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  • How to cancel click event of container div trigger when click elements which inside container in JQuery!?

    - by qinHaiXiang
    E.g <div class="container"> <div class="inside">I am not fire when click me</div> </div> $('.container').click(function(){ // container do something here }); but,when I click the div inside it also trigger the container's click event because the div is inside the container, so , I need a way to prevent the container event trigger when I click on the inside div! Thank you very much!!

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • Mount Docker container contents in host file system

    - by dflemstr
    I want to be able to inspect the contents of a Docker container (read-only). An elegant way of doing this would be to mount the container's contents in a directory. I'm talking about mounting the contents of a container on the host, not about mounting a folder on the host inside a container. I can see that there are two storage drivers in Docker right now: aufs and btrfs. My own Docker install uses btrfs, and browsing to /var/lib/docker/btrfs/subvolumes shows me one directory per Docker container on the system. This is however an implementation detail of Docker and it feels wrong to mount --bind these directories somewhere else. Is there a proper way of doing this, or do I need to patch Docker to support these kinds of mounts?

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  • Top Container Background Problem

    - by Norbert
    Here's a screenshot: http://dl.getdropbox.com/u/118004/Screen%20shot%202010-04-13%20at%202.50.49%20PM.png The red bar on the left is the background I set for the #personal div and I would like it to align to the top of the container, vertically. The problem is that I have a background for the #container-top div on top of the #container div with absolute positioning. Is there any way to move the #personal div up so there would be no space left? HTML <div id="container"> <div id="container-top"></div> <div id="personal"> <h1>Jonathan Doe</h1> <p>Lorem ipsum dolor sit amet, consectetuer adipiscing elit, sed diam nonummy nibh euismod tincidunt ut laoreet dolore magna aliqua erat volutpat.</p> </div> <!-- end #personal --> </div> <!-- end #container --> CSS #container { background: url(images/bg-mid.png) repeat-y top center; width: 835px; margin: 40px auto; position: relative; } #container-top { background: url(images/bg-top.png) no-repeat top center; position: absolute; height: 12px; width: 835px; top: -12px; } #container-bottom { background: url(images/bg-bottom.png) no-repeat top center; position: absolute; height: 27px; width: 835px; bottom: -27px; } #personal { background: url(images/personal-info.png) no-repeat 0px left; }

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  • SSIS ForEachLoop Container

    - by Leonard Mwangi
    I recently had a client request to create an SSIS package that would loop through a set of data in SQL tables to allow them to complete their data transformation processes. Knowing that Integration Services does have ForEachLoop Container, I knew the task would be easy but the moment I jumped into it I figured there was no straight forward way to accomplish the task since for each didn’t really have a loop through the table enumerator. With the capabilities of integration Services, I was still confident that it was possible it was just a matter of creativity to get it done. I set out to discover what different ForEach Loop Editor Enumerators did and settled with Variable Enumerator.  Here is how I accomplished the task. 1.       Drop your ForEach Loop Container in your WorkArea. 2.       Create a few SSIS Variable that will contain the data. Notice I have assigned MyID_ID variable a value of “TEST’ which is not evaluated either. This variable will be assigned data from the database hence allowing us to loop. 3.       In the ForEach Loop Editor’s Collection select Variable Enumerator 4.       Once this is all set, we need a mechanism to grab the data from the SQL Table and assigning it to the variable. Fig: Select Top 1 record Fig: Assign Top 1 record to the variable 5.       Now all that’s required is a house cleaning process that will update the table that you are looping so that you can be able to grab the next record   A look of the complete package

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  • Can a stack have an exception safe method for returning and removing the top element with move seman

    - by Motti
    In an answer to a question about std::stack::pop() I claimed that the reason pop does not return the value is for exception safety reason (what happens if the copy constructor throws). @Konrad commented that now with move semantics this is no longer relevant. Is this true? AFAIK, move constructors can throw, but perhaps with noexcept it can still be achieved. For bonus points what thread safety guarantees can this operation supply?

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Move model forward base on model orientation

    - by ChocoMan
    My model rotates on it's own Y-axis regardless of where it is in the world. Here are the controls for the left ThumbStick: UP (move model forward on Z-Axis) DOWN (move model backward on Z-Axis) LEFT & RIGHT (strafe to either side) The problem is adjusting the direction the model's orientation UP and DOWN if the player should also rotate the player while moving forward or backwards. An example what Im trying to achieve would be a car doing donuts. The car is always facing the current direction that it interprets as forward (or rear as backwards) in relation to it's local rotation. Here is how Im calling the movement: // Rotate model with Right Thumbstick along X-Axis modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { modelPosition.Z -= -pController.ThumbSticks.Left.Y * speed; } // Move Backward if (pController.IsButtonDown(Buttons.LeftThumbstickDown)) { modelPosition.Z += pController.ThumbSticks.Left.Y * speed; } // Strafe Left if (pController.IsButtonDown(Buttons.LeftThumbstickLeft)) { modelPosition.X += -pController.ThumbSticks.Left.X * speed; } // Strafe Right if (pController.IsButtonDown(Buttons.LeftThumbstickRight)) { modelPosition.X -= pController.ThumbSticks.Left.X * speed; } // DeadZone if (!pController.IsButtonDown(Buttons.LeftThumbstickUp) && !pController.IsButtonDown(Buttons.LeftThumbstickDown) && !pController.IsButtonDown(Buttons.LeftThumbstickLeft) && !pController.IsButtonDown(Buttons.LeftThumbstickRight)) { }

