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  • How do I make A* check all diagonal and orthogonal directions?

    - by Munezane
    I'm making a turn-based tactical game and I'm trying to implement the A* algorithm. I've been following a tutorial and got to this point, but my characters can't move diagonally up and left. Can anyone help me with this? The return x and y are int pointers which the characters are using to move towards the target. void level::aStar(int startx, int starty, int targetx, int targety, int* returnx, int* returny) { aStarGridSquare* currentSquare = new aStarGridSquare(); aStarGridSquare* startSquare = new aStarGridSquare(); aStarGridSquare* targetSquare = new aStarGridSquare(); aStarGridSquare* adjacentSquare = new aStarGridSquare(); aStarOpenList.clear(); for(unsigned int i=0; i<aStarGridSquareList.size(); i++) { aStarGridSquareList[i]->open=false; aStarGridSquareList[i]->closed=false; } startSquare=getaStarGridSquare(startx, starty); targetSquare=getaStarGridSquare(targetx, targety); if(startSquare==targetSquare) { *returnx=startx; *returny=starty; return; } startSquare->CostFromStart=0; startSquare->CostToTraverse=0; startSquare->parent = NULL; currentSquare=startSquare; aStarOpenList.push_back(currentSquare); while(currentSquare!=targetSquare && aStarOpenList.size()>0) { //unsigned int totalCostEstimate=aStarOpenList[0]->TotalCostEstimate; //currentSquare=aStarOpenList[0]; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList.size()>1) { for(unsigned int j=1; j<aStarOpenList.size()-1; j++) { if(aStarOpenList[i]->TotalCostEstimate<aStarOpenList[j]->TotalCostEstimate) { currentSquare=aStarOpenList[i]; } else { currentSquare=aStarOpenList[j]; } } } else { currentSquare = aStarOpenList[i]; } } currentSquare->closed=true; currentSquare->open=false; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList[i]==currentSquare) { aStarOpenList.erase(aStarOpenList.begin()+i); } } for(unsigned int i = currentSquare->blocky - 32; i <= currentSquare->blocky + 32; i+=32) { for(unsigned int j = currentSquare->blockx - 32; j<= currentSquare->blockx + 32; j+=32) { adjacentSquare=getaStarGridSquare(j/32, i/32); if(adjacentSquare!=NULL) { if(adjacentSquare->blocked==false && adjacentSquare->closed==false) { if(adjacentSquare->open==false) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->open = true; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx- targetSquare->blockx) + abs(adjacentSquare->blocky-targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; //adjacentSquare->open=true;*/ aStarOpenList.push_back(adjacentSquare); } else { if(adjacentSquare->parent->CostFromStart > currentSquare->CostFromStart) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->CostFromStart = adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx - targetSquare->blockx) + abs(adjacentSquare->blocky - targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; } } } } } } } if(aStarOpenList.size()==0)//if empty { *returnx =startx; *returny =starty; return; } else { for(unsigned int i=0; i< aStarOpenList.size(); i++) { if(currentSquare->parent==NULL) { //int tempX = targetSquare->blockx; //int tempY = targetSquare->blocky; *returnx=targetSquare->blockx; *returny=targetSquare->blocky; break; } else { currentSquare=currentSquare->parent; } } } }

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Dynamic navigation mesh changes

    - by Nairou
    I'm currently trying to convert from grids to navigation meshes for pathfinding, since grids are either too coarse for accurate navigation, or too fine to be useful for object tracking. While my map is fairly static, and the navigation mesh could be created in advance, this is somewhat of a tower defense game, where objects can be placed to block paths, so I need a way to recalculate portions of the navigation mesh to allow pathing around them. Is there any existing documentation on good ways to do this? I'm still very new to navigation meshes, so the prospect of modifying them to cut or fill holes sounds daunting.

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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  • Having trouble with pathfinding

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

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  • Estimating costs in a GOAP system

    - by fullwall
    I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the world state. To provide a fair chance for all Actions and Goals to execute, I'm using a heuristic function to estimate the cost of doing something. What is the best way to estimate this cost so that it is comparable to all the other costs? As an example, estimating the cost of running away from an enemy versus attacking it - how should the cost be calculated to be comparable?

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  • Where are the values of java.library.path being set?

