the manual) # server.event-handler = "freebsd-kqueue" # needed on OS X # mimetype mapping mimetype.assign = ( ".pdf" => "application/pdf", ".sig" => "application/pgp-signature", ".spl" => "application/futuresplash", ".class" => "application/octet-stream", ".ps" => "application/postscript", ".torrent" => "application/x-bittorrent", ".dvi" => "application/x-dvi", ".gz" => "application/x-gzip", ".pac" => "application/x-ns-proxy-autoconfig", ".swf" => "application/x-shockwave-flash", ".tar.gz" => "application/x-tgz", ".tgz" => "application/x-tgz", ".tar" => "application/x-tar", ".zip" => "application/zip", ".mp3" => "audio/mpeg", ".m3u" => "audio/x-mpegurl", ".wma" => "audio/x-ms-wma", ".wax" => "audio/x-ms-wax", ".ogg" => "application/ogg", ".wav" => "audio/x-wav", ".gif" => "image/gif", ".jar" => "application/x-java-archive", ".jpg" => "image/jpeg", ".jpeg" => "image/jpeg", ".png" => "image/png", ".xbm" => "image/x-xbitmap", ".xpm" => "image/x-xpixmap", ".xwd" => "image/x-xwindowdump", ".css" => "text/css", ".html" => "text/html", ".htm" => "text/html", ".js" => "text/javascript", ".asc" => "text/plain", ".c" => "text/plain", ".cpp" => "text/plain", ".log" => "text/plain", ".conf" => "text/plain", ".text" => "text/plain", ".txt" => "text/plain", ".dtd" => "text/xml", ".xml" => "text/xml", ".mpeg" => "video/mpeg", ".mpg" => "video/mpeg", ".mov" => "video/quicktime", ".qt" => "video/quicktime", ".avi" => "video/x-msvideo", ".asf" => "video/x-ms-asf", ".asx" => "video/x-ms-asf", ".wmv" => "video/x-ms-wmv", ".bz2" => "application/x-bzip", ".tbz" => "application/x-bzip-compressed-tar", ".tar.bz2" => "application/x-bzip-compressed-tar", # default mime type "" => "application/octet-stream", ) # Use the "Content-Type" extended attribute to obtain mime type if possible #mimetype.use-xattr = "enable" ## send a different Server: header ## be nice and keep it at lighttpd # server.tag = "lighttpd" #### accesslog module accesslog.filename = "/var/log/lighttpd/access.log" ## deny access the file-extensions # # ~ is for backupfiles from vi, emacs, joe, ... # .inc is often used for code includes which should in general not be part # of the document-root url.access-deny = ( "~", ".inc" ) $HTTP["url"] =~ "\.pdf$" { server.range-requests = "disable" } ## # which extensions should not be handle via static-file transfer # # .php, .pl, .fcgi are most often handled by mod_fastcgi or mod_cgi static-file.exclude-extensions = ( ".php", ".pl", ".fcgi" ) ######### Options that are good to be but not neccesary to be changed ####### ## bind to port (default: 80) server.port = 9090 ## bind to localhost (default: all interfaces) server.bind = "127.0.0.1" ## error-handler for status 404 #server.error-handler-404 = "/error-handler.html" #server.error-handler-404 = "/error-handler.php" ## to help the rc.scripts #server.pid-file = "/var/run/lighttpd.pid" ###### virtual hosts ## ## If you want name-based virtual hosting add the next three settings and load ## mod_simple_vhost ## ## document-root = ## virtual-server-root + virtual-server-default-host + virtual-server-docroot ## or ## virtual-server-root + http-host + virtual-server-docroot ## #simple-vhost.server-root = "/srv/www/vhosts/" #simple-vhost.default-host = "www.example.org" #simple-vhost.document-root = "/htdocs/" ## ## Format: <errorfile-prefix><status-code>.html ## -> ..../status-404.html for 'File not found' #server.errorfile-prefix = "/usr/share/lighttpd/errors/status-" #server.errorfile-prefix = "/srv/www/errors/status-" ## virtual directory listings #dir-listing.activate = "enable" ## select encoding for directory listings #dir-listing.encoding = "utf-8" ## enable debugging #debug.log-request-header = "enable" #debug.log-response-header = "enable" #debug.log-request-handling = "enable" #debug.log-file-not-found = "enable" ### only root can