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  • JDK 7u25: Solutions to Issues caused by changes to Runtime.exec

    - by Devika Gollapudi
    The following examples were prepared by Java engineering for the benefit of Java developers who may have faced issues with Runtime.exec on the Windows platform. Background In JDK 7u21, the decoding of command strings specified to Runtime.exec(String), Runtime.exec(String,String[]) and Runtime.exec(String,String[],File) methods, has been made more strict. See JDK 7u21 Release Notes for more information. This caused several issues for applications. The following section describes some of the problems faced by developers and their solutions. Note: In JDK 7u25, the system property jdk.lang.Process.allowAmbigousCommands can be used to relax the checking process and helps as a workaround for some applications that cannot be changed. The workaround is only effective for applications that are run without a SecurityManager. See JDK 7u25 Release Notes for more information. Note: To understand the details of the Windows API CreateProcess call, see: http://msdn.microsoft.com/en-us/library/windows/desktop/ms682425%28v=vs.85%29.aspx There are two forms of Runtime.exec calls: with the command as string: "Runtime.exec(String command[, ...])" with the command as string array: "Runtime.exec(String[] cmdarray [, ...] )" The issues described in this section relate to the first form of call. With the first call form, developers expect the command to be passed "as is" to Windows where the command needs be split into its executable name and arguments parts first. But, in accordance with Java API, the command argument is split into executable name and arguments by spaces. Problem 1: "The file path for the command includes spaces" In the call: Runtime.getRuntime().exec("c:\\Program Files\\do.exe") the argument is split by spaces to an array of strings as: c:\\Program, Files\\do.exe The first element of parsed array is interpreted as the executable name, verified by SecurityManager (if present) and surrounded by quotations to avoid ambiguity in executable path. This results in the wrong command: "c:\\Program" "Files\\do.exe" which will fail. Solution: Use the ProcessBuilder class, or the Runtime.exec(String[] cmdarray [, ...] ) call, or quote the executable path. Where it is not possible to change the application code and where a SecurityManager is not used, the Java property jdk.lang.Process.allowAmbigousCommands could be used by setting its value to "true" from the command line: -Djdk.lang.Process.allowAmbigousCommands=true This will relax the checking process to allow ambiguous input. Examples: new ProcessBuilder("c:\\Program Files\\do.exe").start() Runtime.getRuntime().exec(new String[]{"c:\\Program Files\\do.exe"}) Runtime.getRuntime().exec("\"c:\\Program Files\\do.exe\"") Problem 2: "Shell command/.bat/.cmd IO redirection" The following implicit cmd.exe calls: Runtime.getRuntime().exec("dir temp.txt") new ProcessBuilder("foo.bat", "", "temp.txt").start() Runtime.getRuntime().exec(new String[]{"foo.cmd", "", "temp.txt"}) lead to the wrong command: "XXXX" "" temp.txt Solution: To specify the command correctly, use the following options: Runtime.getRuntime().exec("cmd /C \"dir temp.txt\"") new ProcessBuilder("cmd", "/C", "foo.bat temp.txt").start() Runtime.getRuntime().exec(new String[]{"cmd", "/C", "foo.cmd temp.txt"}) or Process p = new ProcessBuilder("cmd", "/C" "XXX").redirectOutput(new File("temp.txt")).start(); Problem 3: "Group execution of shell command and/or .bat/.cmd files" Due to enforced verification procedure, arguments in the following calls create the wrong commands.: Runtime.getRuntime().exec("first.bat && second.bat") new ProcessBuilder("dir", "&&", "second.bat").start() Runtime.getRuntime().exec(new String[]{"dir", "|", "more"}) Solution: To specify the command correctly, use the following options: Runtime.exec("cmd /C \"first.bat && second.bat\"") new ProcessBuilder("cmd", "/C", "dir && second.bat").start() Runtime.exec(new String[]{"cmd", "/C", "dir | more"}) The same scenario also works for the "&", "||", "^" operators of the cmd.exe shell. Problem 4: ".bat/.cmd with special DOS chars in quoted params” Due to enforced verification, arguments in the following calls will cause exceptions to be thrown.: Runtime.getRuntime().exec("log.bat \"error new ProcessBuilder("log.bat", "error Runtime.getRuntime().exec(new String[]{"log.bat", "error Solution: To specify the command correctly, use the following options: Runtime.getRuntime().exec("cmd /C log.bat \"error new ProcessBuilder("cmd", "/C", "log.bat", "error Runtime.getRuntime().exec(new String[]{"cmd", "/C", "log.bat", "error Examples: Complicated redirection for shell construction: cmd /c dir /b C:\ "my lovely spaces.txt" becomes Runtime.getRuntime().exec(new String[]{"cmd", "/C", "dir \b \"my lovely spaces.txt\"" }); The Golden Rule: In most cases, cmd.exe has two arguments: "/C" and the command for interpretation.

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  • javascript complex recurrsion [on hold]

    - by Achilles
    Given Below is my data in data array. What i am doing in code below is that from that given data i have to construct json in a special format which i also gave below. //code start here var hierarchy={}; hierarchy.name="Hierarchy"; hierarchy.children=[{"name":"","children":[{"name":"","children":[]}]}]; var countryindex; var flagExist=false; var data = [ {country :"America", city:"Kansas", employe:'Jacob'}, {country :"Pakistan", city:"Lahore", employe:'tahir'}, {country :"Pakistan", city:"Islamabad", employe:'fakhar'} , {country :"Pakistan", city:"Lahore", employe:'bilal'}, {country :"India", city:"d", employe:'ali'} , {country :"Pakistan", city:"Karachi", employe:'eden'}, {country :"America", city:"Kansas", employe:'Jeen'} , {country :"India", city:"Banglore", employe:'PP'} , {country :"India", city:"Banglore", employe:'JJ'} , ]; for(var i=0;i<data.length;i++) { for(var j=0;j<hierarchy.children.length;j++) { //for checking country match if(hierarchy.children[j].name==data[i].country) { countryindex=j; flagExist=true; break; } } if(flagExist)//country match now no need to add new country just add city in it { var cityindex; var cityflag=false; //hierarchy.children[countryindex].children.push({"name":data[i].city,"children":[]}) //if(hierarchy.children[index].children!=undefined) for(var k=0;k< hierarchy.children[countryindex].children.length;k++) { //for checking city match if(hierarchy.children[countryindex].children[k].name==data[i].city) { // hierarchy.children[countryindex].children[k].children.push({"name":data[i].employe}) cityflag=true; cityindex=k; break; } } if(cityflag)//city match now add just empolye at that city index { hierarchy.children[countryindex].children[cityindex].children.push({"name":data[i].employe}); cityflag=false; } else//no city match so add new with employe also as this is new city so its emplye will be 1st { hierarchy.children[countryindex].children.push({"name":data[i].city,children:[{"name":data[i].employe}]}); //same as above //hierarchy.children[countryindex].children[length-1].children.push({"name":data[i].employe}); } flagExist=false; } else{ //no country match adding new country //with city also as this is new city of new country console.log("sparta"); hierarchy.children.push({"name":data[i].country,"children":[{"name":data[i].city,"children":[{"name":data[i].employe}]}]}); // hierarchy.children.children.push({"name":data[i].city,"children":[]}); } //console.log(hierarchy); } hierarchy.children.shift(); var j=JSON.stringify(hierarchy); //code ends here //here is the json which i seccessfully formed from the code { "name":"Hierarchy", "children":[ { "name":"America", "children":[ { "name":"Kansas", "children":[{"name":"Jacob"},{"name":"Jeen"}]}]}, { "name":"Pakistan", "children":[ { "name":"Lahore", "children": [ {"name":"tahir"},{"name":"bilal"}]}, { "name":"Islamabad", "children":[{"name":"fakhar"}]}, { "name":"Karachi", "children":[{"name":"eden"}]}]}, { "name":"India", "children": [ { "name":"d", "children": [ {"name":"ali"}]}, { "name":"Banglore", "children":[{"name":"PP"},{"name":"JJ"}]}]}]} Now the orignal problem is that currently i am solving this problem for data of array of three keys and i have to go for 3 nested loops now i want to optimize this solution so that if data array of object has more than 3 key say 5 {country :"America", state:"NewYork",city:"newYOrk",street:"elm", employe:'Jacob'}, or more than my solution will not work and i cannot decide before how many keys will come so i thought recursion may suit best here. But i am horrible in writing recurrsion and the case is also complex. Can some awesome programmer help me writing recurrsion or suggest some other solution.

