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  • Code Golf: Rotating Maze

    - by trinithis
    Code Golf: Rotating Maze Make a program that takes in a file consisting of a maze. The maze has walls given by '#'. The maze must include a single ball, given by a 'o' and any number of holes given by a '@'. The maze file can either be entered via command line or read in as a line through standard input. Please specify which in your solution. Your program then does the following: 1: If the ball is not directly above a wall, drop it down to the nearest wall. 2: If the ball passes through a hole during step 1, remove the ball. 3: Display the maze. 4: If there is no ball in the maze, exit. 5: Read a line from the standard input. Given a 1, rotate the maze counterclockwise. Given a 2, rotate the maze clockwise. Rotations are done by 90 degrees. It is up to you to decide if extraneous whitespace is allowed. If the user enters other inputs, repeat this step. 6: Goto step 1. You may assume all input mazes are closed. Note, a hole effectively acts as a wall in this regard. You may assume all input mazes have no extraneous whitespace. The shortest source code by character count wins. Example mazes: ###### #o @# ###### ########### #o # # ####### # ###@ # ######### ########################### # # # # @ # # # # ## # # ####o#### # # # # # # ######### # @ ######################

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  • FBML wallpost by clicking on image or button

    - by psaha
    Hello, I'm creating one facebook application with FBML. What I want is: I have several images like, <fb:tag name="img"> <fb:tag-attribute name="src">http://My_Img_Url_1.jpg</fb:tag-attribute> </fb:tag> <fb:tag name="img"> <fb:tag-attribute name="src">http://My_Img_Url_2.jpg</fb:tag-attribute> </fb:tag> While I click on the image it should open one popup "post to wall" or "Post to your Friend's wall" with the corresponding image My_Img_Url_n.jpg. I can use FBML share button like: METHOD-1 <fb:share-button class="meta"> <meta name="title" content="Image_TITLE"/> <meta name="description" content="Image_Descrip"/> <link rel="image_src" href="http://My_Img_Url_1.jpg"/> <link rel="target_url" href="Some_Target_URL"/> </fb:share-button> OR, METHOD-2: I can call fb:ui <script> FB.init({ appId:'111111111111111', cookie:true, status:true, xfbml:true }); FB.ui({ method: 'feed', name: '', link: '', picture: 'http://My_Img_Url_1.jpg' }); </script> Now the questions are: If I click on any image it will call either METHOD-1 or METHOD-2 and it will popup with that image. How can I do that? If I use <fb:multi-friend-input /> for posting to friend's wall, How can I do?

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  • Agile Testing Days 2012 – My First Conference!

    - by Chris George
    I’d like to give you a bit of background first… so please bear with me! In 1996, whilst studying for my final year of my degree, I applied for a job as a C++ Developer at a small software house in Hertfordshire  After bodging up the technical part of the interview I didn’t get the job, but was offered a position as a QA Engineer instead. The role sounded intriguing and the pay was pretty good so in the absence of anything else I took it. Here began my career in the world of software testing! Back then, testing/QA was often an afterthought, something that was bolted on to the development process and very much a second class citizen. Test automation was rare, and tools were basic or non-existent! The internet was just starting to take off, and whilst there might have been testing communities and resources, we were certainly not exposed to any of them. After 8 years I moved to another small company, and again didn’t find myself exposed to any of the changes that were happening in the industry. It wasn’t until I joined Red Gate in 2008 that my view of testing and software development as a whole started to expand. But it took a further 4 years for my view of testing to be totally blown open, and so the story really begins… In May 2012 I was fortunate to land the role of Head of Test Engineering. Soon after, I received an email with details for the “Agile Testi However, in my new role, I decided that it was time to bite the bullet and at least go to one conference. Perhaps I could get some new ideas to supplement and support some of the ideas I already had.ng Days” conference in Potsdam, Germany. I looked over the suggested programme and some of the talks peeked my interest. For numerous reasons I’d shied away from attending conferences in the past, one of the main ones being that I didn’t see much benefit in attending loads of talks when I could just read about stuff like that on the internet. So, on the 18th November 2012, myself and three other Red Gaters boarded a plane at Heathrow bound for Potsdam, Germany to attend Agile Testing Days 2012. Tutorial Day – “Software Testing Reloaded” We chose to do the tutorials on the 19th, I chose the one titled “Software Testing Reloaded – So you wanna actually DO something? We’ve got just the workshop for you. Now with even less powerpoint!”. With such a concise and serious title I just had to see what it was about! I nervously entered the room to be greeted by tables, chairs etc all over the place, not set out and frankly in one hell of a mess! There were a few people in there playing a game with dice. Okaaaay… this is going to be a long day! Actually the dice game was an exercise in deduction and simplification… I found it very interesting and is certainly something I’ll be using at work as a training exercise! (I won’t explain the game here cause I don’t want to let the cat out of the bag…) The tutorial consisted of several games, exploring different aspects of testing. They were all practical yet required a fair amount of thin king. Matt Heusser and Pete Walen were running the tutorial, and presented it in a very relaxed and light-hearted manner. It was really my first experience of working in small teams with testers from very different backgrounds, and it was really enjoyable. Matt & Pete were very approachable and offered advice where required whilst still making you work for the answers! One of the tasks was to devise several strategies for testing some electronic dice. The premise was that a Vegas casino wanted to use the dice to appeal to the twenty-somethings interested in tech, but needed assurance that they were as reliable and random as traditional dice. This was a very interesting and challenging exercise that forced us to challenge various assumptions, determine/clarify requirements but most of all it was frustrating because the dice made a very very irritating beeping noise. Multiple that by at least 12 dice and I was dreaming about them all that night!! Some of the main takeaways that were brilliantly demonstrated through the games were not to make assumptions, challenge requirements, and have fun testing! The tutorial lasted the whole day, but to be honest the day went very quickly! My introduction into the conference experience started very well indeed, and I would talk to both Matt and Pete several times during the 4 days. Days 1,2 & 3 will be coming soon…  