use these options # # chroot() to directory (default: no chroot() ) #server.chroot = "/" ## change uid to <uid> (default: don't care) #server.username = "wwwrun" ## change uid to <uid> (default: don't care) #server.groupname = "wwwrun" #### compress module #compress.cache-dir = "/var/cache/lighttpd/compress/" #compress.filetype = ("text/plain", "text/html") #### proxy module ## read proxy.txt for more info #proxy.server = ( ".php" => # ( "localhost" => # ( # "host" => "192.168.0.101", # "port" => 80 # ) # ) # ) #### fastcgi module fastcgi.server = ( "/fastcgi_scripts/" => (( "host" => "127.0.0.1", "port" => 1026, "check-local" => "disable", "bin-path" => "/usr/local/bin/cgi-fcgi", #"docroot" => "/" # remote server may use # it's own docroot )) ) ## read fastcgi.txt for more info ## for PHP don't forget to set cgi.fix_pathinfo = 1 in the php.ini #fastcgi.server = ( ".php" => # ( "localhost" => # ( # "socket" => "/var/run/lighttpd/php-fastcgi.s ocket", # "bin-path" => "/usr/local/bin/php-cgi" # ) # ) # ) #### CGI module #cgi.assign = ( ".pl" => "/usr/bin/perl", # ".cgi" => "/usr/bin/perl" ) # #### SSL engine #ssl.engine = "enable" #ssl.pemfile = "/etc/ssl/private/lighttpd.pem" #### status module #status.status-url = "/server-status" #status.config-url = "/server-config" #### auth module ## read authentication.txt for more info #auth.backend = "plain" #auth.backend.plain.userfile = "lighttpd.user" #auth.backend.plain.groupfile = "lighttpd.group" #auth.backend.ldap.hostname = "localhost" #auth.backend.ldap.base-dn = "dc=my-domain,dc=com" #auth.backend.ldap.filter = "(uid=$)" #auth.require = ( "/server-status" => # ( # "method" => "digest", # "realm" => "download archiv", # "require" => "user=jan" # ), # "/server-config" => # ( # "method" => "digest", # "realm" => "download archiv", # "require" => "valid-user" # ) # ) #### url handling modules (rewrite, redirect, access) #url.rewrite = ( "^/$" => "/server-status" ) #url.redirect = ( "^/wishlist/(.+)" => "http://www.123.org/$1" ) #### both rewrite/redirect support back reference to regex conditional using %n #$HTTP["host"] =~ "^www\.(.*)" { # url.redirect = ( "^/(.*)" => "http://%1/$1" ) #} # # define a pattern for the host url finding # %% => % sign # %0 => domain name + tld # %1 => tld # %2 => domain name without tld # %3 => subdomain 1 name # %4 => subdomain 2 name # #evhost.path-pattern = "/srv/www/vhosts/%3/htdocs/" #### expire module #expire.url = ( "/buggy/" => "access 2 hours", "/asdhas/" => "ac cess plus 1 seconds 2 minutes") #### ssi #ssi.extension = ( ".shtml" ) #### rrdtool #rrdtool.binary = "/usr/bin/rrdtool" #rrdtool.db-name = "/var/lib/lighttpd/lighttpd.rrd" #### setenv #setenv.add-request-header = ( "TRAV_ENV" => "mysql://user@host/db" ) #setenv.add-response-header = ( "X-Secret-Message" => "42" ) ## for mod_trigger_b4_dl # trigger-before-download.gdbm-filename = "/var/lib/lighttpd/trigger.db" # trigger-before-download.memcache-hosts = ( "127.0.0.1:11211" ) # trigger-before-download.trigger-url = "^/trigger/" # trigger-before-download.download-url = "^/download/" # trigger-before-download.deny-url = "http://127.0.0.1/index.html" # trigger-before-download.trigger-timeout = 10 #### variable usage: ## variable name without "." is auto prefixed by "var." and becomes "var.bar" #bar = 1 #var.mystring = "foo" ## integer add #bar += 1 ## string concat, with integer cast as string, result: "www.foo1.com" #server.name = "www." + mystring + var.bar + ".com" ## array merge #index-file.names = (foo + ".php") + index-file.names #index-file.names += (foo + ".php") #### include #include /etc/lighttpd/lighttpd-inc.conf ## same as above if you run: "lighttpd -f /etc/lighttpd/lighttpd.conf" #include "lighttpd-inc.conf" #### include_shell #include_shell "echo var.a=1" ## the above is same as: #var.a=1 Thank you for your help.

