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  • Checking server load with PHP and taking appropriate action

    - by teehoo
    Hi, I'm creating a project in which a server receives operations from clients to apply to a local server document. The server and client both share the same document and therefore each message the client sends contains an MD5 hash, which the server compares to after generating its own hash to ensure the server and client documents are synchronized. My question is, if the server is overloaded, could I somehow detect this in PHP, which would in turn let me decide whether I want to execute the hash generation function or not? Perhaps in the scenario defined, this is not a perfect use-case, but I'm interested in this approach in general.

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  • Detecting I/O errors in a NON BLOCKING SOCKET

    - by ripunjay-tripathi-gmail-com
    I am writing a client - server system in which I used NON-BLOCKING sockets. My problem is to detect error { while performing send() or write() } that may occur while data transfer. Example lets say, while the data is being transferred the peer crashes. Another case there is some network problem, something like wire unplugged etc. As of now, I am using a high level ACK, that peer sends after receiving the complete data. Ripunjay Tripathi

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  • Is there any algorithm for determining 3d position in such case? (images below)

    - by Ole Jak
    So first of all I have such image (and ofcourse I have all points coordinates in 2d so I can regenerate lines and check where they cross each other) But hey, I have another Image of same lines (I know thay are same) and new coords of my points like on this image So... now Having points (coords) on first image, How can I determin plane rotation and Z depth on second image (asuming first one's center was in point (0,0,0) with no rotation)?

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  • Malicious crawler blocker for ASP.NET

    - by Marek
    I have just stumbled upon Bad Behavior - a plugin for PHP that promises to detect spam and malicious crawlers by preventing them from accessing the site at all. Does something similar exist for ASP.NET/ASP.NET MVC? I am interested in blocking access to the site altogether, not in detecting spam after it was posted.

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  • Sliding Response after a Point-Square Collision

    - by mars
    In general terms and pseudo-code, what would be the best way to have a collision response of sliding along a wall if the wall is actually just a part of an entire square that a point is colliding into? The collision test method used is a test to see if the point lies in the square. Should I divide the square into four lines and just calculate the shortest distance to the line and then move the point back that distance?If so, then how can I determine which edge of the square the point is closest to after collision?

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  • How to determine edges in an images optimally?

    - by SorinA.
    I recently was put in front of the problem of cropping and resizing images. I needed to crop the 'main content' of an image for example if i had an image similar to this: the result should be an image with the msn content without the white margins(left& right). I search on the X axis for the first and last color change and on the Y axis the same thing. The problem is that traversing the image line by line takes a while..for an image that is 2000x1600px it takes up to 2 seconds to return the CropRect = x1,y1,x2,y2 data. I tried to make for each coordinate a traversal and stop on the first value found but it didn't work in all test cases..sometimes the returned data wasn't the expected one and the duration of the operations was similar.. Any idea how to cut down the traversal time and discovery of the rectangle round the 'main content'? public static CropRect EdgeDetection(Bitmap Image, float Threshold) { CropRect cropRectangle = new CropRect(); int lowestX = 0; int lowestY = 0; int largestX = 0; int largestY = 0; lowestX = Image.Width; lowestY = Image.Height; //find the lowest X bound; for (int y = 0; y < Image.Height - 1; ++y) { for (int x = 0; x < Image.Width - 1; ++x) { Color currentColor = Image.GetPixel(x, y); Color tempXcolor = Image.GetPixel(x + 1, y); Color tempYColor = Image.GetPixel(x, y + 1); if ((Math.Sqrt(((currentColor.R - tempXcolor.R) * (currentColor.R - tempXcolor.R)) + ((currentColor.G - tempXcolor.G) * (currentColor.G - tempXcolor.G)) + ((currentColor.B - tempXcolor.B) * (currentColor.B - tempXcolor.B))) > Threshold)) { if (lowestX > x) lowestX = x; if (largestX < x) largestX = x; } if ((Math.Sqrt(((currentColor.R - tempYColor.R) * (currentColor.R - tempYColor.R)) + ((currentColor.G - tempYColor.G) * (currentColor.G - tempYColor.G)) + ((currentColor.B - tempYColor.B) * (currentColor.B - tempYColor.B))) > Threshold)) { if (lowestY > y) lowestY = y; if (largestY < y) largestY = y; } } } if (lowestX < Image.Width / 4) cropRectangle.X = lowestX - 3 > 0 ? lowestX - 3 : 0; else cropRectangle.X = 0; if (lowestY < Image.Height / 4) cropRectangle.Y = lowestY - 3 > 0 ? lowestY - 3 : 0; else cropRectangle.Y = 0; cropRectangle.Width = largestX - lowestX + 8 > Image.Width ? Image.Width : largestX - lowestX + 8; cropRectangle.Height = largestY + 8 > Image.Height ? Image.Height - lowestY : largestY - lowestY + 8; return cropRectangle; } }

