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  • white in the black

    - by gcc
    how can i detect white image surrounded by black image take input 000 000 000 000 000 255 255 255 000 000 255 255 255 000 000 255 255 255 000 000 000 000 000 000 000 make it simpliest form 0 0 0 0 0 2 2 2 0 0 2 2 2 0 0 2 2 2 0 0 that step i couldnot did then search for coordinate of leading entry x,y then determine are there any detection if not print no detection else go another step find length of the square and how can calculate length and widht of the square

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  • how good is java's UUID.randomUUID?

    - by Alvin
    I know randomized UUID have very very very low probability for collision in theory, but I am wondering, in practice, how good is java 5's randonUUID in terms of not having collision? Does anybody have any experience to share?

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  • XNA - 2D Tile Lighting

    - by Cyral
    Im adding lighting to my 2D Tile based game. I found the link http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html useful, but the way its done it dosent support collision. What Id like is some help or links as I want one that can have -always lit up light points -collision (If the light ray hits a block, then dim the next block by whatever amount until its dark) Im a noob at this stuff, but ive been searching around for quite a while but no luck (I did find Catalin's tutorial, but it seemed abit advanced for me)

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  • selecting delimiter in regex while selecting portion between lines in case of perl

    - by Gaurav S
    The message has detection report: <detection_report> Test 1 Test 2 Test 3 </detection_report> --------------------------------------------- Have a nice day I want to select portion between <detection_report> tags, including these two tags. I have written following code. The message has detection report\:((.|\n|\r)+)(\<\/detection_report\>) but its not working. Can anyone help me with this.

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  • Cisco ASA 5505 site to site IPSEC VPN won't route from multiple LANs

    - by franklundy
    Hi I've set up a standard site to site VPN between 2 ASA 5505s (using the wizard in ASDM) and have the VPN working fine for traffic between Site A and Site B on the directly connected LANs. But this VPN is actually to be used for data originating on LAN subnets that are one hop away from the directly connected LANs. So actually there is another router connected to each ASA (LAN side) that then route to two completely different LAN ranges, where the clients and servers reside. At the moment, any traffic that gets to the ASA that has not originated from the directly connected LAN gets sent straight to the default gateway, and not through the VPN. I've tried adding the additional subnets to the "Protected Networks" on the VPN, but that has no effect. I have also tried adding a static route to each ASA trying to point the traffic to the other side, but again this hasn't worked. Here is the config for one of the sites. This works for traffic to/from the 192.168.144.x subnets perfectly. What I need is to be able to route traffic from 10.1.0.0/24 to 10.2.0.0/24 for example. ASA Version 8.0(3) ! hostname Site1 enable password ** encrypted names name 192.168.144.4 Site2 ! interface Vlan1 nameif inside security-level 100 ip address 192.168.144.2 255.255.255.252 ! interface Vlan2 nameif outside security-level 0 ip address 10.78.254.70 255.255.255.252 (this is a private WAN circuit) ! interface Ethernet0/0 switchport access vlan 2 ! interface Ethernet0/1 ! interface Ethernet0/2 ! interface Ethernet0/3 ! interface Ethernet0/4 ! interface Ethernet0/5 ! interface Ethernet0/6 ! interface Ethernet0/7 ! passwd ** encrypted ftp mode passive access-list inside_access_in extended permit ip any any access-list outside_access_in extended permit icmp any any echo-reply access-list outside_1_cryptomap extended permit ip 192.168.144.0 255.255.255.252 Site2 255.255.255.252 access-list inside_nat0_outbound extended permit ip 192.168.144.0 255.255.255.252 Site2 255.255.255.252 pager lines 24 logging enable logging asdm informational mtu inside 1500 mtu outside 1500 icmp unreachable rate-limit 1 burst-size 1 asdm image disk0:/asdm-603.bin no asdm history enable arp timeout 14400 global (outside) 1 interface nat (inside) 0 access-list inside_nat0_outbound nat (inside) 1 0.0.0.0 0.0.0.0 access-group inside_access_in in interface inside access-group outside_access_in in interface outside route outside 0.0.0.0 0.0.0.0 10.78.254.69 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout uauth 0:05:00 absolute dynamic-access-policy-record DfltAccessPolicy aaa authentication ssh console LOCAL http server enable http 0.0.0.0 0.0.0.0 outside http 192.168.1.0 255.255.255.0 inside no snmp-server location no snmp-server contact snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec transform-set ESP-3DES-SHA esp-3des esp-sha-hmac crypto map outside_map 1 match address outside_1_cryptomap crypto map outside_map 1 set pfs crypto map outside_map 1 set peer 10.78.254.66 crypto map outside_map 1 set transform-set ESP-3DES-SHA crypto map outside_map interface outside crypto isakmp enable outside crypto isakmp policy 10 authentication pre-share encryption 3des hash sha group 2 lifetime 86400 no crypto isakmp nat-traversal telnet timeout 5 ssh 0.0.0.0 0.0.0.0 outside ssh timeout 5 console timeout 0 management-access inside threat-detection basic-threat threat-detection statistics port threat-detection statistics protocol threat-detection statistics access-list group-policy DfltGrpPolicy attributes vpn-idle-timeout none username enadmin password * encrypted privilege 15 tunnel-group 10.78.254.66 type ipsec-l2l tunnel-group 10.78.254.66 ipsec-attributes pre-shared-key * ! ! prompt hostname context