    - by lmestre
    This one could be a WebLogic Server question, but this post is general for any java environment.We were getting  at the very beginning  java library path something like this: /home/lmestre/jdk1.6/jre/lib/amd64/server:/home/lmestre/jdk1.6/jre/lib/amd64:/home/lmestre/jdk1.6/jre/../lib/amd64So, the question was: Where WebLogic Server is setting java.library.path?I never found the answer, so why don't we try to try to answerWhere the JVM is setting java.library.path?public class LibraryPathPrinter {   public static void main(String[] args) {       String javaLibraryPath= System.getProperty("java.library.path");       System.out.println("java.library.path "+javaLibraryPath );   }}after a simplejavac LibraryPathPrinter.javaand then an easyjava LibraryPathPrintervoila!The program printed something like thisjava.library.path  /home/lmestre/jdk1.6/jre/lib/amd64/server:/home/lmestre/jdk1.6/jre/lib/amd64:/home/lmestre/jdk1.6/jre/../lib/amd64So the JVM was the culprit.Enjoy!

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  • Restricted pathfinding Area

    - by SubZeron
    So i'm triying to create a little "XCOM : Enemy Unknown" like game ,and using the Aron Granberg's Pathfinding-Tool (free version) to handle the "click to move part. i want to add a little trap system where the hero get stuck inside an area, so he will have only the possibility to move inside this trapped area, so far everything is fine however when i click outside the trapped area, the hero try to reach the destination even though the wall will prevents him from reaching it. so my question is, is there any way to restrict the area where the pathfinding system work to the trapped area dynamically. and wich Graph Type is recommended to use in this situation or this kind of Games (Grid Graph/Navmesh Graph/Point Graph). Thank you. image link for explanation : https://dl.dropbox.com/u/77993668/exemple.jpg

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Android layout issue - relative widths in percent using weight

    - by cdonner
    I am trying to assign relative widths to columns in a ListView that is in a TabHost, using layout_weight as suggested here: <?xml version="1.0" encoding="utf-8"?> <TabHost xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/tabhost" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TabWidget android:id="@android:id/tabs" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <FrameLayout android:id="@android:id/tabcontent" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TableLayout android:id="@+id/triplist" android:layout_width="fill_parent" android:layout_height="wrap_content" android:paddingTop="4px"> <TableRow> <ListView android:id="@+id/triplistview" android:layout_width="fill_parent" android:layout_height="wrap_content"/> </TableRow> <TableRow> <Button android:id="@+id/newtripbutton" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Add Trip"/> </TableRow> [other tabs ...] My row definition has 4 columns that I would like to size as follows: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:weightSum="1.0" android:padding="4px"> <TextView android:id="@+id/rowtripdate" android:layout_weight=".2" android:layout_width="0dip" android:layout_height="wrap_content" android:inputType="date"/> <TextView android:id="@+id/rowodostart" android:layout_weight=".2" android:layout_width="0dip" android:layout_height="wrap_content"/> <TextView android:id="@+id/rowodoend" android:layout_weight=".2" android:layout_width="0dip" android:layout_height="wrap_content"/> <TextView android:id="@+id/rowcomment" android:layout_weight=".4" android:layout_width="0dip" android:layout_height="wrap_content"> Unfortunately, it seems to want to fit all the columns into the space that the button occupies, as opposed to the width of the screen. Or maybe there is another constraint that I do not understand. I'd appreciate your help.

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  • Android layout issue - relative widths

    - by cdonner
    I am trying to assign relative widths to columns in a ListView that is in a TabHost, using layout_weight as suggested here: <?xml version="1.0" encoding="utf-8"?> <TabHost xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/tabhost" android:layout_width="fill_parent" android:layout_height="fill_parent"> <LinearLayout android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TabWidget android:id="@android:id/tabs" android:layout_width="fill_parent" android:layout_height="wrap_content"/> <FrameLayout android:id="@android:id/tabcontent" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TableLayout android:id="@+id/triplist" android:layout_width="fill_parent" android:layout_height="wrap_content" android:paddingTop="4px"> <TableRow> <ListView android:id="@+id/triplistview" android:layout_width="fill_parent" android:layout_height="wrap_content"/> </TableRow> <TableRow> <Button android:id="@+id/newtripbutton" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Add Trip"/> </TableRow> [other tabs ...] My row definition has 4 columns that I would like to size as follows: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:weightSum="1.0" android:padding="4px"> <TextView android:id="@+id/rowtripdate" android:layout_weight=".2" android:layout_width="0dip" android:layout_height="wrap_content" android:inputType="date"/> <TextView android:id="@+id/rowodostart" android:layout_weight=".2" android:layout_width="0dip" android:layout_height="wrap_content"/> <TextView android:id="@+id/rowodoend" android:layout_weight=".2" android:layout_width="0dip" android:layout_height="wrap_content"/> <TextView android:id="@+id/rowcomment" android:layout_weight=".4" android:layout_width="0dip" android:layout_height="wrap_content"> Unfortunately, it seems to want to fit all the column into the space that the button occupies, as opposed to the width of the screen. Or maybe there is another constraint that I do not understand. I'd appreciate your help.