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  • Surviving MATLAB and R as a Hardcore Programmer

    - by dsimcha
    I love programming in languages that seem geared towards hardcore programmers. (My favorites are Python and D.) MATLAB is geared towards engineers and R is geared towards statisticians, and it seems like these languages were designed by people who aren't hardcore programmers and don't think like hardcore programmers. I always find them somewhat awkward to use, and to some extent I can't put my finger on why. Here are some issues I have managed to identify: (Both): The extreme emphasis on vectors and matrices to the extent that there are no true primitives. (Both): The difficulty of basic string manipulation. (Both): Lack of or awkwardness in support for basic data structures like hash tables and "real", i.e. type-parametric and nestable, arrays. (Both): They're really, really slow even by interpreted language standards, unless you bend over backwards to vectorize your code. (Both): They seem to not be designed to interact with the outside world. For example, both are fairly bulky programs that take a while to launch and seem to not be designed to make simple text filter programs easy to write. Furthermore, the lack of good string processing makes file I/O in anything but very standard forms near impossible. (Both): Object orientation seems to have a very bolted-on feel. Yes, you can do it, but it doesn't feel much more idiomatic than OO in C. (Both): No obvious, simple way to get a reference type. No pointers or class references. For example, I have no idea how you roll your own linked list in either of these languages. (MATLAB): You can't put multiple top level functions in a single file, encouraging very long functions and cut-and-paste coding. (MATLAB): Integers apparently don't exist as a first class type. (R): The basic builtin data structures seem way too high level and poorly documented, and never seem to do quite what I expect given my experience with similar but lower level data structures. (R): The documentation is spread all over the place and virtually impossible to browse or search. Even D, which is often knocked for bad documentation and is still fairly alpha-ish, is substantially better as far as I can tell. (R): At least as far as I'm aware, there's no good IDE for it. Again, even D, a fairly alpha-ish language with a small community, does better. In general, I also feel like MATLAB and R could be easily replaced by plain old libraries in more general-purpose langauges, if sufficiently comprehensive libraries existed. This is especially true in newer general purpose languages that include lots of features for library writers. Why do R and MATLAB seem so weird to me? Are there any other major issues that you've noticed that may make these languages come off as strange to hardcore programmers? When their use is necessary, what are some good survival tips? Edit: I'm seeing one issue from some of the answers I've gotten. I have a strong personal preference, when I analyze data, to have one script that incorporates the whole pipeline. This implies that a general purpose language needs to be used. I hate having to write a script to "clean up" the data and spit it out, then another to read it back in a completely different environment, etc. I find the friction of using MATLAB/R for some of my work and a completely different language with a completely different address space and way of thinking for the rest to be a huge source of friction. Furthermore, I know there are glue layers that exist, but they always seem to be horribly complicated and a source of friction.

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  • DOMDocument groupping nodes, with clone, nodeClone, importNode, fragment... What the better way?

    - by Peter Krauss
    A "DOMNodeList grouper" (groupList() function below) is a function that envelopes a set of nodes into a tag. Example: INPUT <root><b>10</b><a/><a>1</a><b>20</b><a>2</a></root> OUTPUT of groupList($dom->getElementsByTagName('a'),'G') <root><b>10</b> <G><a/><a>1</a><a>2</a></G> <b>20</b></root> There are many ways to implement it, what is the better? function groupList_v1(DOMNodeList &$list,$tag,&$dom) { $list = iterator_to_array($list); // to save itens $n = count($list); if ($n && $list[0]->nodeType==1) { $T = $dom->createDocumentFragment(); $T->appendChild($dom->createElement($tag)); for($i=0; $i<$n; $i++) { $T->firstChild->appendChild( clone $list[$i] ); if ($i) $list[$i]->parentNode->removeChild($list[$i]); } $dom->documentElement->replaceChild($T,$list[0]); }//if return $n; }//func function groupList_v2(DOMNodeList &$list,$tag,&$dom) { $list = iterator_to_array($list); // to save itens $n = count($list); if ($n && $list[0]->nodeType==1) { $T = $dom->createDocumentFragment(); $T->appendChild($dom->createElement($tag)); for($i=0; $i<$n; $i++) $T->firstChild->appendChild( clone $list[$i] ); $dom->documentElement->replaceChild($T,$list[0]); for($i=1; $i<$n; $i++) $list[$i]->parentNode->removeChild($list[$i]); }//if return $n; }//func // ... YOUR SUGGESTION ... // My ugliest function groupList_vN(DOMNodeList &$list,$tag,&$dom) { $list = iterator_to_array($list); // to save itens $n = count($list); if ($n && $list[0]->nodeType==1) { $d2 = new DOMDocument; $T = $d2->createElement($tag); for($i=0; $i<$n; $i++) $T->appendChild( $d2->importNode($list[$i], true) ); $dom->documentElement->replaceChild( $dom->importNode($T, true), $list[0] ); for($i=1; $i<$n; $i++) $list[$i]->parentNode->removeChild($list[$i]); }//if return $n; }//func Related questions: at stackoverflow, at codereview.

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  • What C++ coding standard do you use?

    - by gablin
    For some time now, I've been unable to settle on a coding standard and use it concistently between projects. When starting a new project, I tend to change some things around (add a space there, remove a space there, add a line break there, an extra indent there, change naming conventions, etc.). So I figured that I might provide a piece of sample code, in C++, and ask you to rewrite it to fit your standard of coding. Inspiration is always good, I say. ^^ So here goes: #ifndef _DERIVED_CLASS_H__ #define _DERIVED_CLASS_H__ /** * This is an example file used for sampling code layout. * * @author Firstname Surname */ #include <stdio> #include <string> #include <list> #include "BaseClass.h" #include "Stuff.h" /** * The DerivedClass is completely useless. It represents uselessness in all its * entirety. */ class DerivedClass : public BaseClass { //////////////////////////////////////////////////////////// // CONSTRUCTORS / DESTRUCTORS //////////////////////////////////////////////////////////// public: /** * Constructs a useless object with default settings. * * @param value * Is never used. * @throws Exception * If something goes awry. */ DerivedClass (const int value) : uselessSize_ (0) {} /** * Constructs a copy of a given useless object. * * @param object * Object to copy. * @throws OutOfMemoryException * If necessary data cannot be allocated. */ ItemList (const DerivedClass& object) {} /** * Destroys this useless object. */ ~ItemList (); //////////////////////////////////////////////////////////// // PUBLIC METHODS //////////////////////////////////////////////////////////// public: /** * Clones a given useless object. * * @param object * Object to copy. * @return This useless object. */ DerivedClass& operator= (const DerivedClass& object) { stuff_ = object.stuff_; uselessSize_ = object.uselessSize_; } /** * Does absolutely nothing. * * @param useless * Pointer to useless data. */ void doNothing (const int* useless) { if (useless == NULL) { return; } else { int womba = *useless; switch (womba) { case 0: cout << "This is output 0"; break; case 1: cout << "This is output 1"; break; case 2: cout << "This is output 2"; break; default: cout << "This is default output"; break; } } } /** * Does even less. */ void doEvenLess () { int mySecret = getSecret (); int gather = 0; for (int i = 0; i < mySecret; i++) { gather += 2; } } //////////////////////////////////////////////////////////// // PRIVATE METHODS //////////////////////////////////////////////////////////// private: /** * Gets the secret value of this useless object. * * @return A secret value. */ int getSecret () const { if ((RANDOM == 42) && (stuff_.size() > 0) || (1000000000000000000 > 0) && true) { return 420; } else if (RANDOM == -1) { return ((5 * 2) + (4 - 1)) / 2; } int timer = 100; bool stopThisMadness = false; while (!stopThisMadness) { do { timer--; } while (timer > 0); stopThisMadness = true; } } //////////////////////////////////////////////////////////// // FIELDS //////////////////////////////////////////////////////////// private: /** * Don't know what this is used for. */ static const int RANDOM = 42; /** * List of lists of stuff. */ std::list <Stuff> stuff_; /** * Specifies the size of this object's uselessness. */ size_t uselessSize_; }; #endif

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  • forEach and Facelets - a bugfarm just waiting for harvest