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  • Silverlight Cream for January 12, 2011 -- #1025

    - by Dave Campbell
    In this Issue: Amyo Kabir, Rob Eisenberg, Doug Rathbone, John Papa, Jeff Blankenburg(-2-), Mike Taulty, Peter Kuhn, Laurent Bugnion, Vangos Pterneas, and Senthil Kumar. Above the Fold: Silverlight: "Silverlight Popup sample" Amyo Kabir WP7: "Navigation in a #WP7 application with MVVM Light" Laurent Bugnion XNA: "XNA for Silverlight developers: Part 0 - Why should I care?" Peter Kuhn Shoutouts: Mohamed Mosallem posted a video of an Expression Blend demo he gave recently: Expression Blend Demo Rob Eisenberg posted the winners of the Caliburn.Micro Contest he was running .. and a nice bunch of swag too! Announcing the Caliburn.Micro Contest Winners! Dan Moyer is a LightSwitch enthusiast and writes Why I Believe Visual Studio LightSwitch will be a Win... good well-thought-out and written take on Lightswitch. From SilverlightCream.com: Silverlight Popup sample Amyo Kabir has a post up that is short on description but long on demo and the code is available... put this in the 'a picture is worth 1,000 words category' :) Caliburn.Micro Soup to Nuts Part 7 - All About Conventions The 7th episode of Rob Eisenberg's tutorial series on Caliburn.Micro is up. This episode about some of the conventions that you get out-of-the-box with Caliburn.Micro, what it'll do for you, and how you can modify the behavior of the convention to suit your own taste/style. Two little tips for working with Silverlight chart DateTime Axes Doug Rathbone has been working with the Toolkit Charts for WP7 and finding it difficult to get the info he needs, and now that he's worked it out... he's sharing... particularly information about DateTimeAxis. Silverlight TV 56: WCF RIA Services and Azure The first Silverlight TV of 2011 was John Papa discussing WCF RIA Services and Azure with Saurabh Plant. What I Learned In WP7 – Issue 14 As usual, Jeff Blankenburg is a couple ahead of me... his Issue 14 is about some panorama trickery... like navigating to a specific place in one, or preventing wrapping. What I Learned In WP7 – Issue 15 In Jeff Blankenburg's latest WP7 post, he's sharing some interesting insight into Trial Mode and app sales... from the standpoint of someone selling apps. Blend Bits 20–Group Into Mike Taulty has Part 20 of his Blend Bits series up. This one is demonstrating grouping, and what all can be accomplished (or not) with grouping in Blend. XNA for Silverlight developers: Part 0 - Why should I care? Peter Kuhn has the beginning of a series on WP7 and XNA up at SilverlightShow... this looks to be a good intro and way to get your head wrapped around XNA on the phone. Navigation in a #WP7 application with MVVM Light Laurent Bugnion discusses WP7 navigation via MVVM Light, resolving many of the communication/navigation complexities you can get involved in without a tool like his. Motion detection in Silverlight Vangos Pterneas has a followup postto the one on facial detection... this one is on Motion Detection in Silverlight. If you've got a webcam hooked up, you can give a demo app a dance via a link he has in the post. Adding ApplicationBar in Windows Phone 7 using Expression Blend Senthil Kumar follows up a post about using VS to add an application bar to a WP7 app with this one using Expression Blend Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • How to determine which enemy is hit and destroy it alone

    - by Jon Ferriter
    http://jsfiddle.net/5DB6K/ I have this game being made where you shoot enemies from the sides of the screen. I've got the bullets moving and being removed when they reach the end of the screen (if they didn't hit any enemy) and removing the enemy when they collide with it. //------------collision----------------// if(shot === true){ bulletY = $('.bullet').position().top + 2; bulletX = $('.bullet').position().left + 2; $('.enemy').each(function(){ if($('.enemy').hasClass('smallEnemy')){ enemyY = $(this).position().top + 7; enemyX = $(this).position().left + 7; if(Math.abs(bulletY - enemyY) <= 9 && Math.abs(bulletX - enemyX) <=9){ $(this).remove(); score = score + 40; bulletDestroy(); } } }); } However, the bullet destroys every enemy if the collision check is right which isn't what I want. I want to check if the enemy has the class of either smallEnemy, medEnemy, or lrgEnemy and then do the collision check which is what I thought I had but it doesn't seem to work. Also, the game starts to lag the more and more time goes on. Would anyone know the reason for that?

