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  • Collision Detection within Player/Enemy Class

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time. Thank you.

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  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

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  • Why is my collision detection not accurate?

    - by optimisez
    After trying and trying, I still cannot understand why the leg of character exceeds the wall but no clipping issue when I hit the wall from below. How should I fix it to make him stand still on the wall? From collideWithBox() function below, it shows that playerDest.Y = boxDest.Y - boxDest.height; will get the position the character should standstill on the wall. Theoretically, the clipping effect won't be happen as the character hit the box from below works with the equation playerDest.Y = boxDest.Y + boxDest.height;. void collideWithBox() { if ( spriteCollide(playerDest, boxDest) && keyArr[VK_UP]) //playerDest.Y += 50; playerDest.Y = boxDest.Y + boxDest.height; else if ( spriteCollide(playerDest, boxDest) && !keyArr[VK_UP]) playerDest.Y = boxDest.Y - boxDest.height; } void initPlayer() { // Create texture. hr = D3DXCreateTextureFromFileEx(d3dDevice, "player.png", 169, 44, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &player); playerRect.left = playerRect.top = 0; playerRect.right = 29; playerRect.bottom = 36; playerDest.X = 0; playerDest.Y = 564; playerDest.length = playerRect.right - playerRect.left; playerDest.height = playerRect.bottom - playerRect.top; } void initBox() { hr = D3DXCreateTextureFromFileEx(d3dDevice, "brock.png", 330, 132, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 255), NULL, NULL, &box); boxRect.left = 33; boxRect.top = 0; boxRect.right = 63; boxRect.bottom = 30; boxDest.X = boxDest.Y = 300; boxDest.length = boxRect.right - boxRect.left; boxDest.height = boxRect.bottom - boxRect.top; } bool spriteCollide(Entity player, Entity target) { float left1, left2; float right1, right2; float top1, top2; float bottom1, bottom2; left1 = player.X; left2 = target.X; right1 = player.X + player.length; right2 = target.X + target.length; top1 = player.Y; top2 = target.Y; bottom1 = player.Y + player.height; bottom2 = target.Y + target.height; if (bottom1 < top2) return false; if (top1 > bottom2) return false; if (right1 < left2) return false; if (left1 > right2) return false; return true; }

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  • libgdx - collision detection with tiled map java

    - by user2875021
    currently, I am working on a 2d rpg game which is similar to final fantasy 1-4. I can load up a tiled map and the sprite can walk freely on the map. However, I will like to create a wall for it to stop walking through it. I created three tiled layer Background, Collision, Overhead and one Collision object layer with rectangles only. "How do I handle collisions with the object layer in the tiled map?" "Do I have to create every single rectangle that is in the object layer with Rectangle rectangle = new Rectangle() and rectangle.set(x, y, width, height)in the code?" Thank you very much in advance. Any help is greatly appreciated!

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  • Trouble with collision detection in XNA?

    - by Lewis Wilcock
    I'm trying to loop through an list of enemies (enemyList) and then any that have intersected the rectangle belonging to the box object (Which doesn't move), declare there IsAlive bool as false. Then another part of the code removes any enemies that have the IsAlive bool as false. The problem im having is getting access to the variable that holds the Rectangle (named boundingBox) of the enemy. When this is in a foreach loop it works fine, as the enemy class is declared within the foreach. However, there are issues in using the foreach as it removes more than one of the enemies at once (Usually at positions 0 and 2, 1 and 3, etc...). I was wondering the best way to declare the enemy class, without it actually creating new instances of the class? Heres the code I currently have: if (keyboardState.IsKeyDown(Keys.Q) && oldKeyState.IsKeyUp(Keys.Q)) { enemyList.Add(new enemy(textureList.ElementAt(randText), new Vector2(250, 250), graphics)); } //foreach (enemy enemy in enemyList) //{ for (int i = 0; i < enemyList.Count; i++) { if (***enemy.boundingBox***.Intersects(theDefence.boxRectangle)) { enemyList[i].IsDead = true; i++; } } //} for(int j = enemyList.Count - 1; j >= 0; j--) { if(enemyList[j].IsDead) enemyList.RemoveAt(j); } (The enemy.boundingBox is the variables I can't get access too). This is a complete copy of the code (Zipped) If it helps: https://www.dropbox.com/s/ih52k4e21g98j3k/Collision%20tests.rar I managed to find the issue. Changed enemy.boundingBox to enemyList[i].boundingBox. Collision works now! Thanks for any help!