    - by Duncan Mills
    An issue that I've encountered before and saw again today seems worthy of a little write-up. It's all to do with a subtle yet highly important difference in behaviour between JSF 2 running with JSP and running on Facelets (.jsf pages). The incident I saw today can be seen as a report on the ADF EMG bugzilla (Issue 53) and in a blog posting by Ulrich Gerkmann-Bartels who reported the issue to the EMG. Ulrich's issue nicely shows how tricky this particular gochya can be. On the surface, the problem is squarely the fault of MDS but underneath MDS is, in fact, innocent. To summarize the problem in a simpler testcase than Ulrich's example, here's a simple fragment of code: <af:forEach var="item" items="#{itemList.items}"> <af:commandLink id="cl1" text="#{item.label}" action="#{item.doAction}"  partialSubmit="true"/> </af:forEach> Looks innocent enough right? We see a bunch of links printed out, great. The issue here though is the id attribute. Logically you can kind of see the problem. The forEach loop is creating (presumably) multiple instances of the commandLink, but only one id is specified - cl1. We know that IDs have to be unique within a JSF component tree, so that must be a bad thing?  The problem is that JSF under JSP implements some hacks when the component tree is generated to transparently fix this problem for you. Behind the scenes it ensures that each instance really does have a unique id. Really nice of it to do so, thank you very much. However, (you could see this coming), the same is not true when running with Facelets  (this is under 11.1.2.n)  in that case, what you put for the id is what you get, and JSF does not mess around in the background for you. So you end up with a component tree that contains duplicate ids which are only created at runtime.  So subtle chaos can ensue.  The symptoms are wide and varied, from something pretty obscure such as the combination Ulrich uncovered, to something as frustrating as your ActionListener just not being triggered. And yes I've wasted hours on just such an issue.  The Solution  Once you're aware of this one it's really simple to fix it, there are two options: Remove the id attribute on components that will cause some kind of submission within the forEach loop altogether and let JSF do the right thing in generating them. Then you'll be assured of uniqueness. Use the var attribute of the loop to generate a unique id for each child instance.  for example in the above case: <af:commandLink id="cl1_#{item.index}" ... />.  So one to watch out for in your upgrades to JSF 2 and one perhaps, for your coding standards today to prepare you for. For completeness, here's the reference to the underlying JSF issue that's at the heart of this: JAVASERVERFACES-1527

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  • Creating a new naming context in OUD

    - by Sylvain Duloutre
    A naming context (also known as a directory suffix) is a DN that identifies the top entry in a locally held directory hierarchy. A new naming context can be created using ODSM, the OUD gui admin console, as described in http://docs.oracle.com/cd/E29407_01/admin.111200/e22648/server_config.htm#CBDGCJGF It can also be created using the dsconfig command lione as described below: Creation of a new naming context consists in 3 steps: First create a Local Backend Workflow element (myNewDb in this exemple) ,  responsible for the naming context base dn, e.g o=example. dsconfig create-workflow-element \           --set base-dn:o=example \           --set enabled:true \           --type db-local-backend \           --element-name myNewDb \           --hostname <your host> \           --port <admin port> \           --bindDN cn=Directory\ Manager \           --bindPasswordFile ****** \           --no-prompt Second, create a Workflow element (workFlowForMyNewDb in this exemple) associated with the Local Backend Workflow element. WorkFlow elements are used to route LDAP requests to the appropriate database, based on the target base dn. dsconfig create-workflow \           --set base-dn:o=example \           --set enabled:true \           --set workflow-element:myNewDb \           --type generic \           --workflow-name workFlowForMyNewDb \           --hostname <your host name> \           --port <admin port>\           --bindDN cn=Directory\ Manager \           --bindPasswordFile ****** \           --no-prompt Then, the workflow element must be made visible outside of the directory, i.e added to the internal "routing table". This is done by adding the Workflow to the appropriate Network Group. A Network group  is used to classify incoming client connections and route requests to workflows. dsconfig set-network-group-prop \           --group-name network-group \           --add workflow:workFlowForMyNewDb \           --hostname <your hostname> \           --port <admin port>\           --bindDN cn=Directory\ Manager \           --bindPasswordFile ****** \           --no-prompt At that stage, it is possible to import entries to the new naming context o=example.

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  • Ajax Autocomplete Extender

    - by Jason Ulloa
    El objetivo de este post es preparar un ejemplo sobre un tema que es planteado muy frecuentemente en los Foros de MSDN, como realizar un Autocomplete contra una base de datos. Qué requerimos? Antes de poder realizar un Autocomplete debemos tener en cuenta los elementos principales que requerimos para poder hacerlo funcionar, descritos de la siguiente manera: 1. Textbox: Nuestro grandioso amigo Textbox, que será donde el usuario ingresará los datos a buscar. 2. Un Webservice: que contendrá el método que se conectara a la base de datos y devolverá una lista con la información encontrada. 3. Ajax Autocomplete Extender: este es por decirlo así, el elemento más importante. Nos servirá como medio de enlace entre el webservice que expone el método y el textbox recuperando y mostrando los datos en forma de lista desplegable. La implementación Si bien parecierá complicado, crear un autocomplete extender es bastante sencillo. Empezaremos creando un nuevo sitio asp.net, en este sitio agregaremos un textbox y dos controles muy importantes de Ajax el ToolkitScriptManager para controlar el rende rizado de los script de ajax y el AutocompleteExtender que, como mencione anteriormente, será el medio de enlace. Antes de mostrar como quedará el código de lo anterior, explicaré algunas propiedades del AutocompleteExtender para que se entienda de mejor manera: 1. El ServicePath: contiene la ruta relativa al webservice que utilizaremos. 2. MinimumPrefixLength: se refiere al número de caracteres que deben ser digitados antes de iniciar la búsqueda. 3. ServiceMethod: el nombre del metodo de nuestro webservice que se encargará de devolver los datos. 4. EnableCaching: para mantener en cache los datos consultados, obteniendo mayor velocidad. 5. TargetControlID: una de las propiedades más importantes, acá se coloca el nombre del textbox al cual se unirá el Autocomplete 6. CompletionInterval: tiempo que debe transcurrir antes de iniciar con el trabajo de los datos. Una vez, explicadas las propiedades básicas, veamos como queda implementada la primer parte de nuestro autocomplete: <form id="form1" runat="server"> <div> <asp:ToolkitScriptManager ID="manager" runat="server" /> <asp:TextBox ID="TextBox1" runat="server"></asp:TextBox> <asp:AutoCompleteExtender ID="AutoCompleteExtender1" runat="server" ServicePath="WebService.asmx" MinimumPrefixLength="1" ServiceMethod="PersonasInfo " EnableCaching="true" TargetControlID="TextBox1" UseContextKey="True" CompletionSetCount="10" CompletionInterval="0"> </asp:AutoCompleteExtender> </div> </form>   Ahora que nuestro código html está completo, es hora de trabajar directamente con nuestro webservice, este deberá contener un método que devuelva una lista o arreglo de datos, los cuales por supuesto, serán traídos desde la base de datos. Antes de implementar este método, debemos asegurarnos de que nuestra clase del webservice tiene habilitados los espacios para ser utilizada [System.Web.Script.Services.ScriptService()] [WebService(Namespace = "http://tempuri.org/")] [WebServiceBinding(ConformsTo = WsiProfiles.BasicProfile1_1)] public class WebService : System.Web.Services.WebService {}   Ahora si, nuestro metodo principal [WebMethod()] [System.Web.Script.Services.ScriptMethod()] public string[] PersonasInfo(string prefixText, int count) { string connstring = ConfigurationManager.ConnectionStrings["LocalSqlServer"].ConnectionString;   using (SqlConnection conn = new SqlConnection(connstring)) { SqlCommand comando = new SqlCommand("select nombre from personas where nombre LIKE '%' + @param + '%' ", conn); comando.Parameters.AddWithValue("@param", prefixText); SqlDataReader dr = default(SqlDataReader); comando.Connection.Open(); dr = comando.ExecuteReader(); List<string> items = new List<string>();   while (dr.Read()) { items.Add(dr["nombre"].ToString()); } comando.Connection.Close(); return items.ToArray(); } }   Del método anterior no explicaré en profundidad, pues es bastante sencillo. Una consulta a la base de datos utilizando un datareader y devolviendo los datos en una lista como arreglo. Lo más importante serían las 2 primeras líneas [WebMethod()] y el [ScriptMethod()] las cuales habilitan nuestro método para poder ser accedido y utilizado. Por último, el código de ejemplo en C# (VB Autcomplete):

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • Improving the running time of Breadth First Search and Adjacency List creation

    - by user45957
    We are given an array of integers where all elements are between 0-9. have to start from the 1st position and reach end in minimum no of moves such that we can from an index i move 1 position back and forward i.e i-1 and i+1 and jump to any index having the same value as index i. Time Limit : 1 second Max input size : 100000 I have tried to solve this problem use a single source shortest path approach using Breadth First Search and though BFS itself is O(V+E) and runs in time the adjacency list creation takes O(n2) time and therefore overall complexity becomes O(n2). is there any way i can decrease the time complexity of adjacency list creation? or is there a better and more efficient way of solving the problem? int main(){ vector<int> v; string str; vector<int> sets[10]; cin>>str; int in; for(int i=0;i<str.length();i++){ in=str[i]-'0'; v.push_back(in); sets[in].push_back(i); } int n=v.size(); if(n==1){ cout<<"0\n"; return 0; } if(v[0]==v[n-1]){ cout<<"1\n"; return 0; } vector<int> adj[100001]; for(int i=0;i<10;i++){ for(int j=0;j<sets[i].size();j++){ if(sets[i][j]>0) adj[sets[i][j]].push_back(sets[i][j]-1); if(sets[i][j]<n-1) adj[sets[i][j]].push_back(sets[i][j]+1); for(int k=j+1;k<sets[i].size();k++){ if(abs(sets[i][j]-sets[i][k])!=1){ adj[sets[i][j]].push_back(sets[i][k]); adj[sets[i][k]].push_back(sets[i][j]); } } } } queue<int> q; q.push(0); int dist[100001]; bool visited[100001]={false}; dist[0]=0; visited[0]=true; int c=0; while(!q.empty()){ int dq=q.front(); q.pop(); c++; for(int i=0;i<adj[dq].size();i++){ if(visited[adj[dq][i]]==false){ dist[adj[dq][i]]=dist[dq]+1; visited[adj[dq][i]]=true; q.push(adj[dq][i]); } } } cout<<dist[n-1]<<"\n"; return 0; }