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  • Flex Builder debug problem

    - by Chetan Sachdev
    I am running on Windows XP and recently updated Flash Player from v9 to v10.1. And Now, in the Debug Console under Flex Builder, I am getting a lot of debug statements(I think that is assembly). Below is an example, of what I get: " active: eax(737-757) ecx(738-758) ebx(3-797) esi(728-756) @739 st 143112124(0) <- @3 09002830 mov 143112124(0), ebx active: eax(737-757) ecx(738-758) ebx(3-797) esi(728-756) @740 ldop 0(@3) 09002836 mov edx, 0(ebx) active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) @741 ldop 20(@740) 09002838 mov edi, 20(edx) active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(741-742) * @742 lea 4(@741) spans call 0900283B lea edi, 4(edi) active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @743 st 143111460(0) <- @742 0900283E mov 143111460(0), edi active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @744 alloc 12 alloca 12 at 120 for @744 activation.size 132 stacksize 132 entries 17 -8(ebp) (6-792) alloc -20(ebp) (7-792) alloc -68(ebp) (8-792) alloc -72(ebp) (0-793) arg -76(ebp) (16-797) def -80(ebp) (440-797) def -80(ebp) -84(ebp) -88(ebp) (1-793) arg -92(ebp) -96(ebp) -100(ebp) (2-793) arg -104(ebp) -112(ebp) -116(ebp) -120(ebp) -132(ebp) (744-760) alloc active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @745 imm 2 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @746 st 0(@744) <- @745 09002844 mov -132(ebp), 2 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @747 imm 139523392 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @748 st 4(@744) <- @747 0900284E mov -128(ebp), 139523392 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @749 imm 136426472 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @750 st 8(@744) <- @749 09002855 mov -124(ebp), 136426472 active: eax(737-757) ecx(738-758) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @751 ldop 16(@738) STEAL any @738 alloca 4 at 80 for @738 activation.size 132 stacksize 132 entries 17 -8(ebp) (6-792) alloc -20(ebp) (7-792) alloc -68(ebp) (8-792) alloc -72(ebp) (0-793) arg -76(ebp) (16-797) def -80(ebp) (440-797) def -80(ebp) -84(ebp) (738-758) use -88(ebp) (1-793) arg -92(ebp) -96(ebp) -100(ebp) (2-793) arg -104(ebp) -112(ebp) -116(ebp) -120(ebp) -132(ebp) (744-760) alloc 0900285C mov -84(ebp), ecx 0900285F mov ecx, 16(ecx) active: eax(737-757) ecx(751-759) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @752 imm 1 active: eax(737-757) ecx(751-759) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * @753 or @738 @752 STEAL any @751 alloca 4 at 88 for @751 activation.size 132 stacksize 132 entries 17 -8(ebp) (6-792) alloc -20(ebp) (7-792) alloc -68(ebp) (8-792) alloc -72(ebp) (0-793) arg -76(ebp) (16-797) def -80(ebp) (440-797) def -80(ebp) -84(ebp) (738-758) use -88(ebp) (1-793) arg -92(ebp) (751-759) ldop -96(ebp) -100(ebp) (2-793) arg -104(ebp) -112(ebp) -116(ebp) -120(ebp) -132(ebp) (744-760) alloc 09002862 mov -92(ebp), ecx 09002865 mov ecx, -84(ebp) 09002868 or ecx, 1 active: eax(737-757) ecx(753-759) edx(740-754) ebx(3-797) esi(728-756) edi(742-769) * " I am not sure, why it started, but any help will be appreciated.