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  • Change Data Capture or Change Tracking - Same as Traditional Audit Trail Table?

    - by HardCode
    Before I delve into the abyss of Microsoft documentation any deeper, I'd like to know if someone experienced with Change Data Capture and Change Tracking know if one or both of these can be used to replace the traditional ... "Audit trail table copy of the 'real table' (all of the fields of the original table, plus date/time, user ID, and DML action field) inserted into by Triggers" ... setup for a database table audit trail, where the trigger populates the audit trail table (which is all manual work). The MSDN overview documentation explains at a high level what Change Data Capture and Change Tracking are, but it isn't clear enough to me, and doesn't state outright, that these tools can be used to replace the traditional audit trail tables we've made so often. Can someone with any experience using Change Data Capture and Change Tracking save me a lot of time, or confirm that I am spending time looking at the right tool? The critical part of our audit trail is capturing all changes to a table's fields (on INSERT, UPDATE, DELETE), when it happened, and who did it. These changes are commonly provided to an end user chronologically via an audit trail report. Which is another question ... Change Data Capture or Change Tracking is the solution, I'd assume that this data can be queried just like data from a normal table? EDIT: I need a permanent audit trail, irregardless of time. I see that Change Data Capture has to do with the transaction logs, so this sounds finite to me.

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  • Updating entities in response to collisions - should this be in the collision-detection class or in the entity-updater class?

    - by Prog
    In a game I'm working on, there's a class responsible for collision detection. It's method detectCollisions(List<Entity> entities) is called from the main gameloop. The code to update the entities (i.e. where the entities 'act': update their positions, invoke AI, etc) is in a different class, in the method updateEntities(List<Entity> entities). Also called from the gameloop, after the collision detection. When there's a collision between two entities, usually something needs to be done. For example, zero the velocity of both entities in the collision, or kill one of the entities. It would be easy to have this code in the CollisionDetector class. E.g. in psuedocode: for(Entity entityA in entities){ for(Entity entityB in entities){ if(collision(entityA, entityB)){ if(entityA instanceof Robot && entityB instanceof Robot){ entityA.setVelocity(0,0); entityB.setVelocity(0,0); } if(entityA instanceof Missile || entityB instanceof Missile){ entityA.die(); entityB.die(); } } } } However, I'm not sure if updating the state of entities in response to collision should be the job of CollisionDetector. Maybe it should be the job of EntityUpdater, which runs after the collision detection in the gameloop. Is it okay to have the code responding to collisions in the collision detection system? Or should the collision detection class only detect collisions, report them to some other class and have that class affect the state of the entities?

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  • Website (X)HTML Code Change Detection [closed]

    - by 0pt1m1z3
    I am looking for an enterprise-grade service or a tool that can be used to scan / fingerprint websites and notify when major XHTML code changes are detected. The tool should be able to continuously scan thousands of websites and determine the percentage of HTML code that has been modified since the last run. And then either save the data where it can be easily accessed or send periodic notifications. I know of services like ChangeDetect.com, but they don't do markup only changes and instead focus on everything, including content. We don't really care about presentation content, because a lot of sites we need to cover are updated frequently with content.

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  • How To Change The Screen Resolution in C#

    - by SAMIR BHOGAYTA
    All programmers are facing common problem is how to change screen Resolution dynamically. In .Net 2005 it's very easy to change the screen resolution. Here We will explain you how can we get the Screen resolution and how we will change the resolution at dynamically and while unloading the page it will come as it was before. In dot net we can access the values of user's screen resolution through the Resolution class. It also affects all running (and minimized) programs. Page_Load Function Screen Srn = Screen.PrimaryScreen; tempHeight = Srn.Bounds.Width; tempWidth = Srn.Bounds.Height; Page.ClientScript.RegisterStartupScript (this.GetType(), "Error", "alert('" + "Your Current Resolution is = " + tempHeight + " * " + tempWidth + "');"); //if you want Automatically Change res.at page load. //please uncomment this code. if (tempHeight == 600)//if the system is 800*600 Res.then change to { FixHeight = 768; FixWidth = 1024; Resolution.CResolution ChangeRes = new Resolution.CResolution(FixHeight, FixWidth); } Change Resoultion in C# switch (cboRes.SelectedValue.ToString()) { case "800*600": FixHeight = 800; FixWidth = 600; Resolution.CResolution ChangeRes600 = new Resolution.CResolution(FixHeight, FixWidth); break; case "1024*768": FixHeight = 1024; FixWidth = 768; Resolution.CResolution ChangeRes768 = new Resolution.CResolution(FixHeight, FixWidth); break; case "1280*1024":How To Change The Screen Resolution in C# FixHeight = 1280; FixWidth = 1024; Resolution.CResolution ChangeRes1024 = new Resolution.CResolution(FixHeight, FixWidth); break; }