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  • An Unusual UpdatePanel

    - by João Angelo
    The code you are about to see was mostly to prove a point, to myself, and probably has limited applicability. Nonetheless, in the remote possibility this is useful to someone here it goes… So this is a control that acts like a normal UpdatePanel where all child controls are registered as postback triggers except for a single control specified by the TriggerControlID property. You could basically achieve the same thing by registering all controls as postback triggers in the regular UpdatePanel. However with this, that process is performed automatically. Finally, here is the code: public sealed class SingleAsyncTriggerUpdatePanel : WebControl, INamingContainer { public string TriggerControlID { get; set; } [TemplateInstance(TemplateInstance.Single)] [PersistenceMode(PersistenceMode.InnerProperty)] public ITemplate ContentTemplate { get; set; } public override ControlCollection Controls { get { this.EnsureChildControls(); return base.Controls; } } protected override void CreateChildControls() { if (string.IsNullOrWhiteSpace(this.TriggerControlID)) throw new InvalidOperationException( "The TriggerControlId property must be set."); this.Controls.Clear(); var updatePanel = new UpdatePanel() { ID = string.Concat(this.ID, "InnerUpdatePanel"), ChildrenAsTriggers = false, UpdateMode = UpdatePanelUpdateMode.Conditional, ContentTemplate = this.ContentTemplate }; updatePanel.Triggers.Add(new SingleControlAsyncUpdatePanelTrigger { ControlID = this.TriggerControlID }); this.Controls.Add(updatePanel); } } internal sealed class SingleControlAsyncUpdatePanelTrigger : UpdatePanelControlTrigger { private Control target; private ScriptManager scriptManager; public Control Target { get { if (this.target == null) { this.target = this.FindTargetControl(true); } return this.target; } } public ScriptManager ScriptManager { get { if (this.scriptManager == null) { var page = base.Owner.Page; if (page != null) { this.scriptManager = ScriptManager.GetCurrent(page); } } return this.scriptManager; } } protected override bool HasTriggered() { string asyncPostBackSourceElementID = this.ScriptManager.AsyncPostBackSourceElementID; if (asyncPostBackSourceElementID == this.Target.UniqueID) return true; return asyncPostBackSourceElementID.StartsWith( string.Concat(this.target.UniqueID, "$"), StringComparison.Ordinal); } protected override void Initialize() { base.Initialize(); foreach (Control control in FlattenControlHierarchy(this.Owner.Controls)) { if (control == this.Target) continue; bool isApplicableControl = false; isApplicableControl |= control is INamingContainer; isApplicableControl |= control is IPostBackDataHandler; isApplicableControl |= control is IPostBackEventHandler; if (isApplicableControl) { this.ScriptManager.RegisterPostBackControl(control); } } } private static IEnumerable<Control> FlattenControlHierarchy( ControlCollection collection) { foreach (Control control in collection) { yield return control; if (control.Controls.Count > 0) { foreach (Control child in FlattenControlHierarchy(control.Controls)) { yield return child; } } } } } You can use it like this, meaning that only the B2 button will trigger an async postback: <cc:SingleAsyncTriggerUpdatePanel ID="Test" runat="server" TriggerControlID="B2"> <ContentTemplate> <asp:Button ID="B1" Text="B1" runat="server" OnClick="Button_Click" /> <asp:Button ID="B2" Text="B2" runat="server" OnClick="Button_Click" /> <asp:Button ID="B3" Text="B3" runat="server" OnClick="Button_Click" /> <asp:Label ID="LInner" Text="LInner" runat="server" /> </ContentTemplate> </cc:SingleAsyncTriggerUpdatePanel>

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  • Best depth sorting method for a Top Down 2D game using a 3D physics engine

    - by Alic44
    I've spent many days googling this and still have issues with my game engine I'd like to ask about, which I haven't seen addressed before. I think the problem is that my game is an unusual combination of a completely 2D graphical approach using XNA's SpriteBatch, and a completely 3D engine (the amazing BEPU physics engine) with rotation mostly disabled. In essence, my question is similar to this one (the part about "faux 3D"), but the difference is that in my game, the player as well as every other creature is represented by 3D objects, and they can all jump, pick up other objects, and throw them around. What this means is that sorting by one value, such as a Z position (how far north/south a character is on the screen) won't work, because as soon as a smaller creature jumps on top of a larger creature, or a box, and walks backwards, the moment its z value is less than that other creature, it will appear to be behind the object it is actually standing on. I actually originally solved this problem by splitting every object in the game into physics boxes which MUST have a Y height equal to their Z depth. I then based the depth sorting value on the object's y position (how high it is off the ground) PLUS its z position (how far north or south it is on the screen). The problem with this approach is that it requires all moving objects in the game to be split graphically into chunks which match up with a physical box which has its y dimension equal to its z dimension. Which is stupid. So, I got inspired last night to rewrite with a fresh approach. My new method is a little more complex, but I think a little more sane: every object which needs to be sorted by depth in the game exposes the interface IDepthDrawable and is added to a list owned by the DepthDrawer object. IDepthDrawable contains: public interface IDepthDrawable { Rectangle Bounds { get; } //possibly change this to a class if struct copying of the xna Rectangle type becomes an issue DepthDrawShape DepthShape { get; } void Draw(SpriteBatch spriteBatch); } The Bounds Rectangle of each IDepthDrawable object represents the 2D Axis-Aligned Bounding Box it will take up when drawn to the screen. Anything that doesn't intersect the screen will be culled at this stage and the remaining on-screen IDepthDrawables will be Bounds tested for intersections with each other. This is where I get a little less sure of what I'm doing. Each group of collisions will be added to a list or other collection, and each list will sort itself based on its DepthShape property, which will have access to the object-to-be-drawn's physics information. For starting out, lets assume everything in the game is an axis aligned 3D Box shape. Boxes are pretty easy to sort. Something like: if (depthShape1.Back > depthShape2.Front) //if depthShape1 is in front of depthShape2. //depthShape1 goes on top. else if (depthShape1.Bottom > depthShape2.Top) //if depthShape1 is above depthShape2. //depthShape1 goes on top. //if neither of these are true, depthShape2 must be in front or above. So, by sorting draw order by several different factors from the physics engine, I believe I can get a really correct draw order. My question is, is this a good way of going about this, or is there some tried and true, tested way which is completely different and has somehow completely eluded me on the internets? And, if this does seem like a good way to remake my draw order sorting, what's the right sorting algorithm for reordering the Bounds Rectangle collision lists, and how do you deal with a Bounds Rectangle colliding with two different object which don't collide with eachother. I know these are solved problems, but I've only been programming for a year so any specific input here will be greatly appreciated. Thanks for reading this far, ye who made it -- sorry it was so long!

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  • Restrict number of characters to be typed for af:autoSuggestBehavior

