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Search found 3416 results on 137 pages for 'scene graph'.

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  • How to spread changes in oriented graph?

    - by joseph
    Hello. I have oriented graph. Graph can be strongly connected. Every vertix can have a set of anything, for example letters. The set is user editable. Every vertix makes intersection of sets in previous vertices (only one step back). But now, there is problem: When I update set of one vertex, the change should expand to all vertices and uptate their intersection of sets of previous vertices. How to do every vertex have correct intersection after update of any vertex? Restriction: algorithm must avoid to stick in infinity. Any idea how to solve it?

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  • facebook graph api..get friends of friends

    - by Krishnamurthy
    I am using the FB graph api to get a list of my friends' friends using: https://graph.facebook.com/<id>/friends?access_token=<token> Now the weird thing is that this works for some of my friends and does not work for some others. Could somebody tell me why this is happening and a possible fix? In cases where it does not work, I get the following message: "Can't lookup all friends of YYYYYY. Can only lookup for the logged in user (XXXXX), or friends of the logged in user with the appropriate permission" And I repeat, I AM ABLE to get friend lists of some of my friends using the above URL. What permissions are being mentioned here?

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  • Graph layouting with Perl

    - by jonny
    Ok, I have a flowchart definition (basically, array of nodes and edges for each node). Now I want to calculate coordinates for every task in the flow, preferably hierarchycal style. I need something like Graph::Easy::Layout but I have no idea how to get nodes coordinates: I render nodes myself and I only want to retrieve box coordinates/size. Any suggestions? What I need is a cpan module avialable even in Debian repository.

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  • Open Source Graph Layout Library

    - by James Westgate
    I'm looking for an open source (GPL, LGPL etc) graph layout library for .net framework, preferably fully managed code. Im not worried about the visualisation aspect of things. I can find lots of them for Java, but none for .net... Thanks!

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  • cocos2d event handler not fired when reentering scene

    - by Adam Freund
    I am encountering a very strange problem with my cocos2d app. I add a sprite to the page and have an event handler linked to it which replaces the scene with another scene. On that page I have another button to take me back to the original scene. When I am back on the original scene, the eventHandler doesn't get fired when I click on the sprite. Below is the relevant code. Thanks for any help! CCMenuItemImage *backBtnImg = [CCMenuItemImage itemWithNormalImage:@"btn_back.png" selectedImage:@"btn_back_pressed.png" target:self selector:@selector(backButtonTapped:)]; backBtnImg.position = ccp(45, 286); CCMenu *backBtn = [CCMenu menuWithItems:backBtnImg, nil]; backBtn.position = CGPointZero; [self addChild:backBtn]; EventHandler method (doesn't get called when the scene is re-entered). (void)backButtonTapped:(id)sender { NSLog(@"backButtonTapped\n"); CCMenuItemImage *backButton = (CCMenuItemImage *)sender; [backButton setNormalImage:[CCSprite spriteWithFile:@"btn_back_pressed.png"]]; [[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:.25 scene:[MenuView scene] withColor:ccBLACK]]; }

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  • Visualizing Undirected Graph That's Too Large for GraphViz?

    - by Gabe
    Hi Everyone, I was wondering if anyone has any advice for rendering an undirected graph with 178,000 nodes and 500,000 edges. I've tried Neato, Tulip, and Cytoscape. Neato doesn't even come remotely close, and Tulip and Cytoscape claim they can handle it but don't seem to be able to. (Tulip does nothing and Cytoscape claims to be working, and then just stops.) Does anyone have any ideas? I'd just like a vector format file (ps or pdf) with a remotely reasonable layout of the nodes. Thanks!

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  • box stacking in graph theory

    - by mozhdeh
    Please help me find a good solution for this problem. We have n boxes with 3 dimensions. We can orient them and we want to put them on top of another to have a maximun height. We can put a box on top of an other box, if 2 dimensions (width and lenght) are lower than the dimensions of the box below. For exapmle we have 3 dimensions w*D*h, we can show it in to (h*d,d*h,w*d,d*W,h*w,w*h) please help me to solve it in graph theory.

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  • Finding an A* heuristic for a directed graph

    - by Janis Peisenieks
    In a previous question, I asked about finding a route (or path if you will) in a city. That is all dandy. The solution I chose was with the A* algorithm, which really seems to suit my needs. What I find puzzling is heuristic. How do I find one in an environment without constant distance between 2 nodes? Meaning, not every 2 nodes have the same distance between them. What I have is nodes (junctures), streets with weight (which may also be one-way), a start/finish node (since the start and end is always in the same place) and a goal node. In an ordinary case, I would just use the same way I got to goal to go back, but since one of the streets could have been a one-way, that may not be possible. The main question How do I find a heuristic in a directed graph?

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  • Custom graph comparison?