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  • How to keep relative position of WPF elements on background image

    - by Masterfu
    Hi folks, I am new to WPF, so the answer to the following question might be obvious, however it isn't to me. I need to display an image where users can set markers on (As an example: You might want to mark a person's face on a photograph with a rectangle), however the markers need to keep their relative position when scaling the image. Currently I am doing this by using a Canvas and setting an ImageBrush as Background. This displays the image and I can add elements like a Label (as replacement for a rectangle) on top of the image. But when I set a label like this, it's position is absolute and so when the underlying picture is scaled (because the user drags the window larger) the Label stays at it's absolute position (say, 100,100) instead of moving to the new position that keeps it "in sync" with the underlying image. To cut the matter short: When I set a marker on a person's eye, it shouldn't be on the person's ear after scaling the window. Any suggestions on how to do that in WPF? Maybe Canvas is the wrong approach in the first place? I could keep a collection of markers in code and recalculate their position every time the window gets resized, but I hope there is a way to let WPF do that work for me :-) I am interested in hearing your opinions on this. Thanks

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  • Issue with IHttpHandler and relative URLs

    - by vtortola
    Hi, I've developed a IHttpHandler class and I've configured it as verb="*" path="*", so I'm handling all the request with it in an attempt of create my own REST implementation for a test web site that generates the html dynamically. So, when a request for a .css file arrives, I've to do something like context.Response.WriteFile(Server.MapPath(url)) ... same for pictures and so on, I have to response everything myself. My main issue, is when I put relative URLs in the anchors; for example, I have main page with a link like this <a href="page1">Go to Page 1</a> , and in Page 1 I have another link <a href="page2">Go to Page 2</a>. Page 1 and 2 are supposed to be at the same level (http://host/page1 and http://host/page2, but when I click in Go to Page 2, I got this url in the handler: ~/page1/~/page2 ... what is a pain, because I have to do an url = url.SubString(url.LastIndexOf('~')) for clean it, although I feel that there is nothing wrong and this behavior is totally normal. Right now, I can cope with it, but I think that in the future this is gonna bring me some headache. I've tried to set all the links with absolute URLs using the information of context.Request.Url, but it's also a pain :D, so I'd like to know if there is a nicer way to do these kind of things. Don't hesitate in giving me pretty obvious responses because I'm pretty new in web development and probably I'm skipping something basic about URLs, Http and so on. Thanks in advance and kind regards.

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  • jQueryUI: Sortable <thead> messes up ie ANY IE when css display property is set to RELATIVE

    - by Zlatev
    As the title describes most of the problem. Here is the example code that works as expected in Firefox. Could someone provide a workaround or fix? In action JavaScript $(function() { $('table thead').sortable({ items: 'th', containment: 'document', helper: 'clone', cursor: 'move', placeholder: 'placeHold', start: function(e, ui) { $overlay=$('<div>').css({ position: 'fixed', left: 0, top: 0, backgroundColor: 'black', opacity: 0.4, width: '100%', height: '100%', zIndex: 500 }).attr('id','sortOverlay').prependTo(document.body); $(this).parent().css({ position: 'relative', zIndex: 1000}); }, stop: function(e, ui){ $('#sortOverlay').remove(); $(this).parent().css({ position: 'static' }); } }); }); CSS <style type="text/css"> table { background-color: #f3f3f3; } table thead { background-color: #c1c1c1; } .placeHold { background-color: white; } </style> HTML <table> <thead><th>th1</th><th>th2</th><th>th3</th><th>th4</th></thead> <tbody> <tr> <td>content</td><td>content</td><td>content</td><td>content</td> </tr> </tbody> </table>

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  • relative url in wcf service binding

    - by Jeremy
    I have a silverlight control which has a reference to a silverlight enabled wcf service. When I add a reference to the service in my silverlight control, it adds the following to my clientconfig file: <configuration> <system.serviceModel> <bindings> <basicHttpBinding> <binding name="BasicHttpBinding_DataAccess" maxBufferSize="2147483647" maxReceivedMessageSize="2147483647"> <security mode="None" /> </binding> </basicHttpBinding> </bindings> <client> <endpoint address="http://localhost:3097/MyApp/DataAccess.svc" binding="basicHttpBinding" bindingConfiguration="BasicHttpBinding_DataAccess" contract="svcMyService.DataAccess" name="BasicHttpBinding_DataAccess" /> </client> </system.serviceModel> </configuration> How do I specify a relative url in the endpoint address instead of the absolute url? I want it to work no matter where I deploy the web app to without having to edit the clientconfig file, because the silverlight component and the web app will always be deployed together. I thought I'd be able to specify just "DataAccess.svc" but it doesn't seem to like that.