    - by Arunkumar Ramamoorthy
    When using AutoSuggestBehavior for a UI Component, the auto suggest list is displayed as soon as the user starts typing in the field. In this article, we will find how to restrict the autosuggest list to be displayed till the user types in couple of characters. This would be more useful in the low latency networks and also the autosuggest list is bigger. We could display a static message to let the user know that they need to type in more characters to get a list for picking a value from. Final output we would expect is like the below image Lets see how we can implement this. Assuming we have an input text for the users to enter the country name and an autosuggest behavior is added to it. <af:inputText label="Country" id="it1"> <af:autoSuggestBehavior /> </af:inputText> Also, assuming we have a VO (we'll name it as CountryView for this example), with a view criteria to filter out the VO based on the bind variable passed. Now, we would generate View Impl class from the java node (including bind variables) and then expose the setter method of the bind variable to client interface. In the View layer, we would create a tree binding for the VO and the method binding for the setter method of the bind variable exposed above, in the pagedef file As we've already added an input text and an autosuggestbehavior for the test, we would not need to build the suggested items for the autosuggest list.Let us add a method in the backing bean to return us List of select items to be bound to the autosuggest list. padding: 5px; background-color: #fbfbfb; min-height: 40px; width: 544px; height: 168px; overflow: auto;"> public List onSuggest(String searchTerm) { ArrayList<SelectItem> selectItems = new ArrayList<SelectItem>(); if(searchTerm.length()>1) { //get access to the binding context and binding container at runtime BindingContext bctx = BindingContext.getCurrent(); BindingContainer bindings = bctx.getCurrentBindingsEntry(); //set the bind variable value that is used to filter the View Object //query of the suggest list. The View Object instance has a View //Criteria assigned OperationBinding setVariable = (OperationBinding) bindings.get("setBind_CountryName"); setVariable.getParamsMap().put("value", searchTerm); setVariable.execute(); //the data in the suggest list is queried by a tree binding. JUCtrlHierBinding hierBinding = (JUCtrlHierBinding) bindings.get("CountryView1"); //re-query the list based on the new bind variable values hierBinding.executeQuery(); //The rangeSet, the list of queries entries, is of type //JUCtrlValueBndingRef. List<JUCtrlValueBindingRef> displayDataList = hierBinding.getRangeSet(); for (JUCtrlValueBindingRef displayData : displayDataList){ Row rw = displayData.getRow(); //populate the SelectItem list selectItems.add(new SelectItem( (String)rw.getAttribute("Name"), (String)rw.getAttribute("Name"))); } } else{ SelectItem a = new SelectItem("","Type in two or more characters..","",true); selectItems.add(a); } return selectItems; } So, what we are doing in the above method is, to check the length of the search term and if it is more than 1 (i.e 2 or more characters), the return the actual suggest list. Otherwise, create a read only select item new SelectItem("","Type in two or more characters..","",true); and add it to the list of suggested items to be displayed. The last parameter for the SelectItem (boolean) is to make it as readOnly, so that users would not be able to select this static message from the displayed list. Finally, bind this method to the input text's autosuggestbehavior's suggestedItems property. <af:inputText label="Country" id="it1"> <af:autoSuggestBehavior suggestedItems="#{AutoSuggestBean.onSuggest}"/> </af:inputText>

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • Unity GUI not in build, but works fine in editor

    - by Darren
    I have: GUITexture attached to an object A script that has GUIStyles created for the Textfield and Buttons that are created in OnGUI(). This script is attached to the same object in number 1 3 GUIText objects each separate from the above. A script that enables the GUITexture and the script in number 1 and 2 respectively This is how it is supposed to work: When I cross the finish line, number 4 script enables number 1 GUITexture component and number 2 script component. The script component uses one of number 3's GUIText objects to show you your best lap time, and also makes a GUI.Textfield for name entry and 2 GUI.Buttons for "Submit" and "Skip". If you hit "Submit" the script will submit the time. No matter which button you press, The remaining 2 GUIText objects from number 3 will show you the top 10 best times. For some reason, when I run it in editor, everything works 100%, but when I'm in different kinds of builds, the results vary. When I am in a webplayer, The GUITexture and the textfield and buttons appear, but the textfield and buttons are plain and have no evidence of GUIStyles. When I click one of the buttons, the score gets submitted but I do not get the fastest times showing. When I am in a standalone build, the GUITexture shows up, but nothing else does. If I remove the GUIStyle parameter of the GUI.Textfield and GUI.Button, they show up. Why am I getting these variations and how can I fix it? Code below: void Start () { Names.text = ""; Times.text = ""; YourBestTime.text = "Your Best Lap: " + bestTime + "\nEnter your name:"; //StartCoroutine(GetTimes("Test")); } void Update() { if (!ShowButtons && !GettingTimes) { StartCoroutine(GetTimes()); GettingTimes = true; } } IEnumerator GetTimes () { Debug.Log("Getting times"); YourBestTime.text = "Loading Best Lap Times"; WWW times_get = new WWW(GetTimesUrl); yield return times_get; WWW names_get = new WWW(GetNamesUrl); yield return names_get; if(times_get.error != null || names_get.error != null) { print("There was an error retrieiving the data: " + names_get.error + times_get.error); } else { Times.text = times_get.text; Names.text = names_get.text; YourBestTime.text = "Your Best Lap: " + bestTime; } } IEnumerator PostLapTime (string Name, string LapTime) { string hash= MD5.Md5Sum(Name + LapTime + secretKey); string bestTime_url = SubmitTimeUrl + "&Name=" + WWW.EscapeURL(Name) + "&LapTime=" + LapTime + "&hash=" + hash; Debug.Log (bestTime_url); // Post the URL to the site and create a download object to get the result. WWW hs_post = new WWW(bestTime_url); //label = "Submitting..."; yield return hs_post; // Wait until the download is done if (hs_post.error != null) { print("There was an error posting the lap time: " + hs_post.error); //label = "Error: " + hs_post.error; //show = false; } else { Debug.Log("Posted: " + hs_post.text); ShowButtons = false; PostingTime = false; } } void OnGUI() { if (ShowButtons) { //makes text box nameString = GUI.TextField( new Rect((Screen.width/2)-111, (Screen.height/2)-130, 222, 25), nameString, 20, TextboxStyle); if (GUI.Button( new Rect( (Screen.width/2-74.0f), (Screen.height/2)- 90, 64, 32), "Submit", ButtonStyle)) { //SUBMIT TIME if (nameString == "") { nameString = "Player"; } if (!PostingTime) { StartCoroutine(PostLapTime(nameString, bestTime)); PostingTime = true; } } else if (GUI.Button( new Rect( (Screen.width/2+10.0f), (Screen.height/2)- 90, 64, 32), "Skip", ButtonStyle)) { ShowButtons = false; } } } }

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  • Responding to the page unload in a managed bean

    - by frank.nimphius
    Though ADF Faces provides an uncommitted data warning functionality, developers may have the requirement to respond to the page unload event within custom application code, programmed in a managed bean. The af:clientListener tag that is used in ADF Faces to listen for JavaScript and ADF Faces client component events does not provide the option to listen for the unload event. So this often recommended way of implementing JavaScript in ADF Faces does not work for this use case. To send an event from JavaScript to the server, ADF Faces provides the af:serverListener tag that you use to queue a CustomEvent that invokes method in a managed bean. While this is part of the solution, during testing, it turns out, the browser native JavaScript unload event itself is not very helpful to send an event to the server using the af:serverListener tag. The reason for this is that when the unload event fires, the page already has been unloaded and the ADF Faces AdfPage object needed to queue the custom event already returns null. So the solution to the unload page event handling is the unbeforeunload event, which I am not sure if all browsers support them. I tested IE and FF and obviously they do though. To register the beforeunload event, you use an advanced JavaScript programming technique that dynamically adds listeners to page events. <af:document id="d1" onunload="performUnloadEvent"                      clientComponent="true"> <af:resource type="javascript">   window.addEventListener('beforeunload',                            function (){performUnloadEvent()},false)      function performUnloadEvent(){   //note that af:document must have clientComponent="true" set   //for JavaScript to access the component object   var eventSource = AdfPage.PAGE.findComponentByAbsoluteId('d1');   //var x and y are dummy variables obviously needed to keep the page   //alive for as long it takes to send the custom event to the server   var x = AdfCustomEvent.queue(eventSource,                                "handleOnUnload",                                {args:'noargs'},false);   //replace args:'noargs' with key:value pairs if your event needs to   //pass arguments and values to the server side managed bean.   var y = 0; } </af:resource> <af:serverListener type="handleOnUnload"                    method="#{UnloadHandler.onUnloadHandler}"/> // rest of the page goes here … </af:document> The managed bean method called by the custom event has the following signature:  public void onUnloadHandler(ClientEvent clientEvent) {  } I don't really have a good explanation for why the JavaSCript variables "x" and "y" are needed, but this is how I got it working. To me it ones again shows how fragile custom JavaScript development is and why you should stay away from using it whenever possible. Note: If the unload event is produced through navigation in JavaServer Faces, then there is no need to use JavaScript for this. If you know that navigation is performed from one page to the next, then the action you want to perform can be handled in JSF directly in the context of the lifecycle.