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  • Java Applet Deployment, ClassNotFoundException (primary class)

    - by Matt
    This is driving me up the wall. I have checked and rechecked spelling and paths. I have tried just about every combination of paths, including relative, absolute, and full http paths. I continue to get the following error when trying to load a Java applet: java.lang.ClassNotFoundException: AppletClient.class at sun.plugin2.applet.Applet2ClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at sun.plugin2.applet.Plugin2ClassLoader.loadCode(Unknown Source) at sun.plugin2.applet.Plugin2Manager.createApplet(Unknown Source) at sun.plugin2.applet.Plugin2Manager$AppletExecutionRunnable.run(Unknown Source) at java.lang.Thread.run(Unknown Source) Exception: java.lang.ClassNotFoundException: AppletClient.class The HTML used to load the applet: <applet width="100" height="100" archive="applet/myapplet.jar, applet/applet_dependency.jar" code="AppletClient.class"> <param value="blahblah" name="username"> <param value="false" name="codebase_lookup"> </applet> The applet is in a relative directory, "applet", from the path of the current page. I have unzipped the jar file and can see AppletClient.class. Also, in the source of the project, it is spelled that way (casing and all). I have tried with/without the parameters. I have changed the names of the archive jars in the applet include tag just to see if I get a different error for bad file names (same error). I have manually done GETs on the jars to make sure the server is responding to the requests (it is). I have tried with and without the codebase tag, with all different varieties of paths (start getting bad "magic number" errors on those). I know that this error sometimes pops up when a dependency fails to load, so it can be misleading, but all dependencies are present, accounted for, and are fetchable via manual GETs. Between each and every attempt I always clear my cache in FireFox. These problems are reproduced in IE8 and Chrome as well. Per my Java Console from the browser, I am running Java Plug-in 1.6.0_20. This is from the same machine that I develop the applet on, which runs fine via Eclipse. Finally, I kicked on Fiddler2, and I don't see a single request for the jar files anywhere The host site is running from my Visual Studio debugger, so it's running on localhost. But I see the requests for all the other resources on Fiddler. Just... no Jars. ANYWHERE. I clear the log, cleared my browser cache, and did a ctrl-R refresh. And still, not a single Jar request on the Fiddler log. I even did a delayed write (with JS) of the applet tag after the page loaded, once all the Fiddler activity slowed down. The element gets written to the document (and I can see the 100x100 Java error window), but not a single request shows up on Fiddler. Any suggestions, before I go crawl into the corner and cry myself to sleep? EDIT: From the Java console, if I hit "l" (el) to "dump classloader list", I see something that looks like this: Live entry: key=http://localhost:55446/BaseWebSite/,http://localhost:55446/BaseWebSite/applet/myappliet.jar, http://localhost:55446/BaseWebSite/applet/applet_dependency.jar, refCount=1, threadGroup=sun.plugin2.applet.Applet2ThreadGroup[name=http://localhost:55446/BaseWebSite/-threadGroup,maxpri=4]

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  • Can a usb cable carry 12v?

    - by zm15
    Here's what i'm wanting to do. I have a Acer Iconia A500 tablet. I want to plug it in, in the car, but it has a barrel plug and I don't want to buy an inverter. The car adapters are expensive for what they do. I already have a 2.1 amp usb car charger meant for the iPad: http://www.amazon.com/Kensington-K33497US-PowerBolt-Charger-Compatible/dp/tech-data/B003PU01M4/ref=de_a_smtd And i want to use this usb cable from the 2.1 amp port to plug into the A500: http://www.amazon.com/gp/product/B00304DZ7I/ref=ox_sc_act_title_2?ie=UTF8&m=A1HPBDJJIXKXS7 Here are the specs on the original wall charger if that helps: http://www.phihong.com/assets/pdf/PSA18R.pdf The usb cable says it's 5v, but the original charger says it outputs 12v. But since it's just a cable... wasn't sure if that really made a whole lot of difference since it's only 1.5 amps from the wall charger. Is it possible to use that usb cable through the powerbolt car charger, to charge the A500?