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  • How to move an UIView along a curved CGPath according to user dragging the view

    - by Felipe Cypriano
    I'm trying to build a interface that the user can move his finger around the screen an a list of images moves along a path. The idea is that the images center nevers leaves de path. Most of the things I found was about how to animate using CGPath and not about actually using the path as the track to a user movement. I need to objects to be tracked on the path even if the user isn't moving his fingers over the path. For example (image bellow), if the object is at the beginning of the path and the user touches anywhere on the screen and moves his fingers from left to right I need that the object moves from left to right but following the path, that is, going up as it goes to the right towards the path's end. This is the path I've draw, imagine that I'll have a view (any image) that the user can touch and drag it along the path, there's no need to move the finger exactly over the path. If the user move from left to right the image should move from left to right but going up if need following the path. This is how I'm creating the path: CGPoint endPointUp = CGPointMake(315, 124); CGPoint endPointDown = CGPointMake(0, 403); CGPoint controlPoint1 = CGPointMake(133, 187); CGPoint controlPoint2 = CGPointMake(174, 318); CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, endPointUp.x, endPointUp.y); CGPathAddCurveToPoint(path, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, endPointDown.x, endPointDown.y); Any idead how can I achieve this?

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  • hosting simple python scripts in a container to handle concurrency, configuration, caching, etc.

    - by Justin Grant
    My first real-world Python project is to write a simple framework (or re-use/adapt an existing one) which can wrap small python scripts (which are used to gather custom data for a monitoring tool) with a "container" to handle boilerplate tasks like: fetching a script's configuration from a file (and keeping that info up to date if the file changes and handle decryption of sensitive config data) running multiple instances of the same script in different threads instead of spinning up a new process for each one expose an API for caching expensive data and storing persistent state from one script invocation to the next Today, script authors must handle the issues above, which usually means that most script authors don't handle them correctly, causing bugs and performance problems. In addition to avoiding bugs, we want a solution which lowers the bar to create and maintain scripts, especially given that many script authors may not be trained programmers. Below are examples of the API I've been thinking of, and which I'm looking to get your feedback about. A scripter would need to build a single method which takes (as input) the configuration that the script needs to do its job, and either returns a python object or calls a method to stream back data in chunks. Optionally, a scripter could supply methods to handle startup and/or shutdown tasks. HTTP-fetching script example (in pseudocode, omitting the actual data-fetching details to focus on the container's API): def run (config, context, cache) : results = http_library_call (config.url, config.http_method, config.username, config.password, ...) return { html : results.html, status_code : results.status, headers : results.response_headers } def init(config, context, cache) : config.max_threads = 20 # up to 20 URLs at one time (per process) config.max_processes = 3 # launch up to 3 concurrent processes config.keepalive = 1200 # keep process alive for 10 mins without another call config.process_recycle.requests = 1000 # restart the process every 1000 requests (to avoid leaks) config.kill_timeout = 600 # kill the process if any call lasts longer than 10 minutes Database-data fetching script example might look like this (in pseudocode): def run (config, context, cache) : expensive = context.cache["something_expensive"] for record in db_library_call (expensive, context.checkpoint, config.connection_string) : context.log (record, "logDate") # log all properties, optionally specify name of timestamp property last_date = record["logDate"] context.checkpoint = last_date # persistent checkpoint, used next time through def init(config, context, cache) : cache["something_expensive"] = get_expensive_thing() def shutdown(config, context, cache) : expensive = cache["something_expensive"] expensive.release_me() Is this API appropriately "pythonic", or are there things I should do to make this more natural to the Python scripter? (I'm more familiar with building C++/C#/Java APIs so I suspect I'm missing useful Python idioms.) Specific questions: is it natural to pass a "config" object into a method and ask the callee to set various configuration options? Or is there another preferred way to do this? when a callee needs to stream data back to its caller, is a method like context.log() (see above) appropriate, or should I be using yield instead? (yeild seems natural, but I worry it'd be over the head of most scripters) My approach requires scripts to define functions with predefined names (e.g. "run", "init", "shutdown"). Is this a good way to do it? If not, what other mechanism would be more natural? I'm passing the same config, context, cache parameters into every method. Would it be better to use a single "context" parameter instead? Would it be better to use global variables instead? Finally, are there existing libraries you'd recommend to make this kind of simple "script-running container" easier to write?