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  • Wikipedia A* pathfinding algorithm takes a lot of time

    - by Vee
    I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there are 10-11 nodes. I took the pseudocode from here Wikipedia And this is my implementation: public static List<PGNode> Pathfind(PGMap mMap, PGNode mStart, PGNode mEnd) { mMap.ClearNodes(); mMap.GetTile(mStart.X, mStart.Y).Value = 0; mMap.GetTile(mEnd.X, mEnd.Y).Value = 0; List<PGNode> openNodes = new List<PGNode>(); List<PGNode> closedNodes = new List<PGNode>(); List<PGNode> solutionNodes = new List<PGNode>(); mStart.G = 0; mStart.H = GetManhattanHeuristic(mStart, mEnd); solutionNodes.Add(mStart); solutionNodes.Add(mEnd); openNodes.Add(mStart); // 1) Add the starting square (or node) to the open list. while (openNodes.Count > 0) // 2) Repeat the following: { openNodes.Sort((p1, p2) => p1.F.CompareTo(p2.F)); PGNode current = openNodes[0]; // a) We refer to this as the current square.) if (current == mEnd) { while (current != null) { solutionNodes.Add(current); current = current.Parent; } return solutionNodes; } openNodes.Remove(current); closedNodes.Add(current); // b) Switch it to the closed list. List<PGNode> neighborNodes = current.GetNeighborNodes(); double cost = 0; bool isCostBetter = false; for (int i = 0; i < neighborNodes.Count; i++) { PGNode neighbor = neighborNodes[i]; cost = current.G + 10; isCostBetter = false; if (neighbor.Passable == false || closedNodes.Contains(neighbor)) continue; // If it is not walkable or if it is on the closed list, ignore it. if (openNodes.Contains(neighbor) == false) { openNodes.Add(neighbor); // If it isn’t on the open list, add it to the open list. isCostBetter = true; } else if (cost < neighbor.G) { isCostBetter = true; } if (isCostBetter) { neighbor.Parent = current; // Make the current square the parent of this square. neighbor.G = cost; neighbor.H = GetManhattanHeuristic(current, neighbor); } } } return null; } Here's the heuristic I'm using: private static double GetManhattanHeuristic(PGNode mStart, PGNode mEnd) { return Math.Abs(mStart.X - mEnd.X) + Math.Abs(mStart.Y - mEnd.Y); } What am I doing wrong? It's an entire day I keep looking at the same code.

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  • Is there an easy way to type in common math symbols?

    - by srcspider
    Disclaimer: I'm sure someone is going to moan about easy-of-use, for the purpose of this question consider readability to be the only factor that matters So I found this site that converts to easting northing, it's not really important what that even means but here's how the piece of javascript looks. /** * Convert Ordnance Survey grid reference easting/northing coordinate to (OSGB36) latitude/longitude * * @param {OsGridRef} gridref - easting/northing to be converted to latitude/longitude * @returns {LatLonE} latitude/longitude (in OSGB36) of supplied grid reference */ OsGridRef.osGridToLatLong = function(gridref) { var E = gridref.easting; var N = gridref.northing; var a = 6377563.396, b = 6356256.909; // Airy 1830 major & minor semi-axes var F0 = 0.9996012717; // NatGrid scale factor on central meridian var f0 = 49*Math.PI/180, ?0 = -2*Math.PI/180; // NatGrid true origin var N0 = -100000, E0 = 400000; // northing & easting of true origin, metres var e2 = 1 - (b*b)/(a*a); // eccentricity squared var n = (a-b)/(a+b), n2 = n*n, n3 = n*n*n; // n, n², n³ var f=f0, M=0; do { f = (N-N0-M)/(a*F0) + f; var Ma = (1 + n + (5/4)*n2 + (5/4)*n3) * (f-f0); var Mb = (3*n + 3*n*n + (21/8)*n3) * Math.sin(f-f0) * Math.cos(f+f0); var Mc = ((15/8)*n2 + (15/8)*n3) * Math.sin(2*(f-f0)) * Math.cos(2*(f+f0)); var Md = (35/24)*n3 * Math.sin(3*(f-f0)) * Math.cos(3*(f+f0)); M = b * F0 * (Ma - Mb + Mc - Md); // meridional arc } while (N-N0-M >= 0.00001); // ie until < 0.01mm var cosf = Math.cos(f), sinf = Math.sin(f); var ? = a*F0/Math.sqrt(1-e2*sinf*sinf); // nu = transverse radius of curvature var ? = a*F0*(1-e2)/Math.pow(1-e2*sinf*sinf, 1.5); // rho = meridional radius of curvature var ?2 = ?/?-1; // eta = ? var tanf = Math.tan(f); var tan2f = tanf*tanf, tan4f = tan2f*tan2f, tan6f = tan4f*tan2f; var secf = 1/cosf; var ?3 = ?*?*?, ?5 = ?3*?*?, ?7 = ?5*?*?; var VII = tanf/(2*?*?); var VIII = tanf/(24*?*?3)*(5+3*tan2f+?2-9*tan2f*?2); var IX = tanf/(720*?*?5)*(61+90*tan2f+45*tan4f); var X = secf/?; var XI = secf/(6*?3)*(?/?+2*tan2f); var XII = secf/(120*?5)*(5+28*tan2f+24*tan4f); var XIIA = secf/(5040*?7)*(61+662*tan2f+1320*tan4f+720*tan6f); var dE = (E-E0), dE2 = dE*dE, dE3 = dE2*dE, dE4 = dE2*dE2, dE5 = dE3*dE2, dE6 = dE4*dE2, dE7 = dE5*dE2; f = f - VII*dE2 + VIII*dE4 - IX*dE6; var ? = ?0 + X*dE - XI*dE3 + XII*dE5 - XIIA*dE7; return new LatLonE(f.toDegrees(), ?.toDegrees(), GeoParams.datum.OSGB36); } I found that to be a really nice way of writing an algorythm, at least as far as redability is concerned. Is there any way to easily write the special symbols. And by easily write I mean NOT copy/paste them.

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  • How to use correctly the comments in C/++

    - by Lucio
    I'm learning to program in C and in my stage, the best form to use correctly the comments is writing good comments from the beginning. As the comments are not just for that one understands better the code but others too, I want to know the views of all of you to reach a consensus. So what I want is that the most experienced users edit the following code as you please. (If it's unnecessary, delete it; If it's wrong, correct it; If needed, add more) Thus there'll be multiple answers with different syntax and the responses with the most votes will be taken as referring when commenting. The code to copy, paste and edit to your pleasure is: (And I remark again, just import the comments, not the code) /* This programs find 1 number in 1 file. The file is binary type and has integers in series. The number is integer type and it's entered from the keyboard. When finished the program, a poster will show the results: Saying if the number is in the file or not. */ #include <stdio.h> //FUNCTION 1 //Open file 'path' and closes it. void openf(char path[]) { int num; //Read from Keyboard a Number and it save it into 'num' var printf("Ready for read number.\n\nNumber --> "); fflush(stdin); scanf("%d",&num); //Open file 'path' in READ mode FILE *fvar; fvar=fopen(path,"rb"); //IF error happens when open file, exit of function if (fvar==NULL) { printf("ERROR while open file %s in read mode.",path); exit(1); } /*Verify the result of 'funct' function IF TRUE, 'num' it's in the file*/ if (funct(path,fvar,num)) printf("The number %d it is in the file %s.",num,path); else printf("The number %d it is not in the file %s.",num,path); fclose(fvar); } /*FUNCTION 2 It is a recursive function. Reads number by number until the file is empty or the number is found. Parameters received: 'path' -> Directory file 'fvar' -> Pointer file 'num' -> Number to compare */ int funct(char path[],FILE *fvar,int num) { int compare; //FALSE condition when the pointer reaches the end if (fread(&compare,sizeof(int),1,fvar)>0) /*TRUE condition when the number readed is iqual that 'num' ELSE will go to the function itself*/ if (compare!=num) funct(path,fvar,num); else return 1; else return 0; } int main(int argc, char **argv) { char path[30]="file.bin"; //Direction of the file to process openf(path); //Function with algorithm return 0; }

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  • Future Of F# At Jazoon 2011

    - by Alois Kraus
    I was at the Jazoon 2011 in Zurich (Switzerland). It was a really cool event and it had many top notch speaker not only from the Microsoft universe. One of the most interesting talks was from Don Syme with the title: F# Today/F# Tomorrow. He did show how to use F# scripting to browse through open databases/, OData Web Services, Sharepoint, …interactively. It looked really easy with the help of F# Type Providers which is the next big language feature in a future F# version. The object returned by a Type Provider is used to access the data like in usual strongly typed object model. No guessing how the property of an object is called. Intellisense will show it just as you expect. There exists a range of Type Providers for various data sources where the schema of the stored data can somehow be dynamically extracted. Lets use e.g. a free database it would be then let data = DbProvider(http://.....); data the object which contains all data from e.g. a chemical database. It has an elements collection which contains an element which has the properties: Name, AtomicMass, Picture, …. You can browse the object returned by the Type Provider with full Intellisense because the returned object is strongly typed which makes this happen. The same can be achieved of course with code generators that use an input the schema of the input data (OData Web Service, database, Sharepoint, JSON serialized data, …) and spit out the necessary strongly typed objects as an assembly. This does work but has the downside that if the schema of your data source is huge you will quickly run against a wall with traditional code generators since the generated “deserialization” assembly could easily become several hundred MB. *** The following part contains guessing how this exactly work by asking Don two questions **** Q: Can I use Type Providers within C#? D: No. Q: F# is after all a library. I can reference the F# assemblies and use the contained Type Providers? D: F# does annotate the generated types in a special way at runtime which is not a static type that C# could use. The F# type providers seem to use a hybrid approach. At compilation time the Type Provider is instantiated with the url of your input data. The obtained schema information is used by the compiler to generate static types as usual but only for a small subset (the top level classes up to certain nesting level would make sense to me). To make this work you need to access the actual data source at compile time which could be a problem if you want to keep the actual url in a config file. Ok so this explains why it does work at all. But in the demo we did see full intellisense support down to the deepest object level. It looks like if you navigate deeper into the object hierarchy the type provider is instantiated in the background and attach to a true static type the properties determined at run time while you were typing. So this type is not really static at all. It is static if you define as a static type that its properties shows up in intellisense. But since this type information is determined while you are typing and it is not used to generate a true static type and you cannot use these “intellistatic” types from C#. Nonetheless this is a very cool language feature. With the plotting libraries you can generate expressive charts from any datasource within seconds to get quickly an overview of any structured data storage. My favorite programming language C# will not get such features in the near future there is hope. If you restrict yourself to OData sources you can use LINQPad to query any OData enabled data source with LINQ with ease. There you can query Stackoverflow with The output is also nicely rendered which makes it a very good tool to explore OData sources today.