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  • Cant access a remote server due mistake by setting firewall rule

    - by LMIT
    I need help due a my silly mistake! So for long time i have a dedicate server hosted by register.it Usually i access remotly to this server (Windows 2008 server) by Terminal Server. Today i wanted to block one site that continually send request to my server. So i was adding a new rule in the firewall (the native firewall on windows 2008 server), as i did many time, but this time, probably i was sleeping with my brain i add a general rules that stop everything! So i cant access to the server anymore, as no any users can browse the sites, nothing is working because this rule block everything. I know that is a silly mistake, no need to tell me :) so please what i can do ? The only 1 thing that my provider let me is reboot the server by his control panel, but this not help me in any way because the firewall block me again. i have administrator username and password, so what i really can do ? there are some trick some tecnique, some expert guru that can help me in this very bad situation ? UPDATE i follow the Tony suggest and i did a NMAP to check if some ports are open but look like all closed: NMAP RESULT Starting Nmap 6.00 ( http://nmap.org ) at 2012-05-29 22:32 W. Europe Daylight Time NSE: Loaded 93 scripts for scanning. NSE: Script Pre-scanning. Initiating Parallel DNS resolution of 1 host. at 22:32 Completed Parallel DNS resolution of 1 host. at 22:33, 13.00s elapsed Initiating SYN Stealth Scan at 22:33 Scanning xxx.xxx.xxx.xxx [1000 ports] SYN Stealth Scan Timing: About 29.00% done; ETC: 22:34 (0:01:16 remaining) SYN Stealth Scan Timing: About 58.00% done; ETC: 22:34 (0:00:44 remaining) Completed SYN Stealth Scan at 22:34, 104.39s elapsed (1000 total ports) Initiating Service scan at 22:34 Initiating OS detection (try #1) against xxx.xxx.xxx.xxx Retrying OS detection (try #2) against xxx.xxx.xxx.xxx Initiating Traceroute at 22:34 Completed Traceroute at 22:35, 6.27s elapsed Initiating Parallel DNS resolution of 11 hosts. at 22:35 Completed Parallel DNS resolution of 11 hosts. at 22:35, 13.00s elapsed NSE: Script scanning xxx.xxx.xxx.xxx. Initiating NSE at 22:35 Completed NSE at 22:35, 0.00s elapsed Nmap scan report for xxx.xxx.xxx.xxx Host is up. All 1000 scanned ports on xxx.xxx.xxx.xxx are filtered Too many fingerprints match this host to give specific OS details TRACEROUTE (using proto 1/icmp) HOP RTT ADDRESS 1 ... ... ... 13 ... 30 NSE: Script Post-scanning. Read data files from: D:\Program Files\Nmap OS and Service detection performed. Please report any incorrect results at http://nmap.org/submit/ . Nmap done: 1 IP address (1 host up) scanned in 145.08 seconds Raw packets sent: 2116 (96.576KB) | Rcvd: 61 (4.082KB) Question: The provider locally can access by username and password ?

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  • Cisco ASA - Enable communication between same security level