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  • UPS: Do i require a special extension cord for power in?

    - by rism
    I have a couple of Tripplite UPS systems. The power in cables are bright orange and about 2 meters in length. I want to put the system on the other side of the room but for some reason the UPS keep "going off" over there. So I guess the wall power sockets on that side of the room are a little dodgy. So i figured Id just go online and get some replacement UPS power IN (from wall to UPS) cables of an appropriate length. But i cant find any anywhere. (auction sites, tripplite store, cable websites). So now I'm wondering if that's just because you can use a standard extension cord of an appropriate wattage? I thought the UPS power IN cables were "special". Is that not so?

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  • Multiple gcc on Mac OS X

    - by snihalani
    I did a port install for gcc version 4.7.1 (MacPorts gcc47 4.7.1_2) I named the executable as g+ and placed it in one my $PATH. I use gcc 4.7.1 when I need c++11 standard. I haven't changed the original g++ so as not messup XCode. I am using eclipse-cdt and running the make all from the window. It's giving me: 20:12:40 **** Build of configuration Default for project 2804-hw2 **** make all g+ -c -Wall -std=c++11 main.cpp -o main.o make: g+: No such file or directory make: *** [main.o] Error 1 20:12:40 Build Finished (took 89ms) Here is my makefile CC=g+ CFLAGS=-c -Wall -std=c++11 LDFLAGS= SOURCES=main.cpp Vector3D.cpp OBJECTS=$(SOURCES:.cpp=.o) EXECUTABLE=exec all: $(SOURCES) $(EXECUTABLE) $(EXECUTABLE): $(OBJECTS) $(CC) $(LDFLAGS) $(OBJECTS) -o $@ .cpp.o: $(CC) $(CFLAGS) $< -o $@ clean: rm $(EXECUTABLE) $(OBJECTS) How do I make eclipse detect my g+?

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  • Looking for a fiber optic "switch" or "router" for home use

    - by Shrout1
    The gist of my question: What is a "fiber optic" switch called? I.E. a layer 2 ethernet switch that uses fiber TX and RX connections and sends layer 2 network traffic between the fiber strands that are connected. Can someone purchase a dedicated fiber switch that does not have copper ethernet ports? What is the current average price of a device like this? Not necessarily looking for product endorsements, just information Might not make sense to go this route if it is too cost prohibitive What type of fiber connector is used for terminating a fiber strand into a jack on the wall? Can fiber be "patched" using two jacks and a "patch" cable? Is signal loss a concern with the longest runs at 100-200ft, a patch cable and media converters? The full story: My parents had unterminated fiber optic cable and terminated Cat5e run throughout their home when it was built in 2004. 10 years later the Cat5e isn't providing the throughput that my father needs to accomplish multiple streams of HD and fast system backups throughout the house. He can't reach gigabit speeds across the distance of the Cat5e runs. We are both interested in terminating the fiber connections and using them as high speed "backbones" to copper switches in each room of the house. It would be easy to attain gigabit speeds (or better, eventually) using the fiber. I have searched and searched for a "fiber optic switch" or "fiber optic router" and cannot find the correct term to describe this piece of hardware. We can use fiber media converters at the end points of each connection, however it would be nice to have a "patch panel" set up in the network closet in the basement that has fiber connections on it and switches the ethernet streams between the connections/systems in the house. Each fiber media converter costs between $50-$100 a piece... After 10 or so terminated connections it might make sense to find a piece of hardware that does not require media converters. That would depend upon the cost of this hardware Somewhat unrelated, if we are able to route between these fiber strands successfully, what is the physical connector type used in a jack on the wall? Just like RJ45 has a wall outlet (depicted below): What is the fiber optic equivalent of this? In the interim could we "patch" a couple fiber strands together in the network closet? Would signal loss be of concern with a run length of 100-200 feet, a patch cable and two media converters? If that would work then it could be used until the funds are available for more.

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  • Creating a Network link between 2 buildings

    - by Adam
    Hey My company needs to create a network link between two buildings. Currently we have a cat5e network in one building and would like to connect some computers(about 15) in our second building to the main network in the first building. The distance between the two buildings is 30 metres. The 30 metres means going through a wall from the first building. Going through the car park and then through a wall into the other building. We can run any cables through speed ramps and so we do not need to dig up the road! Also the second building does not have an Internet connection and so we have to create some sort of cable link so that they can share our Internet connection. Ideas? Should we just run cat5e? Should we run fibre? Should we run coaxial?

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  • Laptop charger dying after plugging in?