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  • Making a Job Change That's Easy Why Not Try a Career Change

    - by david.talamelli
    A few nights ago I received a comment on one of our blog posts that reminded me of a statistic that I heard a while back. The statistic reflected the change in our views towards work and showed how while people in past generations would stay in one role for their working career - now with so much choice people not only change jobs often but also change careers 4-5 times in their working life. To differentiate between a job change and a career change: when I say job change this could be an IT Sales person moving from one IT Sales role to another IT Sales role. A Career change for example would be that same IT Sales person moving from IT Sales to something outside the scope of their industry - maybe to something like an Engineer or Scuba Dive Instructor. The reason for Career changes can be as varied as the people who make them. Someone's motivation could be to pursue a passion or maybe there is a change in their personal circumstances forcing the change or it could be any other number of reasons. I think it takes courage to make a Career change - it can be easy to stay in your comfort zone and do what you know, but to really push yourself sometimes you need to try something new, it is a matter of making that career transition as smooth as possible for yourself. The comment that was posted is here below (thanks Dean for the kind words they are appreciated). Hi David, I just wanted to let you know that I work for a company called Milestone Search in Melbourne, Victoria Australia. (www.mstone.com.au) We subscribe to your feed on a daily basis and find your blogs both interesting and insightful. Not to mention extremely entertaining. I wonder if you have missed out on getting in journalism as this seems to be something you'd be great at ?: ) Anyways back to my point about changing careers. This could be anything from going from I.T. to Journalism, Engineering to Teaching or any combination of career you can think of. I don't think there ever has been a time where we have had so many opportunities to do so many different things in our working life. While this idea sounds great in theory, putting it into practice would be much harder to do I think. First, in an increasingly competitive job market, employers tend to look for specialists in their field. You may want to make a change but your options may be limited by the number of employers willing to take a chance on someone new to an industry that will likely require a significant investment in time to get brought up to speed. Also, using myself as an example if I was given the opportunity to move into Journalism/Communication/Marketing career from my career as an IT Recruiter - realistically I would have to take a significant pay cut to make this change as my current salary reflects the expertise I have in my current career. I would not immediately be up to speed moving into a new career and would not be able to justify a similar salary. Yes there are transferable skills in any career change, but even though you may have transferable skills you must realise that you will also have a large amount of learning to do which would take time. These are two initial hurdles that I immediately think of, there may be more but nothing is insurmountable. If you work out what you want to do with your working career whatever that may be, you then need to just need to work out the steps to get to your end goal. This is where utilising the power of your networks and using Social Media can come in handy. If you are interested in working somewhere why not proactively take the opportunity to research the industry or company - find out who it is you need to speak to and get in touch with them. We spend so much time working, we should enjoy the work we do and not be afraid to try new things. Waiting for your dream job to fall into your lap or be handed to you on a silver platter is not likely going to happen, so if there is something you do want to do, work out a plan to make it happen and chase after it. This article was originally posted on David Talamelli's Blog - David's Journal on Tap

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  • Without using a pre-built physics engine, how can I implement 3-D collision detection from scratch?

    - by Andy Harglesis
    I want to tackle some basic 3-D collision detection and was wondering how engines handle this and give you a pretty interface and make it so easy ... I want to do it all myself, however. 2-D collision detection is extremely simple and can be done multiple ways that even beginner programmers could think up: 1.When the pixels touch; 2.when a rectangle range is exceeded; 3.when a pixel object is detected near another one in a pixel-based rendering engine. But 3-D is different with one dimension, but complex in many more so ... what are the general, basic understanding/examples on how 3-D collision detection can be implemented? Think two shaded, OpenGL cubes that are moved next to each other with a simple OpenGL rendering context and keyboard events.