    - by Conor
    I have recently inherited a network with a Cisco ASA (running version 8.2). I am trying to configure it to allow communication between two interfaces configured with the same security level (DMZ-DMZ) "same-security-traffic permit inter-interface" has been set, but hosts are unable to communicate between the interfaces. I am assuming that some NAT settings are causing my issue. Below is my running config: ASA Version 8.2(3) ! hostname asa enable password XXXXXXXX encrypted passwd XXXXXXXX encrypted names ! interface Ethernet0/0 switchport access vlan 400 ! interface Ethernet0/1 switchport access vlan 400 ! interface Ethernet0/2 switchport access vlan 420 ! interface Ethernet0/3 switchport access vlan 420 ! interface Ethernet0/4 switchport access vlan 450 ! interface Ethernet0/5 switchport access vlan 450 ! interface Ethernet0/6 switchport access vlan 500 ! interface Ethernet0/7 switchport access vlan 500 ! interface Vlan400 nameif outside security-level 0 ip address XX.XX.XX.10 255.255.255.248 ! interface Vlan420 nameif public security-level 20 ip address 192.168.20.1 255.255.255.0 ! interface Vlan450 nameif dmz security-level 50 ip address 192.168.10.1 255.255.255.0 ! interface Vlan500 nameif inside security-level 100 ip address 192.168.0.1 255.255.255.0 ! ftp mode passive clock timezone JST 9 same-security-traffic permit inter-interface same-security-traffic permit intra-interface object-group network DM_INLINE_NETWORK_1 network-object host XX.XX.XX.11 network-object host XX.XX.XX.13 object-group service ssh_2220 tcp port-object eq 2220 object-group service ssh_2251 tcp port-object eq 2251 object-group service ssh_2229 tcp port-object eq 2229 object-group service ssh_2210 tcp port-object eq 2210 object-group service DM_INLINE_TCP_1 tcp group-object ssh_2210 group-object ssh_2220 object-group service zabbix tcp port-object range 10050 10051 object-group service DM_INLINE_TCP_2 tcp port-object eq www group-object zabbix object-group protocol TCPUDP protocol-object udp protocol-object tcp object-group service http_8029 tcp port-object eq 8029 object-group network DM_INLINE_NETWORK_2 network-object host 192.168.20.10 network-object host 192.168.20.30 network-object host 192.168.20.60 object-group service imaps_993 tcp description Secure IMAP port-object eq 993 object-group service public_wifi_group description Service allowed on the Public Wifi Group. Allows Web and Email. service-object tcp-udp eq domain service-object tcp-udp eq www service-object tcp eq https service-object tcp-udp eq 993 service-object tcp eq imap4 service-object tcp eq 587 service-object tcp eq pop3 service-object tcp eq smtp access-list outside_access_in remark http traffic from outside access-list outside_access_in extended permit tcp any object-group DM_INLINE_NETWORK_1 eq www access-list outside_access_in remark ssh from outside to web1 access-list outside_access_in extended permit tcp any host XX.XX.XX.11 object-group ssh_2251 access-list outside_access_in remark ssh from outside to penguin access-list outside_access_in extended permit tcp any host XX.XX.XX.10 object-group ssh_2229 access-list outside_access_in remark http from outside to penguin access-list outside_access_in extended permit tcp any host XX.XX.XX.10 object-group http_8029 access-list outside_access_in remark ssh from outside to internal hosts access-list outside_access_in extended permit tcp any host XX.XX.XX.13 object-group DM_INLINE_TCP_1 access-list outside_access_in remark dns service to internal host access-list outside_access_in extended permit object-group TCPUDP any host XX.XX.XX.13 eq domain access-list dmz_access_in extended permit ip 192.168.10.0 255.255.255.0 any access-list dmz_access_in extended permit tcp any host 192.168.10.29 object-group DM_INLINE_TCP_2 access-list public_access_in remark Web access to DMZ websites access-list public_access_in extended permit object-group TCPUDP any object-group DM_INLINE_NETWORK_2 eq www access-list public_access_in remark General web access. (HTTP, DNS & ICMP and Email) access-list public_access_in extended permit object-group public_wifi_group any any pager lines 24 logging enable logging asdm informational mtu outside 1500 mtu public 1500 mtu dmz 1500 mtu inside 1500 no failover icmp unreachable rate-limit 1 burst-size 1 no asdm history enable arp timeout 60 global (outside) 1 interface global (dmz) 2 interface nat (public) 1 0.0.0.0 0.0.0.0 nat (dmz) 1 0.0.0.0 0.0.0.0 nat (inside) 1 0.0.0.0 0.0.0.0 static (inside,outside) tcp interface 2229 192.168.0.29 2229 netmask 255.255.255.255 static (inside,outside) tcp interface 8029 192.168.0.29 www netmask 255.255.255.255 static (dmz,outside) XX.XX.XX.13 192.168.10.10 netmask 255.255.255.255 dns static (dmz,outside) XX.XX.XX.11 192.168.10.30 netmask 255.255.255.255 dns static (dmz,inside) 192.168.0.29 192.168.10.29 netmask 255.255.255.255 static (dmz,public) 192.168.20.30 192.168.10.30 netmask 255.255.255.255 dns static (dmz,public) 192.168.20.10 192.168.10.10 netmask 255.255.255.255 dns static (inside,dmz) 192.168.10.0 192.168.0.0 netmask 255.255.255.0 dns access-group outside_access_in in interface outside access-group public_access_in in interface public access-group dmz_access_in in interface dmz route outside 0.0.0.0 0.0.0.0 XX.XX.XX.9 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute timeout tcp-proxy-reassembly 0:01:00 dynamic-access-policy-record DfltAccessPolicy http server enable http 192.168.0.0 255.255.255.0 inside no snmp-server location no snmp-server contact snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec security-association lifetime seconds 28800 crypto ipsec security-association lifetime kilobytes 4608000 telnet timeout 5 ssh 192.168.0.0 255.255.255.0 inside ssh timeout 20 console timeout 0 dhcpd dns 61.122.112.97 61.122.112.1 dhcpd auto_config outside ! dhcpd address 192.168.20.200-192.168.20.254 public dhcpd enable public ! dhcpd address 192.168.0.200-192.168.0.254 inside dhcpd enable inside ! threat-detection basic-threat threat-detection statistics host threat-detection statistics access-list no threat-detection statistics tcp-intercept ntp server 130.54.208.201 source public webvpn ! class-map inspection_default match default-inspection-traffic ! ! policy-map type inspect dns preset_dns_map parameters message-length maximum client auto message-length maximum 512 policy-map global_policy class inspection_default inspect dns preset_dns_map inspect ftp inspect h323 h225 inspect h323 ras inspect ip-options inspect netbios inspect rsh inspect rtsp inspect skinny inspect esmtp inspect sqlnet inspect sunrpc inspect tftp inspect sip inspect xdmcp !