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  • XPath _relative_ to given element in HTMLUnit/Groovy?

    - by Misha Koshelev
    Dear All: I would like to evaluate an XPath expression relative to a given element. I have been reading here: http://www.w3schools.com/xpath/default.asp And it seems like one of the syntaxes below should work (esp no leading slash or descendant:) However, none seem to work in HTMLUnit. Any help much appreciated (oh this is a groovy script btw). Thank you! http://htmlunit.sourceforge.net/ http://groovy.codehaus.org/ Misha #!/usr/bin/env groovy import com.gargoylesoftware.htmlunit.WebClient def html=""" <html><head><title>Test</title></head> <body> <div class='levelone'> <div class='leveltwo'> <div class='levelthree' /> </div> <div class='leveltwo'> <div class='levelthree' /> <div class='levelthree' /> </div> </div> </body> </html> """ def f=new File('/tmp/test.html') if (f.exists()) { f.delete() } def fos=new FileOutputStream(f) fos<<html def webClient=new WebClient() def page=webClient.getPage('file:///tmp/test.html') def element=page.getByXPath("//div[@class='levelone']") assert element.size()==1 element=page.getByXPath("div[@class='levelone']") assert element.size()==0 element=page.getByXPath("/div[@class='levelone']") assert element.size()==0 element=page.getByXPath("descendant:div[@class='levelone']") // this gives namespace error assert element.size()==0 Thank you!!!

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  • C#: Hijacking a near relative call

    - by Lex
    Alright, I'm trying to write a vary basic modification to a program NOT written by me. I DO NOT have the source to it. I also do not care if this only works for a single version of the program, so hard coding offsets is feasible. Anyways, I've found the function and where it is called in the compiled program. .text:1901C88F loc_1901C88F: ; CODE XREF: ConnectionThread+1A2j .text:1901C88F ; DATA XREF: .text:off_1901CC64o .text:1901C88F 8B C8 mov ecx, eax ; jumptable 1901C862 case 11 .text:1901C891 8B C6 mov eax, esi .text:1901C893 E8 48 C5 FF FF call ChatEvent According to IDA the full function signature is: char *__usercall ChatEvent<eax>(char *Data<eax>, unsigned int Length<ecx>) I already have all I need to patch the program during runtime, and do whatever other manipulations I need. What I need, is to be able to write a function like so: bool ProcessChat(char *Data, unsigned int Length); char *__usercall HijackFunction(char *Data, unsigned int Length){ if (ProcessChat(Data, Length)) Call OriginalChatEvent(Data, Length); } Get the jist of what I am trying to do? With stdcall function it's easy just replace the 4 byte address with my own function's address. But this is a near relative call, which is.. more annoying. So, anyone have any idea?

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  • How to set up django-admin.py on windos vista?

    - by shin
    I manage to install Django after some struggles by using setup.py install on Windows Vista Now I tried to use django-admin.py but it is not working. According to this document, http://docs.djangoproject.com/en/dev/ref/django-admin/ The django-admin.py script should be on your system path if you installed Django via its setup.py utility. If it’s not on your path, ... For Windows users, who do not have symlinking functionality available, you can copy django-admin.py to a location on your existing path or edit the PATH settings (under Settings - Control Panel - System - Advanced - Environment...) to point to its installed location. I checked ComputerpropertiesEnvironment Variables, but path to django-admin.py is not in anywhere. So I added C:\Python25\Lib\site-packages\django\bin which is the folder of django-admin.py in User variables for shin Variable PATH, Value C:\Program Files\Google\google_appengine\;C:\Python25\Lib\site-packages\django\bin\ Am I supposed to add to System variables?? But it still does not work. Could anyone tell me how to add the Path in Environment Variables please? Thanks in advance.