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • ServerRoot in my lighttpd.conf

    - by michael
    Hi, I have use the following example lighttpd.conf to launch my lighttpd. Can you please tell me where is my 'ServerRoot'? # lighttpd configuration file # # use it as a base for lighttpd 1.0.0 and above # # $Id: lighttpd.conf,v 1.7 2004/11/03 22:26:05 weigon Exp $ ############ Options you really have to take care of #################### ## modules to load # at least mod_access and mod_accesslog should be loaded # all other module should only be loaded if really neccesary # - saves some time # - saves memory server.modules = ( # "mod_rewrite", # "mod_redirect", # "mod_alias", "mod_access", # "mod_trigger_b4_dl", # "mod_auth", # "mod_status", # "mod_setenv", "mod_fastcgi", # "mod_proxy", # "mod_simple_vhost", # "mod_evhost", # "mod_userdir", # "mod_cgi", # "mod_compress", # "mod_ssi", # "mod_usertrack", # "mod_expire", # "mod_secdownload", # "mod_rrdtool", "mod_accesslog" ) ## A static document-root. For virtual hosting take a look at the ## mod_simple_vhost module. server.document-root = "/srv/www/htdocs/" ## where to send error-messages to server.errorlog = "/var/log/lighttpd/error.log" # files to check for if .../ is requested index-file.names = ( "index.php", "index.html", "index.htm", "default.htm" ) ## set the event-handler (read the performance section in the manual) # server.event-handler = "freebsd-kqueue" # needed on OS X # mimetype mapping mimetype.assign = ( ".pdf" => "application/pdf", ".sig" => "application/pgp-signature", ".spl" => "application/futuresplash", ".class" => "application/octet-stream", ".ps" => "application/postscript", ".torrent" => "application/x-bittorrent", ".dvi" => "application/x-dvi", ".gz" => "application/x-gzip", ".pac" => "application/x-ns-proxy-autoconfig", ".swf" => "application/x-shockwave-flash", ".tar.gz" => "application/x-tgz", ".tgz" => "application/x-tgz", ".tar" => "application/x-tar", ".zip" => "application/zip", ".mp3" => "audio/mpeg", ".m3u" => "audio/x-mpegurl", ".wma" => "audio/x-ms-wma", ".wax" => "audio/x-ms-wax", ".ogg" => "application/ogg", ".wav" => "audio/x-wav", ".gif" => "image/gif", ".jar" => "application/x-java-archive", ".jpg" => "image/jpeg", ".jpeg" => "image/jpeg", ".png" => "image/png", ".xbm" => "image/x-xbitmap", ".xpm" => "image/x-xpixmap", ".xwd" => "image/x-xwindowdump", ".css" => "text/css", ".html" => "text/html", ".htm" => "text/html", ".js" => "text/javascript", ".asc" => "text/plain", ".c" => "text/plain", ".cpp" => "text/plain", ".log" => "text/plain", ".conf" => "text/plain", ".text" => "text/plain", ".txt" => "text/plain", ".dtd" => "text/xml", ".xml" => "text/xml", ".mpeg" => "video/mpeg", ".mpg" => "video/mpeg", ".mov" => "video/quicktime", ".qt" => "video/quicktime", ".avi" => "video/x-msvideo", ".asf" => "video/x-ms-asf", ".asx" => "video/x-ms-asf", ".wmv" => "video/x-ms-wmv", ".bz2" => "application/x-bzip", ".tbz" => "application/x-bzip-compressed-tar", ".tar.bz2" => "application/x-bzip-compressed-tar", # default mime type "" => "application/octet-stream", ) # Use the "Content-Type" extended attribute to obtain mime type if possible #mimetype.use-xattr = "enable" ## send a different Server: header ## be nice and keep it at lighttpd # server.tag = "lighttpd" #### accesslog module accesslog.filename = "/var/log/lighttpd/access.log" ## deny access the file-extensions # # ~ is for backupfiles from vi, emacs, joe, ... # .inc is often used for code includes which should in general not be part # of the document-root url.access-deny = ( "~", ".inc" ) $HTTP["url"] =~ "\.pdf$" { server.range-requests = "disable" } ## # which extensions should not be handle via static-file transfer # # .php, .pl, .fcgi are most often handled by mod_fastcgi or mod_cgi static-file.exclude-extensions = ( ".php", ".pl", ".fcgi" ) ######### Options that are good to be but not neccesary to be changed ####### ## bind to port (default: 80) server.port = 9090 ## bind to localhost (default: all interfaces) server.bind = "127.0.0.1" ## error-handler for status 404 #server.error-handler-404 = "/error-handler.html" #server.error-handler-404 = "/error-handler.php" ## to help the rc.scripts #server.pid-file = "/var/run/lighttpd.pid" ###### virtual hosts ## ## If you want name-based virtual hosting add the next three settings and load ## mod_simple_vhost ## ## document-root = ## virtual-server-root + virtual-server-default-host + virtual-server-docroot ## or ## virtual-server-root + http-host + virtual-server-docroot ## #simple-vhost.server-root = "/srv/www/vhosts/" #simple-vhost.default-host = "www.example.org" #simple-vhost.document-root = "/htdocs/" ## ## Format: <errorfile-prefix><status-code>.html ## -> ..../status-404.html for 'File not found' #server.errorfile-prefix = "/usr/share/lighttpd/errors/status-" #server.errorfile-prefix = "/srv/www/errors/status-" ## virtual directory listings #dir-listing.activate = "enable" ## select encoding for directory listings #dir-listing.encoding = "utf-8" ## enable debugging #debug.log-request-header = "enable" #debug.log-response-header = "enable" #debug.log-request-handling = "enable" #debug.log-file-not-found = "enable" ### only root can use these options # # chroot() to directory (default: no chroot() ) #server.chroot = "/" ## change uid to <uid> (default: don't care) #server.username = "wwwrun" ## change uid to <uid> (default: don't care) #server.groupname = "wwwrun" #### compress module #compress.cache-dir = "/var/cache/lighttpd/compress/" #compress.filetype = ("text/plain", "text/html") #### proxy module ## read proxy.txt for more info #proxy.server = ( ".php" => # ( "localhost" => # ( # "host" => "192.168.0.101", # "port" => 80 # ) # ) # ) #### fastcgi module fastcgi.server = ( "/fastcgi_scripts/" => (( "host" => "127.0.0.1", "port" => 1026, "check-local" => "disable", "bin-path" => "/usr/local/bin/cgi-fcgi", #"docroot" => "/" # remote server may use # it's own docroot )) ) ## read fastcgi.txt for more info ## for PHP don't forget to set cgi.fix_pathinfo = 1 in the php.ini #fastcgi.server = ( ".php" => # ( "localhost" => # ( # "socket" => "/var/run/lighttpd/php-fastcgi.socket", # "bin-path" => "/usr/local/bin/php-cgi" # ) # ) # ) #### CGI module #cgi.assign = ( ".pl" => "/usr/bin/perl", # ".cgi" => "/usr/bin/perl" ) # #### SSL engine #ssl.engine = "enable" #ssl.pemfile = "/etc/ssl/private/lighttpd.pem" #### status module #status.status-url = "/server-status" #status.config-url = "/server-config" #### auth module ## read authentication.txt for more info #auth.backend = "plain" #auth.backend.plain.userfile = "lighttpd.user" #auth.backend.plain.groupfile = "lighttpd.group" #auth.backend.ldap.hostname = "localhost" #auth.backend.ldap.base-dn = "dc=my-domain,dc=com" #auth.backend.ldap.filter = "(uid=$)" #auth.require = ( "/server-status" => # ( # "method" => "digest", # "realm" => "download archiv", # "require" => "user=jan" # ), # "/server-config" => # ( # "method" => "digest", # "realm" => "download archiv", # "require" => "valid-user" # ) # ) #### url handling modules (rewrite, redirect, access) #url.rewrite = ( "^/$" => "/server-status" ) #url.redirect = ( "^/wishlist/(.+)" => "http://www.123.org/$1" ) #### both rewrite/redirect support back reference to regex conditional using %n #$HTTP["host"] =~ "^www\.(.*)" { # url.redirect = ( "^/(.*)" => "http://%1/$1" ) #} # # define a pattern for the host url finding # %% => % sign # %0 => domain name + tld # %1 => tld # %2 => domain name without tld # %3 => subdomain 1 name # %4 => subdomain 2 name # #evhost.path-pattern = "/srv/www/vhosts/%3/htdocs/" #### expire module #expire.url = ( "/buggy/" => "access 2 hours", "/asdhas/" => "access plus 1 seconds 2 minutes") #### ssi #ssi.extension = ( ".shtml" ) #### rrdtool #rrdtool.binary = "/usr/bin/rrdtool" #rrdtool.db-name = "/var/lib/lighttpd/lighttpd.rrd" #### setenv #setenv.add-request-header = ( "TRAV_ENV" => "mysql://user@host/db" ) #setenv.add-response-header = ( "X-Secret-Message" => "42" ) ## for mod_trigger_b4_dl # trigger-before-download.gdbm-filename = "/var/lib/lighttpd/trigger.db" # trigger-before-download.memcache-hosts = ( "127.0.0.1:11211" ) # trigger-before-download.trigger-url = "^/trigger/" # trigger-before-download.download-url = "^/download/" # trigger-before-download.deny-url = "http://127.0.0.1/index.html" # trigger-before-download.trigger-timeout = 10 #### variable usage: ## variable name without "." is auto prefixed by "var." and becomes "var.bar" #bar = 1 #var.mystring = "foo" ## integer add #bar += 1 ## string concat, with integer cast as string, result: "www.foo1.com" #server.name = "www." + mystring + var.bar + ".com" ## array merge #index-file.names = (foo + ".php") + index-file.names #index-file.names += (foo + ".php") #### include #include /etc/lighttpd/lighttpd-inc.conf ## same as above if you run: "lighttpd -f /etc/lighttpd/lighttpd.conf" #include "lighttpd-inc.conf" #### include_shell #include_shell "echo var.a=1" ## the above is same as: #var.a=1 Thank you.