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  • Automatically detect faces in a picture

    - by abel
    At my work place, passport sized photographs are scanned together, then cut up into individual pictures and saved with unique file numbers. Currently we use Paint.net to manually select, cut and save the pictures. I have seen Sony's Cybershot Camera has face detection. Google also gives me something about iphoto when searching for face detection. Picasa has facedetection too. Are there any ways to autodetect the faces in a document, which would improve productivity at my workplace by reducing the time needed to cut up individual images. Sample Scanned Document(A real document has 5 rows of 4 images each=20 pics): (from: http://www.memorykeeperphoto.com/images/passport_photo.jpg, fairuse) For eg. In Picasa 3.8, On clicking View People, all the faces are shown and I am asked to name them, can I save these individual pictures automatically with the names as different pictures.

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  • My BrowserHelperObject is detected by avg as a malware, what is going wrong.

    - by BHOdevelopper
    Hi i'm building a BrowserHelperObject in c++ for Internet Explorer 8. It is a friendly add-on that gives you fonctionalities in a sidebar. The thing is that when you download the add-on executable from the web, AVG (AntiVirusGuard) detects the executable file as a malware. I did a lot of research and i can't find a way to not being seen as a bad malware. I know that BrowserHelperObject are often seen as malware, but mine is just a good and friendly add-on. Does anyone as info on how antivirus detection works and what can i do to prevent being seen as a malware. What has to be done to the BHO to pass avg detection ? Thank you.

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  • collsion issues with quadtree [on hold]

    - by QuantumGamer
    So i implemented a Quad tree in Java for my 2D game and everything works fine except for when i run my collision detection algorithm, which checks if a object has hit another object and which side it hit.My problem is 80% of the time the collision algorithm works but sometimes the objects just go through each other. Here is my method: private void checkBulletCollision(ArrayList object) { quad.clear(); // quad is the quadtree object for(int i=0; i < object.size();i++){ if(object.get(i).getId() == ObjectId.Bullet) // inserts the object into quadtree quad.insert((Bullet)object.get(i)); } ArrayList<GameObject> returnObjects = new ArrayList<>(); // Uses Quadtree to determine to calculate how many // other bullets it can collide with for(int i=0; i < object.size(); i++){ returnObjects.clear(); if(object.get(i).getId() == ObjectId.Bullet){ quad.retrieve(returnObjects, object.get(i).getBoundsAll()); for(int k=0; k < returnObjects.size(); k++){ Bullet bullet = (Bullet) returnObjects.get(k); if(getBoundsTop().intersects(bullet.getBoundsBottom())){ vy = speed; bullet.vy = -speed; } if(getBoundsBottom().intersects(bullet.getBoundsTop())){ vy = -speed; bullet.vy = speed; } if(getBoundsLeft().intersects(bullet.getBoundsRight())){ vx =speed; bullet.vx = -speed; } if(getBoundsRight().intersects(bullet.getBoundsLeft())){ vx = -speed; bullet.vx = speed; } } } } } Any help would be appreciated. Thanks in advance.

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  • How to properly scroll a 2D tilemap?

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • AS3: StageWidth for BOX2D?