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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • TechEd 2010 Thanks and Demos

    - by Adam Machanic
    Thank you to everyone who attended my three sessions at this year's TechEd show in New Orleans. I had a great time presenting and answering the really great questions posed by attendees. My sessions were: DAT317 T-SQL Power! The OVER Clause: Your Key to No-Sweat Problem Solving Have you ever stared at a convoluted requirement, unsure of where to begin and how to get there with T-SQL? Have you ever spent three days working on a long and complex query, wondering if there might be a better way? Good...(read more)

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  • TechEd 2010 Thanks and Demos

    - by Adam Machanic
    Thank you to everyone who attended my three sessions at this year's TechEd show in New Orleans. I had a great time presenting and answering the really great questions posed by attendees. My sessions were: DAT317 T-SQL Power! The OVER Clause: Your Key to No-Sweat Problem Solving Have you ever stared at a convoluted requirement, unsure of where to begin and how to get there with T-SQL? Have you ever spent three days working on a long and complex query, wondering if there might be a better way? Good...(read more)

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  • Collision Detection for Actionscript 3

    - by M28
    Well, I was searching for a simple collision detection function for as3, I found Collision Detection Kit, but it is too complicated, I just want a damn function that I give 2 objects as paramenters and that's it. I would like to know where can I find a pixel-perfect collision detection function (The faster, the better)

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  • Comparison of Firewall, Intrusion Prevention, Detection and Antivirus Technologies in Organizational

    - by Berkay
    in these days i'm reading about intrusion prevention/detection systems.When reading i really confused in some points. First, the firewall and antivirus technologies are known terms for years, however now IDS becomes popular. My question includes: in organizational network architectures when/where do we use these systems ? What are the benefits of using each ? Does Firewall contains all these others? If you give me some examples, it will help much. Thanks.

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  • Intelligent Conflict Detection and Resolution

    - by Doug Reid
    0 false 18 pt 18 pt 0 0 false false false /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} Conflict Detection and Resolution in Oracle GoldenGate11gR2 has gone through a significant overhaul. The improvements that have been made to this area are substantial and will make it easier for customers to implement complex, heterogeneous GoldenGate configurations. GoldenGate has provided methods for conflict detection and resolution for a number of past releases, but at Oracle we have the opportunity to take advantage of some of the great ideas in this area. Oracle has had feature rich conflict detection and resolution framework in other products, which has been implemented in Oracle GoldenGate 11gR2. These improvements are geared toward helping customers more easily implement advanced configurations that require conflict detection and resolution by providing a robust framework for conflict detection for all DML statements and resolution via pre-built methods, all with less code and simpler syntax than in prior releases. Conflict Detection and Resolution in Oracle GoldenGate 11gR2 is available for our supported heterogeneous platforms, which includes Oracle Database, MySQL, Sybase ASE, SQL Server, and DB2 Linux, Unix, Windows, z/OS, plus DB2 on i Series, which is newly supported in this release. Additional information on the Conflict Detection and Resolution capabilities can be found in our documentation. 

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • How was collision detection handled in The Legend of Zelda: A Link to the Past?

    - by Restart
    I would like to know how the collision detection was done in The Legend of Zelda: A Link To The Past. The game is 16x16 tile based, so how did they do the tiles where only a quarter or half of the tile is occupied? Did they use a smaller grid for collision detection like 8x8 tiles, so four of them make one 16x16 tile of the texture grid? But then, they also have true half tiles which are diagonally cut and the corners of the tiles seem to be round or something. If Link walks into tiles corner he can keep on walking and automatically moves around it's corner. How is that done? I hope someone can help me out here.

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  • Any beat detection software for Linux?

    - by o_O Tync
    Amarok 2 can search through music collection using ID3v2 tag's 'bpm' field. That would be very nice to retag the entire music collection so I can find the 'mood' of the track I like. However I've not found any beat-detection software that could have helped me. Have you ever used one? CLI, preferably. Also I'm interested if there's anything alike for tagging FLACs with the same 'bpm' field. Thanks! :) P.S. I'm aware there's a nice moodbar feature, however it's useless for searching.