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  • C#: Inheritence, Overriding, and Hiding

    - by Rosarch
    I'm having difficulty with an architectural decision for my C# XNA game. The basic entity in the world, such as a tree, zombie, or the player, is represented as a GameObject. Each GameObject is composed of at least a GameObjectController, GameObjectModel, and GameObjectView. These three are enough for simple entities, like inanimate trees or rocks. However, as I try to keep the functionality as factored out as possible, the inheritance begins to feel unwieldy. Syntactically, I'm not even sure how best to accomplish my goals. Here is the GameObjectController: public class GameObjectController { protected GameObjectModel model; protected GameObjectView view; public GameObjectController(GameObjectManager gameObjectManager) { this.gameObjectManager = gameObjectManager; model = new GameObjectModel(this); view = new GameObjectView(this); } public GameObjectManager GameObjectManager { get { return gameObjectManager; } } public virtual GameObjectView View { get { return view; } } public virtual GameObjectModel Model { get { return model; } } public virtual void Update(long tick) { } } I want to specify that each subclass of GameObjectController will have accessible at least a GameObjectView and GameObjectModel. If subclasses are fine using those classes, but perhaps are overriding for a more sophisticated Update() method, I don't want them to have to duplicate the code to produce those dependencies. So, the GameObjectController constructor sets those objects up. However, some objects do want to override the model and view. This is where the trouble comes in. Some objects need to fight, so they are CombatantGameObjects: public class CombatantGameObject : GameObjectController { protected new readonly CombatantGameModel model; public new virtual CombatantGameModel Model { get { return model; } } protected readonly CombatEngine combatEngine; public CombatantGameObject(GameObjectManager gameObjectManager, CombatEngine combatEngine) : base(gameObjectManager) { model = new CombatantGameModel(this); this.combatEngine = combatEngine; } public override void Update(long tick) { if (model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); } base.Update(tick); } } Still pretty simple. Is my use of new to hide instance variables correct? Note that I'm assigning CombatantObjectController.model here, even though GameObjectController.Model was already set. And, combatants don't need any special view functionality, so they leave GameObjectController.View alone. Then I get down to the PlayerController, at which a bug is found. public class PlayerController : CombatantGameObject { private readonly IInputReader inputReader; private new readonly PlayerModel model; public new PlayerModel Model { get { return model; } } private float lastInventoryIndexAt; private float lastThrowAt; public PlayerController(GameObjectManager gameObjectManager, IInputReader inputReader, CombatEngine combatEngine) : base(gameObjectManager, combatEngine) { this.inputReader = inputReader; model = new PlayerModel(this); Model.Health = Constants.PLAYER_HEALTH; } public override void Update(long tick) { if (Model.Health <= 0) { gameObjectManager.RemoveFromWorld(this); for (int i = 0; i < 10; i++) { Debug.WriteLine("YOU DEAD SON!!!"); } return; } UpdateFromInput(tick); // .... } } The first time that this line is executed, I get a null reference exception: model.Body.ApplyImpulse(movementImpulse, model.Position); model.Position looks at model.Body, which is null. This is a function that initializes GameObjects before they are deployed into the world: public void Initialize(GameObjectController controller, IDictionary<string, string> data, WorldState worldState) { controller.View.read(data); controller.View.createSpriteAnimations(data, _assets); controller.Model.read(data); SetUpPhysics(controller, worldState, controller.Model.BoundingCircleRadius, Single.Parse(data["x"]), Single.Parse(data["y"]), bool.Parse(data["isBullet"])); } Every object is passed as a GameObjectController. Does that mean that if the object is really a PlayerController, controller.Model will refer to the base's GameObjectModel and not the PlayerController's overriden PlayerObjectModel?

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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