    - by Corey
    My laptop charger's transformer has a green light on it that indicates that it's plugged in and working. When I plug it into the wall, the light goes on as expected. As soon as I plug it into the laptop, the light immediately turns off and my laptop doesn't get any charge. After that, the charger's light doesn't turn green again, even though it is still plugged into an outlet. I need to unplug it from the wall and wait a few minutes. It's strange - unplugging and immediately re-plugging it does not bring back the charge; I have to wait. Is this a charger issue or a laptop issue? Edit: Hooked the charger into a voltmeter and power went through fine. I guess this means that it's a short in my laptop itself. What are my options now?

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  • Cat5 wiring in my home [closed]

    - by Mike
    I have problem with cat5 cabling First I ran a length of cable 30 metres to my bedroom 1 and and connected both ends to a wall sockets internally using my punch down tool, both ends look fine. I also ran a cable from bedroom 1 to bedroom 2 so my son can use same internet connection , i then parallel connected my cables in bedroom 1 against using punch down tool using same colours all the way through. I ran a Ethernet cable from modem to first wall socket close to it then at bedroom end used another Ethernet cable to connect pc, it wouldn't connect to pc so I disconnected bedroom 2 cable from bedroom 1 socket. I connected bedroom 1 to pc and it worked, but how do I connect bedroom 2 (obviously cat 5 cable bedroom 1 to 2 is in place) As soon as I connect one wire from bedroom2 I loose Internet connection!

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  • Make laptop boot to external monitor

    - by Ozzy
    Hi all. Heres my setup: Dell 1737 2x Dell U2311H The laptop lid is always closed and is wall mounted behind the monitors. Every time i boot the laptop, i have to open the lid a little until it goes to the win 7 logon screen. Once there, i close the lid and both monitors get detected and the laptop screen switches off. As the laptop is wall mounted how ever, its really tedious to keep opening and closing the lid. Is there any way i can make it default to the external monitors permanently? Any suggestions are welcome, even hardware mods. Im willing to rip apart the laptop to install a switch or something if needs be lol

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  • Remoting into two diffrent servers on the same network

    - by user160605
    I`m trying to figure out a way to remote into both my servers on the same network. I have a 2008 r2 and a server 2003. Right now i can remote into my server 2003 but I dont know what IP to use for the 2k8 server. They seem to have the same public im. Both servers are behind a fire wall (sonic wall tz170) I rememeber having to to something on the firewall to get into the 2k3 server but forgot what I did... Can anyone give some advice thanks

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  • Rendering a random generated maze in WinForms.NET

    - by Claus Jørgensen
    Hi I'm trying to create a maze-generator, and for this I have implemented the Randomized Prim's Algorithm in C#. However, the result of the generation is invalid. I can't figure out if it's my rendering, or the implementation that's invalid. So for starters, I'd like to have someone take a look at the implementation: maze is a matrix of cells. var cell = maze[0, 0]; cell.Connected = true; var walls = new HashSet<MazeWall>(cell.Walls); while (walls.Count > 0) { var randomWall = walls.GetRandom(); var randomCell = randomWall.A.Connected ? randomWall.B : randomWall.A; if (!randomCell.Connected) { randomWall.IsPassage = true; randomCell.Connected = true; foreach (var wall in randomCell.Walls) walls.Add(wall); } walls.Remove(randomWall); } Here's a example on the rendered result: Edit Ok, lets have a look at the rendering part then: private void MazePanel_Paint(object sender, PaintEventArgs e) { int size = 20; int cellSize = 10; MazeCell[,] maze = RandomizedPrimsGenerator.Generate(size); mazePanel.Size = new Size( size * cellSize + 1, size * cellSize + 1 ); e.Graphics.DrawRectangle(Pens.Blue, 0, 0, size * cellSize, size * cellSize ); for (int y = 0; y < size; y++) for (int x = 0; x < size; x++) { foreach(var wall in maze[x, y].Walls.Where(w => !w.IsPassage)) { if (wall.Direction == MazeWallOrientation.Horisontal) { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize + cellSize, y * cellSize ); } else { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize, y * cellSize + cellSize ); } } } } And I guess, to understand this we need to see the MazeCell and MazeWall class: namespace MazeGenerator.Maze { class MazeCell { public int Column { get; set; } public int Row { get; set; } public bool Connected { get; set; } private List<MazeWall> walls = new List<MazeWall>(); public List<MazeWall> Walls { get { return walls; } set { walls = value; } } public MazeCell() { this.Connected = false; } public void AddWall(MazeCell b) { walls.Add(new MazeWall(this, b)); } } enum MazeWallOrientation { Horisontal, Vertical, Undefined } class MazeWall : IEquatable<MazeWall> { public IEnumerable<MazeCell> Cells { get { yield return CellA; yield return CellB; } } public MazeCell CellA { get; set; } public MazeCell CellB { get; set; } public bool IsPassage { get; set; } public MazeWallOrientation Direction { get { if (CellA.Column == CellB.Column) { return MazeWallOrientation.Horisontal; } else if (CellA.Row == CellB.Row) { return MazeWallOrientation.Vertical; } else { return MazeWallOrientation.Undefined; } } } public MazeWall(MazeCell a, MazeCell b) { this.CellA = a; this.CellB = b; a.Walls.Add(this); b.Walls.Add(this); IsPassage = false; } #region IEquatable<MazeWall> Members public bool Equals(MazeWall other) { return (this.CellA == other.CellA) && (this.CellB == other.CellB); } #endregion } }

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  • Compiling ruby1.9.1 hangs and fills swap!