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  • CSS Container not growing with grid?

    - by CmdrTallen
    Hi, I have a container background defined in CSS like this; .container { background:#fff; margin-left:auto; margin-right:auto; position: relative; width:970px; border:1px solid #000; padding:5px 10px; } The problem is I have a jqGrid put in the bottom of the container (near the bottom edge) and when its initially drawn it does fit inside the container panel and looks correct. Something like this (please pardon my non-l33t graphic skillz): But then when I populate the grid with rows it outgrows the container and it looks really tacky, something like this (I circled the original container background edges): I am sure its something I am doing wrong with the CSS. Any advice would be appreciated. EDIT: The problem isn't the width its the height of the container being overlapped by the new height of the now populated grid

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  • [Silverlight] Suggestion – Move INotifyCollectionChanged from System.Windows.dll to System.dll

    - by Benjamin Roux
    I just submitted a suggestion on Microsoft Connect to move the INotifyCollectionChanged from System.Windows.dll to System.dll. You can review it here: https://connect.microsoft.com/VisualStudio/feedback/details/560184/move-inotifycollectionchanged-from-system-windows-dll-to-system-dll Here’s the reason why I suggest that. Actually I wanted to take advantages of the new feature of Silverlight/Visual Studio 2010 for sharing assemblies (see http://blogs.msdn.com/clrteam/archive/2009/12/01/sharing-silverlight-assemblies-with-net-apps.aspx). Everything went fine until I try to share a custom collection (with custom business logic) implementing INotifyCollectionChanged. This modification has been made in the .NET Framework 4 (see https://connect.microsoft.com/VisualStudio/feedback/details/488607/move-inotifycollectionchanged-to-system-dll) so maybe it could be done in Silverlight too. If you think this is justifiable you can vote for it.

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  • Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la Game Deve

    Sony officialise son contrôleur à détection de mouvements, le PlayStation Move, lors de la GDC 2010 C'est au cours de la Game Developers Conference 2010 (GDC 2010) que Sony a révélé et officialisé son nouveau contrôleur à détection de mouvements pour sa console de jeux PlayStation3. Les rumeurs le nommaient Gem ou Arc mais ce nouveau produit portera la dénomination de PlayStation Move. Sony a également dévoilé que le PlayStation Move serait accompagné d'un périphérique sans fils annexe nommé simplement Sub Controller qui n'est pas sans rappeler le Nunchuk de la console Nintendo Wii. Accompagné du PlayStation Eye (la webcam de la PlayStation 3), ce nouveau contrôleur sera vendu en pack avec un je...

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  • Motivation and use of move constructors in C++

    - by Giorgio
    I recently have been reading about move constructors in C++ (see e.g. here) and I am trying to understand how they work and when I should use them. As far as I understand, a move constructor is used to alleviate the performance problems caused by copying large objects. The wikipedia page says: "A chronic performance problem with C++03 is the costly and unnecessary deep copies that can happen implicitly when objects are passed by value." I normally address such situations by passing the objects by reference, or by using smart pointers (e.g. boost::shared_ptr) to pass around the object (the smart pointers get copied instead of the object). What are the situations in which the above two techniques are not sufficient and using a move constructor is more convenient?

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  • Automatically move Xubuntu panel to external monitor

    - by user1291235
    I am using xubuntu 13.04 with a dualmonitor setup. (external monitor as primary, laptop als secondary) I am using xandr to makeup my monitorsetup. However I recognized that the xubuntu panel on the top by default will always be placed on the laptop monitor. I know that i can move the panel via the panel preferences. This works. But i want to somehow either let it move automatically to the right monitor (the primary one) or to move it with a terminal command (so i can create a script which takes care of moving the panel to the primary monitor)... any ideas?

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  • Move sprite in the direction it is facing?

    - by rphello101
    I'm using Java/Slick 2D. I'm trying to use the mouse to rotate the sprite and the arrow keys to move the sprite. I can get the sprite to rotate no problem, but I cannot get it to move in the direction it is supposed to. When I hit "forwards", the sprite doesn't necessarily move towards the mouse. I'm sure there has to be some standard code for this since many games use this style of motion. Can anyone help me out with what the trig is supposed to be? Thanks

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  • Shell script to decrypt and move files from one directory to another?