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  • SQL SERVER – How to Get SQL Server Restart Notification?

    - by Pinal Dave
    Few days back my friend called me to know if there is any tool which can be used to get restart notification about SQL in their environment. I told that SQL Server can do it by itself with some configurations. He was happy and surprised to know that he need not spend any extra money. In SQL Server, we can configure stored procedure(s) to run at start-up of SQL Server. This blog would give steps to achieve how to achieve it. There are many situations where this feature can be used. Below are few. Logging SQL Server startup timings Modify data in some table during startup (i.e. table in tempdb) Sending notification about SQL start. Step 1 – Enable ‘scan for startup procs’ This can be done either using T-SQL or User Interface of Management Studio. EXEC sys.sp_configure N'Show Advanced Options', N'1' GO RECONFIGURE WITH OVERRIDE GO EXEC sys.sp_configure N'scan for startup procs', N'1' GO RECONFIGURE WITH OVERRIDE GO Below is the interface to change the setting. We need to go to “Server” > “Properties” and use “Advanced” tab. “Scan for Startup Procs” is the parameter under “Miscellaneous” section as shown below. We need to make value as “True” and hit OK. Step 2 – Create stored procedure It’s important to note that the procedure is executed after recovery is finished for ALL databases. Here is a sample stored procedure. You can use your own logic in the procedure. CREATE PROCEDURE SQLStartupProc AS BEGIN CREATE TABLE ##ThisTableShouldAlwaysExists (AnyColumn INT) END Step 3 – Set Procedure to run at startup We need to use sp_procoption to mark the procedure to run at startup. Here is the code to let SQL know that this is startup proc. sp_procoption 'SQLStartupProc', 'startup', 'true' This can be used only for procedures in master database. Msg 15398, Level 11, State 1, Procedure sp_procoption, Line 89 Only objects in the master database owned by dbo can have the startup setting changed. We also need to remember that such procedure should not have any input/output parameter. Here is the error which would be raised. Msg 15399, Level 11, State 1, Procedure sp_procoption, Line 107 Could not change startup option because this option is restricted to objects that have no parameters. Verification Here is the query to find which procedures is marked as startup procedures. SELECT name FROM sys.objects WHERE OBJECTPROPERTY(OBJECT_ID, 'ExecIsStartup') = 1 Once this is done, I have restarted SQL instance and here is what we would see in SQL ERRORLOG Launched startup procedure 'SQLStartupProc'. This confirms that stored procedure is executed. You can also notice that this is done after all databases are recovered. Recovery is complete. This is an informational message only. No user action is required. After few days my friend again called me and asked – I want to turn this OFF? Use comments section and post the answer for him.  Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQL Utility, T SQL

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  • Roles / Profiles / Perspectives in NetBeans IDE 7.1

    - by Geertjan
    With a check out of main-silver from yesterday, I'm able to use the brand new "role" attribute in @TopComponent.Registration, as you can see below, in the bit in bold: @ConvertAsProperties(dtd = "-//org.role.demo.ui//Admin//EN", autostore = false) @TopComponent.Description(preferredID = "AdminTopComponent", //iconBase="SET/PATH/TO/ICON/HERE", persistenceType = TopComponent.PERSISTENCE_ALWAYS) @TopComponent.Registration(mode = "editor", openAtStartup = true, role="admin") public final class AdminTopComponent extends TopComponent { And here's a window for general users of the application, with the "role" attribute set to "user": @ConvertAsProperties(dtd = "-//org.role.demo.ui//User//EN", autostore = false) @TopComponent.Description(preferredID = "UserTopComponent", //iconBase="SET/PATH/TO/ICON/HERE", persistenceType = TopComponent.PERSISTENCE_ALWAYS) @TopComponent.Registration(mode = "explorer", openAtStartup = true, role="user") public final class UserTopComponent extends TopComponent { So, I have two windows. One is assigned to the "admin" role, the other to the "user" role. In the "ModuleInstall" class, I add a "WindowSystemListener" and set "user" as the application's role: public class Installer extends ModuleInstall implements WindowSystemListener { @Override public void restored() { WindowManager.getDefault().addWindowSystemListener(this); } @Override public void beforeLoad(WindowSystemEvent event) { WindowManager.getDefault().setRole("user"); WindowManager.getDefault().removeWindowSystemListener(this); } @Override public void afterLoad(WindowSystemEvent event) { } @Override public void beforeSave(WindowSystemEvent event) { } @Override public void afterSave(WindowSystemEvent event) { } } So, when the application starts, the "UserTopComponent" is shown, not the "AdminTopComponent". Next, I have two Actions, for switching between the two roles, as shown below: @ActionID(category = "Window", id = "org.role.demo.ui.SwitchToAdminAction") @ActionRegistration(displayName = "#CTL_SwitchToAdminAction") @ActionReferences({ @ActionReference(path = "Menu/Window", position = 250) }) @Messages("CTL_SwitchToAdminAction=Switch To Admin") public final class SwitchToAdminAction extends AbstractAction { @Override public void actionPerformed(ActionEvent e) { WindowManager.getDefault().setRole("admin"); } @Override public boolean isEnabled() { return !WindowManager.getDefault().getRole().equals("admin"); } } @ActionID(category = "Window", id = "org.role.demo.ui.SwitchToUserAction") @ActionRegistration(displayName = "#CTL_SwitchToUserAction") @ActionReferences({ @ActionReference(path = "Menu/Window", position = 250) }) @Messages("CTL_SwitchToUserAction=Switch To User") public final class SwitchToUserAction extends AbstractAction { @Override public void actionPerformed(ActionEvent e) { WindowManager.getDefault().setRole("user"); } @Override public boolean isEnabled() { return !WindowManager.getDefault().getRole().equals("user"); } } When I select one of the above actions, the role changes, and the other window is shown. I could, of course, add a Login dialog to the "SwitchToAdminAction", so that authentication is required in order to switch to the "admin" role. Now, let's say I am now in the "user" role. So, the "UserTopComponent" shown above is now opened. I decide to also open another window, the Properties window, as below... ...and, when I am in the "admin" role, when the "AdminTopComponent" is open, I decide to also open the Output window, as below... Now, when I switch from one role to the other, the additional window/s I opened will also be opened, together with the explicit members of the currently selected role. And, the main window position and size are also persisted across roles. When I look in the "build" folder of my project in development, I see two different Windows2Local folders, one per role, automatically created by the fact that there is something to be persisted for a particular role, e.g., when a switch to a different role is done: And, with that, we now clearly have roles/profiles/perspectives in NetBeans Platform applications from NetBeans Platform 7.1 onwards.

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  • Problems with moving 2D circle/box collision detection