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • How to detect default printer properties from browser?

    - by Annan
    Regardless of if this is a good idea or not, is it possible to detect printer attributes from the browser? The idea is that you want to print out a brochure that's selling something. Depending on different things such as if the printer is black&white/colour, high/low resolution, laser/inkjet, printing to a file, etc, you want to print out the page differently. For example you might choose different text colours or fonts, different image sizes, etc. My initial thoughts are: ActiveX, Flash, Java, Silverlight, browser plugins. Kudos if it's possible in javascript. I'm interested in all ways to do this, cross browser or not. Please no reasons about why this shouldn't be done ^_^

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  • Tool for checking source for dependencies on specific Java versions

    - by Gregor
    Is there a quick way (e.g. tool) to detect, from the source (or maybe even from compiled classes), which parts of an application call Java API methods that are only implemented in a specific Java version? (e.g. which parts of my app are Java6-specific) I don't necessarily want to hop through all ClassMismatchErrors and avoid the trial-and-error-method. Let's say I only want to document which parts of an application won't work if they were writte for, e.g., Java6 and I want to run it in a version 5 JDK. Is there something like this? Google did not help this time, nor did I find any solution here (a rare case indeed:)

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  • How can I detect collisions between two images in c#?

    - by Shane Callanan
    hope you can help me out with this one. I'm new to c# so am very inexperienced. But basically I'm trying to make a game in which certain objects fall from the sky. Some objects like feathers take a while to drop, while metal balls will drop faster. You start off with a certain amount of cash and can buy weapons of your choice to place on the ground below. Now I've never done anything to do with collisions before, so simple answers will be of much help! Here are some of the collisions that will be in the game: (Not sure if different types of collisions are coded differently) -Collision between bullets and falling objects -Collision between falling objects and the ground (which is inanimate) -Collisions between falling objects and a certain radius around another object (for example, if a weapon gives off a radiation beam starting from its centre) -Collisions between rotating objects (rotating blade) and falling objects If someone could help me with this, it would be much appreciated!

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  • Support-function in the GJK-algorithm.

    - by Marcus Johansson
    I am trying to implement the GJK-algorithm but I got stuck instantly. The problem is to implement the Support-function that isn't O(n^2). As it is now I'm computing the complete Minkowski difference, and then there is really no point in doing the GJK-algorithm. (or is it?) What I mean by Support-function is the function that returns the point in the Minkowski difference that is furthest away in a specified direction. I assume this shouldn't be O(n^2) as it is in my current implementation.

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  • Detect main class

    - by Daniel
    Hoe can I detect the main class of my application? The one, which is either given on the command line or loaded from the jar given at the command line? If this is not possible, why not?

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  • How to determine edges in an image optimally?