    - by user57828
    I'm trying to compare two graphs using hash value ( i.e, at the time of comparison, try to avoid traversing the graph ) Is there a way to make a function such that the hash values compared can also lead to determining at which height the graphs differ? The comparisons between two graphs are to be made by comparing children at a certain level. One way to compare the graphs is have a final hash value for the root node and compare them, but that wouldn't directly reflect at which level the graphs differ, since their immediate children might be the same ( or any other case ).

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  • Enumerating all hamiltonian paths from start to end vertex in grid graph

    - by Eric
    Hello, I'm trying to count the number of Hamiltonian paths from a specified start vertex that end at another specified vertex in a grid graph. Right now I have a solution that uses backtracking recursion but is incredibly slow in practice (e.g. O(n!) / 3 hours for 7x7). I've tried a couple of speedup techniques such as maintaining a list of reachable nodes, making sure the end node is still reachable, and checking for isolated nodes, but all of these slowed my solution down. I know that the problem is NP-complete, but it seems like some reasonable speedups should be achievable in the grid structure. Since I'm trying to count all the paths, I'm sure that the search must be exhaustive, but I'm having trouble figuring out how to prune out paths that aren't promising. Does anyone have some suggestions for speeding the search up? Or an alternate search algorithm?

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  • Javascript Graph Layout Engine

    - by GJK
    I'm looking for a Javascript library/engine that can do graph layouts. (And when I say layouts, I mean logically position vertices nicely.) The graphs I'm working with are all m-ary trees. M is usually no more than 5 or 6, but it can be greater in some cases. I do have something that I use now, Graphviz's node program, and it works perfectly. The problem is, when running a web app, I have to send a request to the server every time I want a layout. Preferably, I would like something written in Javascript that can be quickly run on the client side. All it needs to do is provide layout information (relative positioning and whatnot). I don't need it to draw to a canvas or use SVG or anything, all I'm interested in is the layout. Library use like jQuery or RaphaelJS is fine by me. I'll work with it. I'm just looking for something to speed things along a little. Also, I'd consider writing my own if I could find a nice description of an algorithm to do the layouts. But I really don't want to spend too much time. I have something that works now, so getting it on the client side is just a bonus, not a necessity.

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • HUD layer not being added on my scene

    - by Shailesh_ios
    I have a CCScene which already holds my gameLayer and I am trying to add HUD layer on that.But the HUD layer is not getting added in my scene, I can say that because I have set up a CCLabel on HUD layer and when I run my project, I cannot see that label. Here's what I am doing : In my gameLayer: +(id) scene { CCScene *scene = [CCScene node]; GameScreen *layer = [GameScreen node]; [scene addChild: layer]; HUDclass * otherLayer = [HUDclass node]; [scene addChild:otherLayer]; layer.HC = otherLayer;// HC is reference to my HUD layer in @Interface of gameLayer return scene; } And then in my HUD layer I have just added a CCLabelTTF in its init method like this : -(id)init { if ((self = [super init])) { CCLabelTTF * label = [CCLabelTTF labelWithString:@"IN WEAPON CLASS" fontName:@"Arial" fontSize:15]; label.position = ccp(240,160); [self addChild:label]; } return self; } But now when I run my project I dont see that label, What am I doing wrong here ..? Any Ideas.. ? Thanks in advance for your time.

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  • Moving sprites on a graph in libGDX

    - by nosferat
    In my game I'd like to move sprites on a fixed path. Until this point I was trying to stick with the tools already provided by libGDX, like the Tiled map renderer classes so I'm looking for a solution nearly as convenient as that, e.g. I'd like to avoid creating the adjacency matrix by hand. Tiled has the functionality to add objects to the map but I'm not sure if I can use it for this purpose. Any idea?

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  • When can I be sure a directed graph is acyclic?

    - by Daniel Scocco
    The definition for directed acyclic graph is this: "there is no way to start at some vertex v and follow a sequence of edges that eventually loops back to v again." So far so good, but I am trying to find some premises that will be simpler to test and that will also guarantee the graph is acyclic. I came up with those premises, but they are pretty basic so I am sure other people figured it out in the past (or they are incorrect). The problem is I couldn't find anything related on books/online, hence why I decided to post this question. Premise 1: If all vertices of the graph have an incoming edge, then the graph can't be acyclic. Is this correct? Premise 2: Assume the graph in question does have one vertex with no incoming edges. In this case, in order to have a cycle, at least one of the other vertices would need to have two or more incoming edges. Is this correct?

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  • Merging similar graphs based solely on the graph structure?

    - by Buttons840
    I am looking for (or attempting to design) a technique for matching nodes from very similar graphs based on the structure of the graph*. In the examples below, the top graph has 5 nodes, and the bottom graph has 6 nodes. I would like to match the nodes from the top graph to the nodes in the bottom graph, such that the "0" nodes match, and the "1" nodes match, etc. This seems logically possible, because I can do it in my head for these simple examples. Now I just need to express my intuition in code. Are there any established algorithms or patterns I might consider? (* When I say based on the structure of the graph, I mean the solution shouldn't depend on the node labels; the numeric labels on the nodes are only for demonstration.) I'm also interested in the performance of any potential solutions. How well will they scale? Could I merge graphs with millions of nodes? In more complex cases, I recognize that the best solution may be subject to interpretation. Still, I'm hoping for a "good" way to merge complex graphs. (These are directed graphs; the thicker portion of an edge represents the head.)