    - by dario3004
    This is my first game ever and I'm a newbie in computer physics. I've got this code for the collision detection and it works fine for BOTTOM and TOP collision.It miss the collision detection with the paddle's edge and angles so I've (roughly) tried to implement it. Main method that is called for bouncing, it checks if it bounce with wall, or with top (+ right/left side) or with bottom (+ right/left side): protected void handleBounces(float px, float py) { handleWallBounce(px, py); if(mBall.y < getHeight()/4){ if (handleRedFastBounce(mRed, px, py)) return; if (handleRightSideBounce(mRed,px,py)) return; if (handleLeftSideBounce(mRed,px,py)) return; } if(mBall.y > getHeight()/4 * 3){ if (handleBlueFastBounce(mBlue, px, py)) return; if (handleRightSideBounce(mBlue,px,py)) return; if (handleLeftSideBounce(mBlue,px,py)) return; } } This is the code for the BOTTOM bounce: protected boolean handleRedFastBounce(Paddle paddle, float px, float py) { if (mBall.goingUp() == false) return false; // next position tx = mBall.x; ty = mBall.y - mBall.getRadius(); // actual position ptx = px; pty = py - mBall.getRadius(); dyp = ty - paddle.getBottom(); xc = tx + (tx - ptx) * dyp / (ty - pty); if ((ty < paddle.getBottom() && pty > paddle.getBottom() && xc > paddle.getLeft() && xc < paddle.getRight())) { mBall.x = xc; mBall.y = paddle.getBottom() + mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } else return false; } As long as I understood it should be something like this: So I tried to make the "left side" and "right side" bounce method: protected boolean handleLeftSideBounce(Paddle paddle, float px, float py){ // next position tx = mBall.x + mBall.getRadius(); ty = mBall.y; // actual position ptx = px + mBall.getRadius(); pty = py; dyp = tx - paddle.getLeft(); yc = ty + (pty - ty) * dyp / (ptx - tx); if (ptx < paddle.getLeft() && tx > paddle.getLeft()){ System.out.println("left side bounce1"); System.out.println("yc: " + yc + "top: " + paddle.getTop() + " bottom: " + paddle.getBottom()); if (yc > paddle.getTop() && yc < paddle.getBottom()){ System.out.println("left side bounce2"); mBall.y = yc; mBall.x = paddle.getLeft() - mBall.getRadius(); mBall.bouncePaddle(paddle); playSound(mPaddleSFX); increaseDifficulty(); return true; } } return false; } I think I'm quite near to the solution but I'm having big troubles with the new "yc" formula. I tried so many versions of it but since I don't know the theory behind it I can't adjust for the Y axis. Since the Y axis is inverted I even tried this: yc = ty - (pty - ty) * dyp / (ptx - tx); I tried Googling it but I can't seem to find a solution for it. Also this method fails when ball touches the angle and I don't think is a nice way because it just test "one" point of the ball and probably there will be many cases in which the ball won't bounce.

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  • Octree subdivision problem

    - by ChaosDev
    Im creating octree manually and want function for effectively divide all nodes and their subnodes - For example - I press button and subnodes divided - press again - all subnodes divided again. Must be like - 1 - 8 - 64. The problem is - i dont understand how organize recursive loops for that. OctreeNode in my unoptimized implementation contain pointers to subnodes(childs),parent,extra vector(contains dublicates of child),generation info and lots of information for drawing. class gOctreeNode { //necessary fields gOctreeNode* FrontBottomLeftNode; gOctreeNode* FrontBottomRightNode; gOctreeNode* FrontTopLeftNode; gOctreeNode* FrontTopRightNode; gOctreeNode* BackBottomLeftNode; gOctreeNode* BackBottomRightNode; gOctreeNode* BackTopLeftNode; gOctreeNode* BackTopRightNode; gOctreeNode* mParentNode; std::vector<gOctreeNode*> m_ChildsVector; UINT mGeneration; bool mSplitted; bool isSplitted(){return m_Splitted;} .... //unnecessary fields }; DivideNode of Octree class fill these fields, set mSplitted to true, and prepare for correctly drawing. Octree contains basic nodes(m_nodes). Basic node can be divided, but now I want recursivly divide already divided basic node with 8 subnodes. So I write this function. void DivideAllChildCells(int ix,int ih,int id) { std::vector<gOctreeNode*> nlist; std::vector<gOctreeNode*> dlist; int index = (ix * m_Height * m_Depth) + (ih * m_Depth) + (id * 1);//get index of specified node gOctreeNode* baseNode = m_nodes[index].get(); nlist.push_back(baseNode->FrontTopLeftNode); nlist.push_back(baseNode->FrontTopRightNode); nlist.push_back(baseNode->FrontBottomLeftNode); nlist.push_back(baseNode->FrontBottomRightNode); nlist.push_back(baseNode->BackBottomLeftNode); nlist.push_back(baseNode->BackBottomRightNode); nlist.push_back(baseNode->BackTopLeftNode); nlist.push_back(baseNode->BackTopRightNode); bool cont = true; UINT d = 0;//additional recursive loop param (?) UINT g = 0;//additional recursive loop param (?) LoopNodes(d,g,nlist,dlist); //Divide resulting nodes for(UINT i = 0; i < dlist.size(); i++) { DivideNode(dlist[i]); } } And now, back to the main question,I present LoopNodes, which must do all work for giving dlist nodes for splitting. void LoopNodes(UINT& od,UINT& og,std::vector<gOctreeNode*>& nlist,std::vector<gOctreeNode*>& dnodes) { //od++;//recursion depth bool f = false; //pass through childs for(UINT i = 0; i < 8; i++) { if(nlist[i]->isSplitted())//if node splitted and have childs { //pass forward through tree for(UINT j = 0; j < 8; j++) { nlist[j] = nlist[j]->m_ChildsVector[j];//set pointers to these childs } LoopNodes(od,og,nlist,dnodes); } else //if no childs { //add to split vector dnodes.push_back(nlist[i]); } } } This version of loop nodes works correctly for 2(or 1?) generations after - this will not divide neightbours nodes, only some corners. I need correct algorithm. Screenshot All I need - is correct version of LoopNodes, which can add all nodes for DivideNode.

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  • How to Draw Lines on the Screen

    - by Geertjan
    I've seen occasional questions on mailing lists about how to use the NetBeans Visual Library to draw lines, e.g., to make graphs or diagrams of various kinds by drawing on the screen. So, rather than drag/drop causing widgets to be added, you'd want widgets to be added on mouse clicks, and you'd want to be able to connect those widgets together somehow. Via the code below, you'll be able to click on the screen, which causes a dot to appear. When you have multiple dots, you can hold down the Ctrl key and connect them together. A guiding line appears to help you position the dots exactly in line with each other. When you go to File | Print, you'll be able to preview and print the diagram you've created. A picture that speaks 1000 words: Here's the code: public final class PlotterTopComponent extends TopComponent { private final Scene scene; private final LayerWidget baseLayer; private final LayerWidget connectionLayer; private final LayerWidget interactionLayer; public PlotterTopComponent() { initComponents(); setName(Bundle.CTL_PlotterTopComponent()); setToolTipText(Bundle.HINT_PlotterTopComponent()); setLayout(new BorderLayout()); this.scene = new Scene(); this.baseLayer = new LayerWidget(scene); this.interactionLayer = new LayerWidget(scene); this.connectionLayer = new LayerWidget(scene); scene.getActions().addAction(new SceneCreateAction()); scene.addChild(baseLayer); scene.addChild(interactionLayer); scene.addChild(connectionLayer); add(scene.createView(), BorderLayout.CENTER); putClientProperty("print.printable", true); } private class SceneCreateAction extends WidgetAction.Adapter { @Override public WidgetAction.State mousePressed(Widget widget, WidgetAction.WidgetMouseEvent event) { if (event.getClickCount() == 1) { if (event.getButton() == MouseEvent.BUTTON1 || event.getButton() == MouseEvent.BUTTON2) { baseLayer.addChild(new BlackDotWidget(scene, widget, event)); repaint(); return WidgetAction.State.CONSUMED; } } return WidgetAction.State.REJECTED; } } private class BlackDotWidget extends ImageWidget { public BlackDotWidget(Scene scene, Widget widget, WidgetAction.WidgetMouseEvent event) { super(scene); setImage(ImageUtilities.loadImage("org/netbeans/plotter/blackdot.gif")); setPreferredLocation(widget.convertLocalToScene(event.getPoint())); getActions().addAction( ActionFactory.createExtendedConnectAction( connectionLayer, new BlackDotConnectProvider())); getActions().addAction( ActionFactory.createAlignWithMoveAction( baseLayer, interactionLayer, ActionFactory.createDefaultAlignWithMoveDecorator())); } } private class BlackDotConnectProvider implements ConnectProvider { @Override public boolean isSourceWidget(Widget source) { return source instanceof BlackDotWidget && source != null ? true : false; } @Override public ConnectorState isTargetWidget(Widget src, Widget trg) { return src != trg && trg instanceof BlackDotWidget ? ConnectorState.ACCEPT : ConnectorState.REJECT; } @Override public boolean hasCustomTargetWidgetResolver(Scene arg0) { return false; } @Override public Widget resolveTargetWidget(Scene arg0, Point arg1) { return null; } @Override public void createConnection(Widget source, Widget target) { ConnectionWidget conn = new ConnectionWidget(scene); conn.setTargetAnchor(AnchorFactory.createCircularAnchor(target, 10)); conn.setSourceAnchor(AnchorFactory.createCircularAnchor(source, 10)); connectionLayer.addChild(conn); } } ... ... ... Note: The code above was written based on the Visual Library tutorials on the NetBeans Platform Learning Trail, in particular via the "ConnectScene" sample in the "test.connect" package, which is part of the very long list of Visual Library samples referred to in the Visual Library tutorials on the NetBeans Platform Learning Trail. The next steps are to add a reconnect action and an action to delete a dot by double-clicking on it. Would be interesting to change the connecting line so that the length of the line were to be shown, i.e., as you draw a line from one dot to another, you'd see a constantly changing number representing the current distance of the connecting line. Also, once lines are connected to form a rectangle, would be cool to be able to write something within that rectangle. Then one could really create diagrams, which would be pretty cool.

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