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  • enemy behavior with boundary to change direction

    - by BadSniper
    I'm doing space shooter kind of game, the logic is to reflect the enemy if it hits the boundary. With my logic, sometimes enemy behaves like flickering instead of changing the velocity. It's like trapped in the boundary and checking for if loops. This is my code for velocity changing: if(this->enemyPos.x>14) { this->enemyVel.x = -this->enemyVel.x; } if(this->enemyPos.x<-14) { this->enemyVel.x = -this->enemyVel.x; } How can I get around this? Its going out of boundary and don't know where to go and after sometimes its coming into field. I know whats the problem is, I dont know how to get around this problem.

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  • Browser detection Plugin?

    - by chobo2
    Hi I have a website that I made and I am planning to redo it. The current version of the site used a jquery callout plugin that did not fully work in IE6. This got me thinking about browser detection. At first I was just going to put the supported browsers on the home page but then today on Digg I saw some post about some jquery plugins and wordpress and in the article there was a plugin for detecting IE. So I started to look around for some browser detection plugins. I found a few of them but they where over the top like this one sevenup Its nice but it makes a huge popup and tells them to update. This one is better then another one I found where they basically forced the user to update or they could not continue on the site. So I found this one jquery plugin This one is pretty nice since it looks at the major browsers and does detection on them too expect for chrome which I noticed triggers and an outdated browser with this plugin. So I started to look at the jquery documentation to see if they had a browser detection for chrome this is when I saw that they "Deprecated" and now recommend "Support". So now I am just confused like "Support" seems to be good and I read many posts on this site saying you should use it. But then it does not support stuff like .png detection that might have been useful to me since of that plugin(however I probably will not be using the plugin anymore since I think the author just gave up on it). Plus I don't know if this is something I am looking for at this time. Like I am guessing with "Support" you use it to detect something that is not supported and then do some alternative thing for that browser? For me I am more looking for something to tell the user "Hey look I tested this browser in the these versions of Firefox(3.5+), IE(8+), Opera(9.5+),Chrome(Something), Safari(Something). If your not using these versions you may not being seeing the site how it was intended" Of course I would try to have something shorter then that message but that the gyst. I am also assuming that the site would work in future versions of these browsers. I still check to see if my site works(they usually do) and is half decent in IE 6 but I won't spend hours fixing stuff that might be off in older browsers like IE 6. I won't test my site in older version of other browsers like firefox since I would think the user have to the sense to update so no point testing firefox 2.0 or whatever. So is there a plugin that fits this description? Or can "Support" do what I want? Thanks

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  • Get notified about the change in raw data in hard disk sector - File change notification

    - by Nuv
    I'm trying to make a software that backups my entire hard drive. I've managed to write a code for reading the raw data from hard disk sectors. However, i want to have incremental backups. For that i need to know the changed made to OS settings, file changes, everything. My question is - Using FileSystemWatcher and Inotify, will i be able to know every change made to every sector in the hard drive ? (OS settings etc) I'm coding it in C++ for linux and windows. (Saw this question on Stackoverflow which gave me some idea)

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  • Vehicle License Plate Detection

    - by Ash
    Hey all Basically for my final project at university, I'm developing a vehicle license plate detection application. Now I consider myself an intermediate programmer, however my mathematics knowledge lacks anything above secondary school, therefore producing detection formulae is basically impossible. I've spend a good amount of time looking up academic papers such as: http://www.scribd.com/doc/266575/Detecting-Vehicle-License-Plates-in-Images http://www.cic.unb.br/~mylene/PI_2010_2/ICIP10/pdfs/0003945.pdf http://www.eurasip.org/Proceedings/Eusipco/Eusipco2007/Papers/d3l-b05.pdf When it comes to the maths, I'm lost. Due to this testing various graphic images proved productive, for example: to However this approach is only catered to that particular image, and if the techniques were applied to different images, I'm sure a different, most likely poorer conversion would occur. I've read about a formula called the bottom hat morphology transform, which according to the first does the following: "Basically, the trans- formation keeps all the dark details of the picture, and eliminates everything else (including bigger dark regions and light regions)." Sadly I can't find much information on this, however the image within the documentation near the end of the report shows it's effectiveness. I'm aware this is complicated and vast, I'd just appreciate a little advice, even in terms of what transformation techniques I should focus on developing, or algorithm regarding edge detection or pixel detection. Few things I need to add Developing in C Sharp Confining the project to UK registration plates only I can basically choose the images to convert as a demonstration Thanks

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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