    - by Gabriel Meono
    I know BOX2D uses meters, and AS3 uses pixels. I'm trying to create objects which are limited to the stageWidth. If I do this variable: for (var i:int = 0; i<(stage.stageWidth); i++){...} The animation will freeze, and this output appears: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Box2D.Collision::b2BroadPhase/CreateProxy() at Box2D.Collision.Shapes::b2Shape/CreateProxy() at Box2D.Dynamics::b2Body/CreateShape() at com.actionsnippet.qbox.objects::CircleObject/build() at com.actionsnippet.qbox::QuickObject/init() at com.actionsnippet.qbox::QuickObject() at com.actionsnippet.qbox.objects::CircleObject() at com.actionsnippet.qbox::QuickBox2D/create() at com.actionsnippet.qbox::QuickBox2D/addCircle() at BOX2D_Test_Tutorial_fla::MainTimeline/frame1() Does anyone know how to fix this? Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make pins for (var i:int = 0; i<(stage.stageWidth); i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • 45° Slopes in a Tile based 2D platformer

    - by xNidhogg
    I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious? //collisionRectangle is the collision rectangle of the player with //origin at the top left and width and height //wantedPosition is the new position the player will be set to. //this is determined elsewhere by checking the bottom center point of the players rect if(_leftSlope || _rightSlope) { //Test bottom center point var calculationPoint = new Vector2(collisionRectangle.Center.X, collisionRectangle.Bottom); //Get the collision rectangle of the tile, origin is top-left Rectangle cellRect = _tileMap.CellWorldRectangle( _tileMap.GetCellByPixel(calculationPoint)); //Calculate the new Y coordinate depending on if its a left or right slope //CellSize = 8 float newY = _leftSlope ? (calculationPoint.X % CellSize) + cellRect.Y : (-1 * (calculationPoint.X % CellSize) - CellSize) + cellRect.Y; //reset variables so we dont jump in here next frame _leftSlope = false; _rightSlope = false; //now change the players Y according to the difference of our calculation wantedPosition.Y += newY - calculationPoint.Y; } Video of what it looks like: http://youtu.be/EKOWgD2muoc

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  • Sprite and Physics components or sub-components?

    - by ashes999
    I'm taking my first dive into creating a very simple entity framework. The key concepts (classes) are: Entity (has 0+ components, can return components by type) SpriteEntity (everything you need to draw on screen, including lighting info) PhysicsEntity (velocity, acceleration, collision detection) I started out with physics notions in my sprite component, and then later removed them to a sub-component. The separation of concerns makes sense; a sprite is enough information to draw anything (X, Y, width, height, lighting, etc.) and physics piggybacks (uses the parent sprite to get X/Y/W/H) while adding physics notions of velocity and collisions. The problem is that I would like collisions to be on an entity level -- meaning "no matter what your representation is (be it sprites, text, or something else), collide against this entity." So I refactored and redirected collision handling from entities to sprite.physics, while mapping and returning the right entity on physics collisions. The problem is that writing code like this.GetComponent<SpriteComponent>().physics is a violation of abstraction. Which made me think (this is the TLDR): should I keep physics as a separate component from sprites, or a sub-component, or something else? How should I share data and separate concerns?

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  • I can't scroll my tilemap ... HELP!

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Box2d - Attaching a fired arrow to a moving enemy

    - by Satchmo Brown
    I am firing an arrow from the player to moving enemies. When the arrow hits the enemy, I want it to attach exactly where it hit and cause the enemy (a square) to tumble to the ground. Excluding the logistics of the movement and the spin (it already works), I am stuck on the attaching of the two bodies. I tried to weld them together initially but when they fell, they rotated in opposite directions. I have figured that a revolute joint is probably what I am after. The problem is that I can't figure out a way to attach them right where they collide. Using code from iforce2d: b2RevoluteJointDef revoluteJointDef; revoluteJointDef.bodyA = m_body; revoluteJointDef.bodyB = m_e->m_body; revoluteJointDef.collideConnected = true; revoluteJointDef.localAnchorA.Set(0,0);//the top right corner of the box revoluteJointDef.localAnchorB.Set(0,0);//center of the circle b2RevoluteJoint m_joint = *(b2RevoluteJoint*)m_game->m_world->CreateJoint( &revoluteJointDef ); m_body->SetLinearVelocity(m_e->m_body->GetLinearVelocity()); This attaches them but in the center of both of their points. Does anyone know how I would go about getting the exact point of collision so I can link these? Is this even the right method of doing this? Update: I have the exact point of collision. But I still am not sure this is even the method I want to go about this. Really, I just want to attach body A to B and have body B unaffected in any way.

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  • Level editor event system, how to translate event to game action

    - by Martino Wullems
    Hello, I've been busy trying to create a level editor for a tile based game i'm working on. It's all going pretty fine, the only thing i'm having trouble with is creating a simple event system. Let's say the player steps on a particulair tile that had the action "teleport" assigned to it in the editor. The teleport string is saved in the tile object as a variable. When creating the tilegrid an actionmanager class scans the action variable and assigns actions to the variable. public static class ActionManager { public static function ParseTileAction(tile:Tile) { switch(tile.action) { case "TELEPORT": //assign action here break; } } } Now this is an collision event, so I guess I should also provide an object to colide with the tile. But what if it would have to count for collision with all objects in the world? Also, checking for collisions in the actionmanager class doesn't seem very efficient. Am I even on the right track here? I'm new to game design so I could be completly off track. Any tips on how handeling and creating events using an editor is usually done would be great. The main problem i'm having is the Thanks in advance.