    - by nfm
    I'm compiling Ruby 1.9.1-p376 under Ubuntu 8.04 server LTS (64-bit), by doing the following: $ ./configure $ make $ sudo make install ./configure works without complaints. make hangs indefinitely until all my RAM and swap is gone. It get stuck after the following output: compiling ripper make[1]: Entering directory `/tmp/ruby1.9.1/ruby-1.9.1-p376/ext/ripper' gcc -I. -I../../.ext/include/x86_64-linux -I../.././include -I../.././ext/ripper -I../.. -I../../. -DRUBY_EXTCONF_H=\"extconf.h\" -fPIC -O2 -g -Wall -Wno-parentheses -o ripper.o -c ripper.c If I run the gcc command by hand, with the -v argument to get verbose output, it hangs after the following: Using built-in specs. Target: x86_64-linux-gnu Configured with: ../src/configure -v --enable-languages=c,c++,fortran,objc,obj-c++,treelang --prefix=/usr --enable-shared --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --enable-nls --with-gxx-include-dir=/usr/include/c++/4.2 --program-suffix=-4.2 --enable-clocale=gnu --enable-libstdcxx-debug --enable-objc-gc --enable-mpfr --enable-checking=release --build=x86_64-linux-gnu --host=x86_64-linux-gnu --target=x86_64-linux-gnu Thread model: posix gcc version 4.2.4 (Ubuntu 4.2.4-1ubuntu4) /usr/lib/gcc/x86_64-linux-gnu/4.2.4/cc1 -quiet -v -I. -I../../.ext/include/x86_64-linux -I../.././include -I../.././ext/ripper -I../.. -I../../. -DRUBY_EXTCONF_H="extconf.h" ripper.c -quiet -dumpbase ripper.c -mtune=generic -auxbase-strip ripper.o -g -O2 -Wall -Wno-parentheses -version -fPIC -fstack-protector -fstack-protector -o /tmp/ccRzHvYH.s ignoring nonexistent directory "/usr/local/include/x86_64-linux-gnu" ignoring nonexistent directory "/usr/lib/gcc/x86_64-linux-gnu/4.2.4/../../../../x86_64-linux-gnu/include" ignoring nonexistent directory "/usr/include/x86_64-linux-gnu" ignoring duplicate directory "../.././ext/ripper" ignoring duplicate directory "../../." #include "..." search starts here: #include <...> search starts here: . ../../.ext/include/x86_64-linux ../.././include ../.. /usr/local/include /usr/lib/gcc/x86_64-linux-gnu/4.2.4/include /usr/include End of search list. GNU C version 4.2.4 (Ubuntu 4.2.4-1ubuntu4) (x86_64-linux-gnu) compiled by GNU C version 4.2.4 (Ubuntu 4.2.4-1ubuntu4). GGC heuristics: --param ggc-min-expand=47 --param ggc-min-heapsize=32795 Compiler executable checksum: 6e11fa7ca85fc28646173a91f2be2ea3 I just compiled ruby on another computer for reference, and it took about 10 seconds to print the following output (after the above Compiler executable checksum line): COLLECT_GCC_OPTIONS='-v' '-I.' '-I../../.ext/include/i686-linux' '-I../.././include' '-I../.././ext/ripper' '-I../..' '-I../../.' '-DRUBY_EXTCONF_H="extconf.h"' '-D_FILE_OFFSET_BITS=64' '-fPIC' '-O2' '-g' '-Wall' '-Wno-parentheses' '-o' 'ripper.o' '-c' '-mtune=generic' '-march=i486' as -V -Qy -o ripper.o /tmp/cca4fa7R.s GNU assembler version 2.20 (i486-linux-gnu) using BFD version (GNU Binutils for Ubuntu) 2.20 COMPILER_PATH=/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/ LIBRARY_PATH=/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/4.4.1/../../../../lib/:/lib/../lib/:/usr/lib/../lib/:/usr/lib/gcc/i486-linux-gnu/4.4.1/../../../:/lib/:/usr/lib/ COLLECT_GCC_OPTIONS='-v' '-I.' '-I../../.ext/include/i686-linux' '-I../.././include' '-I../.././ext/ripper' '-I../..' '-I../../.' '-DRUBY_EXTCONF_H="extconf.h"' '-D_FILE_OFFSET_BITS=64' '-fPIC' '-O2' '-g' '-Wall' '-Wno-parentheses' '-o' 'ripper.o' '-c' '-mtune=generic' '-march=i486' I have absolutely no clue what could be going wrong here - any ideas where I should start?