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  • Facebook Graph API - likes returns me an empty set...

    - by Vinch
    When I try to get all my "likes" (formerly fan pages) on Facebook Graph API, sometimes it returns me an empty set: { "data": [ ] } I tried with https://graph.facebook.com/me/likes?access_token=MY_ACCESS_TOKEN and with graph.facebook.com/vinch/likes?access_token=MY_ACCESS_TOKEN but the result is exactly the same (empty). Any idea of what it can be? I need it to know if a user likes (is fan of) a specific page.

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  • Suggestions of the easiest algorithms for some Graph operations

    - by Nazgulled
    Hi, The deadline for this project is closing in very quickly and I don't have much time to deal with what it's left. So, instead of looking for the best (and probably more complicated/time consuming) algorithms, I'm looking for the easiest algorithms to implement a few operations on a Graph structure. The operations I'll need to do is as follows: List all users in the graph network given a distance X List all users in the graph network given a distance X and the type of relation Calculate the shortest path between 2 users on the graph network given a type of relation Calculate the maximum distance between 2 users on the graph network Calculate the most distant connected users on the graph network A few notes about my Graph implementation: The edge node has 2 properties, one is of type char and another int. They represent the type of relation and weight, respectively. The Graph is implemented with linked lists, for both the vertices and edges. I mean, each vertex points to the next one and each vertex also points to the head of a different linked list, the edges for that specific vertex. What I know about what I need to do: I don't know if this is the easiest as I said above, but for the shortest path between 2 users, I believe the Dijkstra algorithm is what people seem to recommend pretty often so I think I'm going with that. I've been searching and searching and I'm finding it hard to implement this algorithm, does anyone know of any tutorial or something easy to understand so I can implement this algorithm myself? If possible, with C source code examples, it would help a lot. I see many examples with math notations but that just confuses me even more. Do you think it would help if I "converted" the graph to an adjacency matrix to represent the links weight and relation type? Would it be easier to perform the algorithm on that instead of the linked lists? I could easily implement a function to do that conversion when needed. I'm saying this because I got the feeling it would be easier after reading a couple of pages about the subject, but I could be wrong. I don't have any ideas about the other 4 operations, suggestions?

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  • algorithm to use to return a specific range of nodes in a directed graph

    - by GatesReign
    I have a class Graph with two lists types namely nodes and edges I have a function List<int> GetNodesInRange(Graph graph, int Range) when I get these parameters I need an algorithm that will go through the graph and return the list of nodes only as deep (the level) as the range. The algorithm should be able to accommodate large number of nodes and large ranges. Atop this, should I use a similar function List<int> GetNodesInRange(Graph graph, int Range, int selected) I want to be able to search outwards from it, to the number of nodes outwards (range) specified. So in the first function, I expect it to return the nodes placed in the blue box. The other function, if I pass the nodes as in the graph with a range of 1 and it starts at node 5, I want it to return the list of nodes that satisfy this criteria (placed in the orange box)

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  • Interacting with scene from controller/app delegate cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • Interacting with scene cocos2d

    - by cjroebuck
    I'm attempting to make my first cocos2d (for iphone) multiplayer game and having difficulty understanding how to interact with a scene once it is running. The game is a simple turn-based one and so I have a GameController class which co-ordinates the rounds. I also have a GameScene class which is the actual scene that is displayed during a round of the game. The basic interaction I need is for the GameController to be able to pass messages to the GameScene class.. such as StartRound/StopRound etc. The thing that complicates this is that I am loading the GameScene with a LoadingScene class which simply initialises the scene and replaces the current scene with this one, so there is no reference from GameController to GameScene, so passing messages is quite tricky. Does anyone have any ways to get around this, ideally I would still like to use a Loading class as it smooths out the memory hit when replacing scenes.

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • Scene or Activity Animation

    - by Siddharth
    My game require an animation when one activity finishes and next started because I have develop game with multiple activity not as multiple scene per game. I have to show animation at the time of activity creation and activity destroy. I have trying to create basic animation that was supported by android. And all that xml file I have to post it into the anim folder but the loading of resource was so much high so any type of animation I provide using android method does not work for me it look weird. If scene class has some functionality for animation that please know me then I try to load different type of animation using scene. I have not create multiple scene because I have no awareness about how to manage multiple scene in andengine though I have a working experience of 8 months in andengine. So this help also provide me a great help. Basically I want to create animation like one activity slide out at the same time the other activity slide in. So at a time user can see the transition of activity. Thanks in advance.

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