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  • HTML5 game engine for a 2D or 2.5D RPG style "map walk"

    - by stargazer
    please help me to choose a HTML5 game engine or Javascript libraries I want to do the following in the game: when the game starts a part the huge map (full size of the map: about 7 screens) is shown. The map itself is completely designed in the editor mapeditor.org (or in some comparable editor - if you know a good alternative to mapeditor.org - let me know) and loaded at runtime or at design time. The game engine should support loading of isometric maps (well, in worst case only orthogonal maps will be sufficient) both "tile layer" and "object layer" from mapeditor.org should be supported. Scrolling/performance of this map should be fast enough. The map and the game should be either in 2D (orthogonal map) or in 2.5D (isometric map) The game engine should support movement of sprites with animation. Let say I have a sprite for "human" with animation sequences showing "walking" in 8 directions - it should be imported into game engine and should "walk" on the map without writing a lot of Javascript code. Automatic scrolling of the map the "human" nears the screen border. Collision detection, "solid" objects. The mapeditor.org supports properies on tiles. Let say I assign a "solid" property to some tiles in editor. It should be easy to check this "solid" property in the game engine and implement kind of "solid" behavior, so the animanted sprites do not walk through the walls. Collision detection - it should be easy to implement some custom functionality like "when sprite A is close to sprite B - call this function" Showing "dialogs" or popup windows on top of the map - should be easy to implement. Cross-browser audio support - (it is implemented quite well in construct 2 from scirra, so I'm looking for the comparable audio quality) The game itself is a king of RPG but without fighting scenes and without huge "inventory". The main character just walking on the map, discovers some things, there are dialogs and sounds. The functionality of this example from sprite.js http://batiste.dosimple.ch/sprite.js/tests/mapeditor/map_reader.html is very close to what I'm developing. But I'm not a Javascript guru (and a very lazy guy) and would like to write even less Javascript code as in the example...

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  • How can I move a polygon edge 1 unit away from the center?

    - by Stephen
    Let's say I have a polygon class that is represented by a list of vector classes as vertices, like so: var Vector = function(x, y) { this.x = x; this.y = y; }, Polygon = function(vectors) { this.vertices = vectors; }; Now I make a polygon (in this case, a square) like so: var poly = new Polygon([ new Vector(2, 2), new Vector(5, 2), new Vector(5, 5), new Vector(2, 5) ]); So, the top edge would be [poly.vertices[0], poly.vertices[1]]. I need to stretch this polygon by moving each edge away from the center of the polygon by one unit, along that edge's normal. The following example shows the first edge, the top, moved one unit up: The final polygon should look like this new one: var finalPoly = new Polygon([ new Vector(1, 1), new Vector(6, 1), new Vector(6, 6), new Vector(1, 6) ]); It is important that I iterate, moving one edge at a time, because I will be doing some collision tests after moving each edge. Here is what I tried so far (simplified for clarity), which fails triumphantly: for(var i = 0; i < vertices.length; i++) { var a = vertices[i], b = vertices[i + 1] || vertices[0]; // in case of final vertex var ax = a.x, ay = a.y, bx = b.x, by = b.y; // get some new perpendicular vectors var a2 = new Vector(-ay, ax), b2 = new Vector(-by, bx); // make into unit vectors a2.convertToUnitVector(); b2.convertToUnitVector(); // add the new vectors to the original ones a.add(a2); b.add(b2); // the rest of the code, collision tests, etc. } This makes my polygon start slowly rotating and sliding to the left, instead of what I need. Finally, the example shows a square, but the polygons in question could be anything. They will always be convex, and always with vertices in clockwise order.

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  • XNA C# Platformer - physics engine or tile based?

    - by Hugh
    I would like to get some opinions on whether i should develop my game using a physics engine (farseer physics seems to be the best option) or follow the traditional tile-based method. Quick background: - its a college project, my first game, but have 4 years academic programming experience - Just want a basic platformer with a few levels, nothing fancy - want a shooting mechanic, run and gun, just like contra or metal slug for example - possibly some simple puzzles I have made a basic prototype with farseer, the level is hardcoded with collisions and not really tiled, more like big full-screen sized tiles, with collision bodies drawn manually along the ground and walls etc. My main problem is i want a simple retro feel to the jumping and physics but because its a physics simulation engine its going to be realistic, whereas typical in air controllable physics for platformers arent realistic. I have to make a box with wheel body fixture under it to have this effect and its glitchy and doesnt feel right. I chose to use a physics engine because i tried the tile method initially and found it very hard to understand, the engine took care of alot things to save me time, mainly being able to do slopes easily was nice and the freedom to draw collision bounds wherever i liked, rather then restricted to a grid, which gave me more freedom for art design also. In conclusion i don't know which method to pick, i want to use a method which will be the most straight forward way to implement and wont give me a headache later on, preferably a method which has an abundance of tutorials and resources so i dont get "stuck" doing something which has been done a million times before! Let me know i haven't provided enough information for you to help me! Thanks in advance, Hugh.