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  • Using GA in GUI

    - by AlexT
    Sorry if this isn't clear as I'm writing this on a mobile device and I'm trying to make it quick. I've written a basic Genetic Algorithm with a binary encoding (genes) that builds a fitness value and evolves through several iterations using tournament selection, mutation and crossover. As a basic command-line example it seems to work. The problem I've got is with applying a genetic algorithm within a GUI as I am writing a maze-solving program that uses the GA to find a method through a maze. How do I turn my random binary encoded genes and fitness function (add all the binary values together) into a method to control a bot around a maze? I have built a basic GUI in Java consisting of a maze of labels (like a grid) with the available routes being in blue and the walls being in black. To reiterate my GA performs well and contains what any typical GA would (fitness method, get and set population, selection, crossover, etc) but now I need to plug it into a GUI to get my maze running. What needs to go where in order to get a bot that can move in different directions depending on what the GA says? Rough pseudocode would be great if possible As requested, an Individual is built using a separate class (Indiv), with all the main work being done in a Pop class. When a new individual is instantiated an array of ints represent the genes of said individual, with the genes being picked at random from a number between 0 and 1. The fitness function merely adds together the value of these genes and in the Pop class handles selection, mutation and crossover of two selected individuals. There's not much else to it, the command line program just shows evolution over n generations with the total fitness improving over each iteration. EDIT: It's starting to make a bit more sense now, although there are a few things that are bugging me... As Adamski has suggested I want to create an "Agent" with the options shown below. The problem I have is where the random bit string comes into play here. The agent knows where the walls are and has it laid out in a 4 bit string (i.e. 0111), but how does this affect the random 32 bit string? (i.e. 10001011011001001010011011010101) If I have the following maze (x is the start place, 2 is the goal, 1 is the wall): x 1 1 1 1 0 0 1 0 0 1 0 0 0 2 If I turn left I'm facing the wrong way and the agent will move completely off the maze if it moves forward. I assume that the first generation of the string will be completely random and it will evolve as the fitness grows but I don't get how the string will work within a maze. So, to get this straight... The fitness is the result of when the agent is able to move and is by a wall. The genes are a string of 32 bits, split into 16 sets of 2 bits to show the available actions and for the robot to move the two bits need to be passed with four bits from the agent showings its position near the walls. If the move is to go past a wall the move isn't made and it is deemed invalid and if the move is made and if a new wall is found then the fitness goes up. Is that right?

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  • Dynamic loaded libraries and shared global symbols

    - by phlipsy
    Since I observed some strange behavior of global variables in my dynamically loaded libraries, I wrote the following test. At first we need a statically linked library: The header test.hpp #ifndef __BASE_HPP #define __BASE_HPP #include <iostream> class test { private: int value; public: test(int value) : value(value) { std::cout << "test::test(int) : value = " << value << std::endl; } ~test() { std::cout << "test::~test() : value = " << value << std::endl; } int get_value() const { return value; } void set_value(int new_value) { value = new_value; } }; extern test global_test; #endif // __BASE_HPP and the source test.cpp #include "base.hpp" test global_test = test(1); Then I wrote a dynamically loaded library: library.cpp #include "base.hpp" extern "C" { test* get_global_test() { return &global_test; } } and a client program loading this library: client.cpp #include <iostream> #include <dlfcn.h> #include "base.hpp" typedef test* get_global_test_t(); int main() { global_test.set_value(2); // global_test from libbase.a std::cout << "client: " << global_test.get_value() << std::endl; void* handle = dlopen("./liblibrary.so", RTLD_LAZY); if (handle == NULL) { std::cout << dlerror() << std::endl; return 1; } get_global_test_t* get_global_test = NULL; void* func = dlsym(handle, "get_global_test"); if (func == NULL) { std::cout << dlerror() << std::endl; return 1; } else get_global_test = reinterpret_cast<get_global_test_t*>(func); test* t = get_global_test(); // global_test from liblibrary.so std::cout << "liblibrary.so: " << t->get_value() << std::endl; std::cout << "client: " << global_test.get_value() << std::endl; dlclose(handle); return 0; } Now I compile the statically loaded library with g++ -Wall -g -c base.cpp ar rcs libbase.a base.o the dynamically loaded library g++ -Wall -g -fPIC -shared library.cpp libbase.a -o liblibrary.so and the client g++ -Wall -g -ldl client.cpp libbase.a -o client Now I observe: The client and the dynamically loaded library possess a different version of the variable global_test. But in my project I'm using cmake. The build script looks like this: CMAKE_MINIMUM_REQUIRED(VERSION 2.6) PROJECT(globaltest) ADD_LIBRARY(base STATIC base.cpp) ADD_LIBRARY(library MODULE library.cpp) TARGET_LINK_LIBRARIES(library base) ADD_EXECUTABLE(client client.cpp) TARGET_LINK_LIBRARIES(client base dl) analyzing the created makefiles I found that cmake builds the client with g++ -Wall -g -ldl -rdynamic client.cpp libbase.a -o client This ends up in a slightly different but fatal behavior: The global_test of the client and the dynamically loaded library are the same but will be destroyed two times at the end of the program. Am I using cmake in a wrong way? Is it possible that the client and the dynamically loaded library use the same global_test but without this double destruction problem?

