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  • Complexity of defense AI

    - by Fredrik Johansson
    I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play by playing against an AI opponent. I mean it's not like Tennis, where the majority knows at least the fundamental rules. On the other hand, I'm a bit concerned that this AI implementation can be quite complex. I hope you can help me with an complexity estimation. I've tried to summarize the gameplay below. Is this defense AI very hard to do? Basic Defense Game Play Player Defender can move within his land, i.e. inside a random, non-convex, polygon. This land will also contain obstacles modeled as polygons, that Defender has to move around. Player Attacker has also a land, modeled as another such polygon. Assume that Defender shall defend against Attacker. Attacker will then throw a thingy towards Defender's land. To be rewarded, Attacker wants to hit Defender's land, and Defender will want to strike away the thingy from his land before it stops to prevent Attacker from scoring. To feint Defender, Attacker might run around within his land before the throw, and based on these attacker movements Defender shall then continuously move to the best defense position within his land.

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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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  • 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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  • Relative Paths in .htaccess, how to attach to a variable?

    - by devians
    I have a very heavy htaccess mod_rewrite file that runs my application. As we sometimes take over legacy websites, I sometimes need to support old urls to old files, where my application processes everything post htaccess. My ultimate goal is to have a 'Demilitarized Zone' for old file structures, and use mod rewrite to check for existence there before pushing to the application. This is pretty easy to do with files, by using: RewriteCond %{IS_SUBREQ} true RewriteRule .* - [L] RewriteCond %{ENV:REDIRECT_STATUS} 200 RewriteRule .* - [L] RewriteCond Public/DMZ/$1 -F [OR] RewriteRule ^(.*)$ Public/DMZ/$1 [QSA,L] This allows pseudo support for relative urls by not hardcoding my base path (I cant assume I will ever be deployed in document root) anywhere and using subrequests to check for file existence. Works fine if you know the file name, ie http://domain.com/path/to/app/legacyfolder/index.html However, my legacy urls are typically http://domain.com/path/to/app/legacyfolder/ Mod_Rewrite will allow me to check for this by using -d, but it needs the complete path to the directory, ie RewriteCond Public/DMZ/$1 -F [OR] RewriteCond /var/www/path/to/app/Public/DMZ/$1 -d RewriteRule ^(.*)$ Public/DMZ/$1 [QSA,L] I want to avoid the hardcoded base path. I can see one possible solutions here, somehow determining my path and attaching it to a variable [E=name:var] and using it in the condition. Any implementation that allows me to existence check a directory is more than welcome.

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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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  • rvm doesnt work when specifiying the path...?

    - by jtzero
    when typing in the path to the rvm it doesnt work $which rvm /usr/local/bin/rvm $ruby -v ruby 1.9.2p0 (2010-08-18 revision 29036) [i686-linux] $/usr/local/bin/rvm use 1.8.7 Using /usr/local/rvm/gems/ruby-1.8.7-p302 $ruby -v ruby 1.9.2p0 (2010-08-18 revision 29036) [i686-linux] #now w/o the path $rvm use 1.8.7 Using /usr/local/rvm/gems/ruby-1.8.7-p302 $ruby -v ruby 1.8.7 (2010-08-16 patchlevel 302) [i686-linux] $whereis rvm rvm: /usr/local/bin/rvm /usr/local/lib/rvm /usr/local/rvm .... /etc/bash.bashrc .... if [[ -n "$PS1" ]]; then ... [[ -s "/usr/local/rvm/scripts/rvm" ]] && . "/usr/local/rvm/scripts/rvm" anyone seen this?

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  • Is there a path from OpenSCAD to WebGL?

    - by Andrew Domaszek
    tl;dr version, Does a software path exist to convert from openscad input to render on a website via webgl? What I'm trying to do is display OpenSCAD created designs uploaded via post on a LEMPy driven website; this is currently done by outputting to a static png image. I would like to render one of openscad's export formats(wikibooks) and convert for display in javascript/webgl through some software path available via linux batch. CPU and RAM are relatively unconstrained but no GPU available. I've looked into CopperLeicht, but it requires CopperCube output which would require windows or wine. FOSS is preferred but not required. edit: I found three.js has converters for fbx, dae, obj, and 3ds formats which might be helpful as one of the last steps.

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  • Executing symbolic link to exe - "The specified path does not exist"

    - by basic6
    When trying to execute a symbolic link which points to an exe file (on Windows 7), the "Open with" windows appears. When renaming it to a ".exe" file, it says "The specified path does not exist. Check the path, and then try again.". Symlinks to other destinations seem to work fine. I know that because hard links are a reference to the file's inode, they do not have this issue. But because of their disadvantages (like replacing "target file" not possible), I avoid hard links. And Windows shortcuts (lnk files) aren't filesystem links. Although I haven't had any trouble with them yet, I'd rather avoid them as well. So is there any way to execute a symlink?

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  • How to set path of Virtual PC hard disk differencing parent

    - by Barry Kelly
    I have an old Windows XP Mode vhd backed up from my previous system, but I'm having difficulty getting it running on the new system. The vhd is a differencing disk, and its parent is the standard Windows XP Mode base; I still have the old parent, and have verified it is binary identical to the XP Mode base in my new installation of XP Mode. But in the new system, the path to the differencing disk parent is different than the old. When I open up the settings for the .vmcx for my old XP mode, and select "Hard Disk 1", the "Virtual hard disk file" is set correctly, but the "Parent Disk:" field is pointing at the wrong path, and I can't see any way to edit it. Does anyone know how?

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  • How could I find out the path to the current desktop image, for Windows 8

    - by Scott Bennett-McLeish
    Having recently upgraded to Windows 8, my script to retrieve the current desktop wallpaper image has broken. For Windows 7, How could I find out the path to the current desktop image?, this works great. However, that registry key now always contains C:\Windows\web\wallpaper\Windows\img0.jpg What is the new registry key used for Windows 8? I've found two possible solutions. Firstly, this key contains what looks like a Base64 encoded path: HKCU/Software/Microsoft/Windows/CurrentVersion/Explorer/Wallpapers/Images/ID2 And then there is the "custom theme properties file" which also contains a "[SlideShow]" section which looks like Base64: C:\Users\Scott\AppData\Local\Microsoft\Windows\Themes\Custom.theme

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  • apache mod_proxy or mod_rewrite for hide a root of a webserver behind a path

    - by Giovanni Nervi
    I have 2 apache 2.2.21 one external and one internal, I need to map the internal apache behind a path in external apache, but I have some problems with absolute url. I tried these configurations: RewriteEngine on RewriteRule ^/externalpath/(.*)$ http://internal-apache.test.com/$1 [L,P,QSA] ProxyPassReverse /externalpath/ http://internal-apache.test.com/ or <Location /externalpath/> ProxyPass http://internal-apache.test.com/ ProxyPassReverse http://internal-apache.test.com/ </Location> My internal apache use absolute path for search resources as images, css and html and I can't change it now. Some suggestions? Thank you

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  • How to copy file 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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