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  • libgdx intersection problem between rectangle and circle

    - by Chris
    My collision detection in libgdx is somehow buggy. player.png is 20*80px and ball.png 25*25px. Code: @Override public void create() { // ... batch = new SpriteBatch(); playerTex = new Texture(Gdx.files.internal("data/player.png")); ballTex = new Texture(Gdx.files.internal("data/ball.png")); player = new Rectangle(); player.width = 20; player.height = 80; player.x = Gdx.graphics.getWidth() - player.width - 10; player.y = 300; ball = new Circle(); ball.x = Gdx.graphics.getWidth() / 2; ball.y = Gdx.graphics.getHeight() / 2; ball.radius = ballTex.getWidth() / 2; } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); // draw player, ball batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(ballTex, ball.x, ball.y); batch.draw(playerTex, player.x, player.y); batch.end(); // update player position if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.LEFT)) player.x -= 250 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.RIGHT)) player.x += 250 * Gdx.graphics.getDeltaTime(); // don't let the player leave the field if(player.y < 0) player.y = 0; if(player.y > 600 - 80) player.y = 600 - 80; // check collision if (Intersector.overlaps(ball, player)) Gdx.app.log("overlaps", "yes"); }

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  • Toon/cel shading with variable line width?

    - by Nick Wiggill
    I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge detection Stencil buffer approaches to edge detection Geometry (or vertex) shader approaches that calculate face and edge normals Am I correct in assuming the geometry-centric approach gives the greatest amount of control over lighting and line thickness, as well eg. for terrain where you might see the silhouette line of a hill merging gradually into a plain? What if I didn't need pixel lighting on my terrain surfaces? (And I probably won't as I plan to use cell-based vertex- or texturemap-based lighting/shadowing.) Would I then be better off sticking with the geometry-type approach, or go for a screen space / fragment approach instead to keep things simpler? If so, how would I get the "inking" of hills within the mesh silhouette, rather than only the outline of the entire mesh (with no "ink" details inside that outline? Lastly, is it possible to cheaply emulate the flipped-normals approach, using a geometry shader? Is that exactly what the GS approaches do? What I want - varying line thickness with intrusive lines inside the silhouette... What I don't want...

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  • OpenWorld Suggest-a-Session Voting on Oracle Mix now OPEN!

    - by keith.laker
    Last year the Oracle OpenWorld team decided to use Oracle Mix as a way to select some of the papers for OpenWorld and this year we are following the same process. The majority of papers for this year's conference have already been selected, however, there are some presentation slots still available so the OpenWorld team are giving you the chance to vote on which papers you want to see at this year's OpenWorld conference.The voting process has just opened and will close on June 20. I did a quick search on the list of sessions one paper really caught my eye: Case Study: Real-Time data warehousing and fraud detection with Oracle 11gR2 by Dr. Holger Friedrich. As a data warehouse product manager I would love to see this paper selected. I have attended a number of presentations over the years given by Holger and he is an excellent, knowledgeable and entertaining presenter. The subject area is, for me, very interesting as it covers topics that I know are important to our customers and this case study highlights the innovative use of key database features. I would strongly encourage everyone to please vote for this paper. You can vote for Holger's presentation by going here:https://mix.oracle.com/oow10/proposals/10566-case-study-real-time-data-warehousing-and-fraud-detection-with-oracle-11gr2There are some rules relating to the voting process and these are all explained here: https://mix.oracle.com/oow10/faqA Quick Overview of the voting rules?1) You have to a member of the Oracle Mix communityBut membership is free! To sign up for a Mix account and you are one your way. You can sign-up by clicking on the "Create an Account" link in the top right corner of the Oracle Mix home page: https://mix.oracle.com/2) You have to vote for 3 different papersBased on last year’s voting pattern, the Mix team found that a number of participants were only voting for their own sessions. This year voters are required to vote on at least three sessions. How do I find the list of presentations? The full list of all available presentations is here: https://mix.oracle.com/oow10/proposalsGood luck and happy voting. Look forward to seeing you all at OpenWorld.

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