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  • Clang warning flags for Objective-C development

    - by Macmade
    As a C & Objective-C programmer, I'm a bit paranoid with the compiler warning flags. I usually try to find a complete list of warning flags for the compiler I use, and turn most of them on, unless I have a really good reason not to turn it on. I personally think this may actually improve coding skills, as well as potential code portability, prevent some issues, as it forces you to be aware of every little detail, potential implementation and architecture issues, and so on... It's also in my opinion a good every day learning tool, even if you're an experienced programmer. For the subjective part of this question, I'm interested in hearing other developers (mainly C, Objective-C and C++) about this topic. Do you actually care about stuff like pedantic warnings, etc? And if yes or no, why? Now about Objective-C, I recently completely switched to the LLVM toolchain (with Clang), instead of GCC. On my production code, I usually set this warning flags (explicitly, even if some of them may be covered by -Wall): -Wall -Wbad-function-cast -Wcast-align -Wconversion -Wdeclaration-after-statement -Wdeprecated-implementations -Wextra -Wfloat-equal -Wformat=2 -Wformat-nonliteral -Wfour-char-constants -Wimplicit-atomic-properties -Wmissing-braces -Wmissing-declarations -Wmissing-field-initializers -Wmissing-format-attribute -Wmissing-noreturn -Wmissing-prototypes -Wnested-externs -Wnewline-eof -Wold-style-definition -Woverlength-strings -Wparentheses -Wpointer-arith -Wredundant-decls -Wreturn-type -Wsequence-point -Wshadow -Wshorten-64-to-32 -Wsign-compare -Wsign-conversion -Wstrict-prototypes -Wstrict-selector-match -Wswitch -Wswitch-default -Wswitch-enum -Wundeclared-selector -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-function -Wunused-label -Wunused-parameter -Wunused-value -Wunused-variable -Wwrite-strings I'm interested in hearing what other developers have to say about this. For instance, do you think I missed a particular flag for Clang (Objective-C), and why? Or do you think a particular flag is not useful (or not wanted at all), and why?

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • Perpendicularity of a normal and a velocity?

    - by Milo
    I'm trying to fake angular velocity on my vehicle when it hits a wall by getting the dot product of the normal of the edge the car is hitting and the vehicle's velocity: Vector2D normVel = new Vector2D(); normVel.equals(vehicle.getVelocity()); normVel.normalize(); float dot = normVel.dot(outNorm); dot = -dot; vehicle.setAngularVelocity(vehicle.getAngularVelocity() + (dot * vehicle.getVelocity().length() * 0.01f)); outNorm is the normal of the wall. The problem is it only works half the time. It seems no matter what, the car always goes clockwise. If the car should head clockwise: -------------------------------------- / / I want the angular velocity to be positive, otherwise if it needs to go CCW: -------------------------------------- \ \ Then the angular velocity should be negative... What should I change to achieve this? Thanks Hmmm... Im not sure why this is not working... for(int i = 0; i < buildings.size(); ++i) { e = buildings.get(i); ArrayList<Vector2D> colPts = vehicle.getRect().getCollsionPoints(e.getRect()); float dist = OBB2D.collisionResponse(vehicle.getRect(), e.getRect(), outNorm); for(int u = 0; u < colPts.size(); ++u) { Vector2D p = colPts.get(u).subtract(vehicle.getRect().getCenter()); vehicle.setTorque(vehicle.getTorque() + p.cross(outNorm)); }

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  • Building/Installing Required a52 Plugin