    - by SorinA.
    I recently was put in front of the problem of cropping and resizing images. I needed to crop the 'main content' of an image for example if i had an image similar to this: the result should be an image with the msn content without the white margins(left& right). I search on the X axis for the first and last color change and on the Y axis the same thing. The problem is that traversing the image line by line takes a while..for an image that is 2000x1600px it takes up to 2 seconds to return the CropRect = x1,y1,x2,y2 data. I tried to make for each coordinate a traversal and stop on the first value found but it didn't work in all test cases..sometimes the returned data wasn't the expected one and the duration of the operations was similar.. Any idea how to cut down the traversal time and discovery of the rectangle round the 'main content'? public static CropRect EdgeDetection(Bitmap Image, float Threshold) { CropRect cropRectangle = new CropRect(); int lowestX = 0; int lowestY = 0; int largestX = 0; int largestY = 0; lowestX = Image.Width; lowestY = Image.Height; //find the lowest X bound; for (int y = 0; y < Image.Height - 1; ++y) { for (int x = 0; x < Image.Width - 1; ++x) { Color currentColor = Image.GetPixel(x, y); Color tempXcolor = Image.GetPixel(x + 1, y); Color tempYColor = Image.GetPixel(x, y + 1); if ((Math.Sqrt(((currentColor.R - tempXcolor.R) * (currentColor.R - tempXcolor.R)) + ((currentColor.G - tempXcolor.G) * (currentColor.G - tempXcolor.G)) + ((currentColor.B - tempXcolor.B) * (currentColor.B - tempXcolor.B))) > Threshold)) { if (lowestX > x) lowestX = x; if (largestX < x) largestX = x; } if ((Math.Sqrt(((currentColor.R - tempYColor.R) * (currentColor.R - tempYColor.R)) + ((currentColor.G - tempYColor.G) * (currentColor.G - tempYColor.G)) + ((currentColor.B - tempYColor.B) * (currentColor.B - tempYColor.B))) > Threshold)) { if (lowestY > y) lowestY = y; if (largestY < y) largestY = y; } } } if (lowestX < Image.Width / 4) cropRectangle.X = lowestX - 3 > 0 ? lowestX - 3 : 0; else cropRectangle.X = 0; if (lowestY < Image.Height / 4) cropRectangle.Y = lowestY - 3 > 0 ? lowestY - 3 : 0; else cropRectangle.Y = 0; cropRectangle.Width = largestX - lowestX + 8 > Image.Width ? Image.Width : largestX - lowestX + 8; cropRectangle.Height = largestY + 8 > Image.Height ? Image.Height - lowestY : largestY - lowestY + 8; return cropRectangle; } }

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  • Opinions on platform game actor/background collision resolving

    - by Kawa
    Imagine the following scenario: I have a level whose physical structure is built up from a collection of bounding rectangles, combined with prerendered bitmap backgrounds. My actors, including the player character, all have their own bounding rectangle. If an actor manages to get stuck inside a level block, partially or otherwise, it'll need to be shifted out again, so that it is flush against the block. The untested technique I thought up during bio break is as follows: If an actor's box is found to intersect a level box, determine where the centerpoints of each rect are. If the actor's center is higher than the level box's, move the actor so that the bottom of the actor's rect is flush with the top of the level's rect, and vice versa if it's lower. Then do a similar thing horizontally. Opinions on that? Suggestions on better methods? Actually, the bounding rects are XNA BoundingBlocks with their Z spanning from -1 to 1, but it's still 2D gameplay.

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  • Track Pedestrians

    - by 2vision2
    I am using OpenCV sample code “peopledetect.cpp” to detect and track pedestrians. The code uses HoG for feature extraction and SVM for classification. Please find the reference paper used here. The camera is mounted on the wall at a height of 10 feet and 45 degree down. There is no restriction on the pedestrian movement within the frame. I want to track the detected pedestrians’ movement within the frame. The issue I am facing is pedestrians are detected only in the middle region of the frame as most of the features are not visible as soon as the pedestrian enters the frame region. I want to track each person’s movement in the entire frame region. How to do it? Is tracking required? Can anyone give any reference to blogs/codes?

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  • Cone-Line Segment Intersection 2D

    - by nophnoph
    Hi everyone, I would like to know is there any way to determine if a cone is intersecting with a (finite)line segment. The cone actually a circle located at P(x,y) with theta degree field of view and radius r. The simple visualization can be found here (sorry i can't post the picture here) I'm trying to do it in C# but I don't have any idea how to that, so for now this is what I'm doing : Check if the line segment is intersecting with the circle If the line segment is intersecting with the circle then I check every single point in the line segment using a function I found here. But I don't think this is the best way to do it. Does anyone have an idea? For additional info, I need this function to make some kind of simple vision simulator. Thanks in advance :)

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