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  • Footer height based on screen size

    - by o-logn
    Hi everyone, I would like to create a footer which is relative to the content (so not fixed), but fills the rest of the screen. So for example, on my larger monitor, the footer would start in the same place, but fill up 100px (for example). On a smaller monitor, it only needs to fill up 75px. I tried using 100%, but it causes the page to be really big and the user can scroll down and fill the entire screen with the footer. Is there a way to get it to be a bit more reasonable size, so that it just about fills the bottom of the screen? My current code is this: .footer { position:relative; //can't be fixed as content might overlap if extended height:100%; width:100%; //fill the entire screen horizontally bottom:0px; margin-top:345px; //used to make sure content doesn't overlap } Thanks for any ideas

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  • How to set up django-admin.py on windows vista?

    - by shin
    I manage to install Django after some struggles by using setup.py install on Windows Vista Now I tried to use django-admin.py but it is not working. According to this document, http://docs.djangoproject.com/en/dev/ref/django-admin/ The django-admin.py script should be on your system path if you installed Django via its setup.py utility. If it’s not on your path, ... For Windows users, who do not have symlinking functionality available, you can copy django-admin.py to a location on your existing path or edit the PATH settings (under Settings - Control Panel - System - Advanced - Environment...) to point to its installed location. I checked ComputerpropertiesEnvironment Variables, but path to django-admin.py is not in anywhere. So I added C:\Python25\Lib\site-packages\django\bin which is the folder of django-admin.py in User variables for shin Variable PATH, Value C:\Program Files\Google\google_appengine\;C:\Python25\Lib\site-packages\django\bin\ Am I supposed to add to System variables?? But it still does not work. Could anyone tell me how to add the Path in Environment Variables please? Thanks in advance.

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  • Please help me with a Power shell Script which rearranges Paths.

    - by Hamish Grubijan
    Hi, I have both Sybase and MSFT SQL Servers installed. There is a time when Sybase interferes with MS SQL because they have they have some overlapping commands. So, I need two scripts: A) When runs, script A backs up the current path, grabs all paths that contain sybase or SYBASE or SyBASE (you get the point) in them and move them all at the very end of the path, while preserving the order. B) When it runs, script B restores the path from back-up. Both script a and script b should affect the path immediately. So, if a.bat that calls patha.ps1, pathb.ps1 looks like so: @REM Old path here call patha.ps1 @REM At this point the effective path should be different. call pathb.ps1 @REM Effective old path again Please let me know if this does not make sense. I am not sure if call command is the best one to use. I have never used P.S. before. I can try to formulate the same thing in Python (I know S.O. users tend to ask for "What have you tried so far"). Well, at this point I am VERY slow at writing anything in Power Shell language. Please help.

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  • How to copy path on a mac?

    - by AngryHacker
    Windows refugee here. On Windows you can easily copy the path and paste it elsewhere to get to the directory. Here is the situation on the Mac. I am in the Finder 20 folders down and I see the file I want. I go to my application and want to open it, so I pick Open Document from the File menu. However, it is exceedingly difficult and time-consuming to get to the place I want. Is there a way to copy the path in the finder and paste it in the File Open dialog of my application?

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  • haproxy modify request path

    - by zcourts
    I'm just getting started with HAProxy and I was wondering if its possible to modify the request path for an HTTP request. One of the backend server uses Dropwizard and its assets bundle see here bundle. In my setup /xyz serves static assets /api/xyz serves REST resources With HAProxy I want requests from api.host.com/xyz to be sent to backend/api/xyz and requests from host.com to be sent to backend/ I've gotten most of that working but I can't figure out how to tell HAProxy to change the path, prepending /api/ to anything from api.host.com Is this possible or am I going about this the wrong way?

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  • How to make TimeMachine back up contents of any path or mounted volume

    - by Olfan
    I keep different types of data in different encrypted sparsebundle images (say, one for each client) which automatically mount upon login but can't be opened by anybody other than myself. So, after login I have a number of virtual volumes in /Volumes/ which keeps my client data both secure and organized. How do I include data inside these virtual Volumes in TimeMachine's backups, or data residing in any path on any partition/volume? I found a promising solution description at blog.eurocomp.info involving editing the com.apple.TimeMachine.plist but all I can get TimeMachine to do is backing up the sparsebundle files themselves. I want it to back up the files inside the mounted image, though - something like adding /Volumes/Client_abc/ to TimeMachine's search path. Please do not redirect my to this previous question as it doesn't solve the problem at all. Please also refrain from telling me why you think I should not want this answer as that will not solve anything either. Please lastly don't say "it can't be done" unless you can technically prove that claim.

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