    - by user71139
    I am trying to compile and install the a52 plugin following the instructions from here: https://help.ubuntu.com/community/DigitalAC-3Pulseaudio This worked on Ubuntu 11.10 but gives me some errors when I try to compile the plugin on Ubuntu 12.04. I've searched for a solution however I couldn't find much on this topic in general, not to talk about a solution. I would really appreciate some help on this: bogdan@bogdan-desktop:~$ cd ~/tmp/ bogdan@bogdan-desktop:~/tmp$ cd alsa-plugins-1.0.25/ bogdan@bogdan-desktop:~/tmp/alsa-plugins-1.0.25$ make make all-recursive make[1]: Entering directory `/home/bogdan/tmp/alsa-plugins-1.0.25' Making all in oss make[2]: Entering directory `/home/bogdan/tmp/alsa-plugins-1.0.25/oss' /bin/bash ../libtool --tag=CC --mode=compile gcc -DHAVE_CONFIG_H -I. -I.. -Wall -g -I/usr/include/alsa -g -O2 -MT ctl_oss.lo -MD -MP -MF .deps/ctl_oss.Tpo -c -o ctl_oss.lo ctl_oss.c ../libtool: line 831: X--tag=CC: command not found ../libtool: line 864: libtool: ignoring unknown tag : command not found ../libtool: line 831: X--mode=compile: command not found ../libtool: line 997: *** Warning: inferring the mode of operation is deprecated.: command not found ../libtool: line 998: *** Future versions of Libtool will require --mode=MODE be specified.: command not found ../libtool: line 1141: Xgcc: command not found ../libtool: line 1141: X-DHAVE_CONFIG_H: command not found ../libtool: line 1141: X-I.: command not found ../libtool: line 1141: X-I..: command not found ../libtool: line 1141: X-Wall: command not found ../libtool: line 1141: X-g: command not found ../libtool: line 1141: X-I/usr/include/alsa: No such file or directory ../libtool: line 1141: X-g: command not found ../libtool: line 1141: X-O2: command not found ../libtool: line 1141: X-MT: command not found ../libtool: line 1141: Xctl_oss.lo: command not found ../libtool: line 1141: X-MD: command not found ../libtool: line 1141: X-MP: command not found ../libtool: line 1141: X-MF: command not found ../libtool: line 1141: X.deps/ctl_oss.Tpo: No such file or directory ../libtool: line 1141: X-c: command not found ../libtool: line 1192: Xctl_oss.lo: command not found ../libtool: line 1197: libtool: compile: cannot determine name of library object from `': command not found make[2]: *** [ctl_oss.lo] Error 1 make[2]: Leaving directory `/home/bogdan/tmp/alsa-plugins-1.0.25/oss' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/bogdan/tmp/alsa-plugins-1.0.25' make: *** [all] Error 2 bogdan@bogdan-desktop:~/tmp/alsa-plugins-1.0.25$

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  • MightyMintyBoost Is a 3-in-1 Gadget Charger

    - by ETC
    If you’re looking for a versatile battery booster, this DIY 3-in-1 solar/usb/wall current charger known as the MightyMintyBoost will top of your phone, mp3 player, and other gadgets with ease. Instructables user Honus didn’t just build the MightMintyBoost to geek out and show off his electronics project skills (although it’s certainly a nifty little project to do so), he’s serious about solar power and the impact clean energy has: Apple has sold over 30 million iPodTouch/iPhone units- imagine charging all of them via solar power…. If every iPhone/iPodTouch sold was fully charged every day (averaging the battery capacity) via solar power instead of fossil fuel power we would save approximately 50.644gWh of energy, roughly equivalent to 75,965,625 lbs. of CO2 in the atmosphere per year. Granted that’s a best case scenario (assuming you can get enough sunlight per day and approximately 1.5 lbs. CO2 produced per kWh used.) Of course, that doesn’t even figure in all the other iPods, cell phones, PDAs, microcontrollers (I use it to power my Arduino projects) and other USB devices that can be powered by this charger- one little solar cell charger may not seem like it can make a difference but add all those millions of devices together and that’s a lot of energy! His MightyMintyBoost is a battery booster for devices that can charge via USB and it accepts incoming current from the solar panel on top (or, on cloudy days can be charged via a wall charger or the USB port on your computer). Hit up the link below to see his full build guide and create your own MightyMintyBoost. MightyMintyBoost [Instructables] Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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  • Star Trek inspired home automation visualisation

    - by Zak McKracken
    I’ve always been a more or less active fan of Star Trek. During the construction phase of my house I started coding a GUI for controlling the house which has an EIB. Just for fun I designed a version inspired by the LCARS design used in Star Trek TNG and showed this to my wife. I showed her several designs before but this was the only one, she really liked. So I decided to go on with this. I started a C# WinForms application. The software runs on a wall mounted Shuttle Barebone-PC. First plan was an industrial panel-pc but the processor was too slow. The now-used Atom is ok. I started with the LCARS-controls found on Codeproject. Since the classic LCARS design divides the screen into two parts this tended to be impracticable, so I used my own design For now the software is able to: Switch lights/wall outlets Show current temperatures for all room controllers Show outside temperature with a 24h trend chart Show the status of the two heat pumps Provide an alarm clock (e.g. for cooking) Play internet radio streams Control absence Mute the door bell Speak status messages via speech synthesis For now, I’m working on an integration of my electric meter. The main heat pump and the electric meter are connected to my LAN. I also tried some speech recognition, but I’ve problems with the microphone. I't’s working when you are right in front of the PC, but not far away, let’s say on the other side of the room. So this is the main view. The table displays raw values which are sent over the EIB – completely useless but looks great For each floor I have a different view. Here you can see the temperatures and check the status of the lights (the buttons are blinking when a light is switched on) This is the view for the heat pump:   Next step would be to integrate a control of my squeezebox server (I use different Squeezeboxes through the house as a multiroom audio solution)

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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