    - by KittyYoung
    So, I have a directory, and in it are several files. I'm trying to decrypt those files and then move them to another directory. I can't seem to figure out how to set the output filename and move it. So, the directory structure looks like this: /Applications/MAMP/bin/decryptandmove.sh /Applications/MAMP/bin/passtext.txt /Applications/MAMP/bin/encrypted/test1.txt.pgp /Applications/MAMP/bin/encrypted/test2.txt.pgp /Applications/MAMP/htdocs/www/decrypted/ For all of the files found in the encrypted directory, I'm trying to decrypt it and then move them into www/decrypted/. I don't know what the filenames in the encrypted directory will be ahead of time (this script will eventually run via cron), so I wanted to just output the decrypted file with the same filename, but without the pgp. So, the result would be: /Applications/MAMP/bin/decryptandmove.sh /Applications/MAMP/bin/passtext.txt /Applications/MAMP/bin/encrypted/ /Applications/MAMP/htdocs/decrypted/test1.txt.pgp /Applications/MAMP/htdocs/decrypted/test2.txt.pgp So, this is all I have so far, and it doesn't work... FILE and FILENAME are both wrong... I haven't even gotten to the moving part of it yet.... Help? I've written exactly one shell script ever, and it was so simple, a monkey could have done it... Feeling out of depth here... pass_phrase=`cat passtext.txt|awk '{print $1}'` for FILE in '/Applications/MAMP/bin/encrypted/'; do FILENAME=$(basename $FILE .pgp) gpg --passphrase $pass_phrase --output $FILENAME --decrypt $FILE done

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  • Can Castle.Windsor do automatic resolution of concrete types

    - by Anthony
    We are evaluating IoC containers for C# projects, and both Unity and Castle.Windsor are standing out. One thing that I like about Unity (NInject and StructureMap also do this) is that types where it is obvious how to construct them do not have to be registered with the IoC Container. Is there way to do this in Castle.Windsor? Am I being fair to Castle.Windsor to say that it does not do this? Is there a design reason to deliberately not do this, or is it an oversight, or just not seen as important or useful? I am aware of container.Register(AllTypes... in Windsor but that's not quite the same thing. It's not entirely automatic, and it's very broad. To illustrate the point, here are two NUnit tests doing the same thing via Unity and Castle.Windsor. The Castle.Windsor one fails. : namespace SimpleIocDemo { using NUnit.Framework; using Castle.Windsor; using Microsoft.Practices.Unity; public interface ISomeService { string DoSomething(); } public class ServiceImplementation : ISomeService { public string DoSomething() { return "Hello"; } } public class RootObject { public ISomeService SomeService { get; private set; } public RootObject(ISomeService service) { SomeService = service; } } [TestFixture] public class IocTests { [Test] public void UnityResolveTest() { UnityContainer container = new UnityContainer(); container.RegisterType<ISomeService, ServiceImplementation>(); // Root object needs no registration in Unity RootObject rootObject = container.Resolve<RootObject>(); Assert.AreEqual("Hello", rootObject.SomeService.DoSomething()); } [Test] public void WindsorResolveTest() { WindsorContainer container = new WindsorContainer(); container.AddComponent<ISomeService, ServiceImplementation>(); // fails with exception "Castle.MicroKernel.ComponentNotFoundException: // No component for supporting the service SimpleIocDemo.RootObject was found" // I could add // container.AddComponent<RootObject>(); // but that approach does not scale RootObject rootObject = container.Resolve<RootObject>(); Assert.AreEqual("Hello", rootObject.SomeService.DoSomething()); } } }

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  • How is the C++ synthesized move constructor affected by volatile and virtual members?

    - by user1827766
    Look at the following code: struct node { node(); //node(const node&); //#1 //node(node&&); //#2 virtual //#3 ~node (); node* volatile //#4 next; }; main() { node m(node()); //#5 node n=node(); //#6 } When compiled with gcc-4.6.1 it produces the following error: g++ -g --std=c++0x -c -o node.o node.cc node.cc: In constructor node::node(node&&): node.cc:3:8: error: expression node::next has side-effects node.cc: In function int main(): node.cc:18:14: note: synthesized method node::node(node&&) first required here As I understand the compiler fails to create default move or copy constructor on line #6, if I uncomment either line #1 or #2 it compiles fine, that is clear. The code compiles fine without c++0x option, so the error is related to default move constructor. However, what in the node class prevents default move constructor to be created? If I comment any of the lines #3 or #4 (i.e. make the destructor non-virtual or make data member non-volatile) it compiles again, so is it the combination of these two makes it not to compile? Another puzzle, line #5 does not cause an compilation error, what is different from line #6? Is it all specific for gcc? or gcc-4.6.1?

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  • Dependency Injection/IoC container practices when writing frameworks

    - by Dave Hillier
    I've used various IoC containers (Castle.Windsor, Autofac, MEF, etc) for .Net in a number of projects. I have found they tend to encourage a number of bad practices. Are there any established practices for IoC container use, particularly when providing a platform/framework? My aim as a framework writer is to make code as simple and as easy to use as possible. I'd rather write one line of code to construct an object than ten or even just two. For example, a couple of code smells that I've noticed and don't have good suggestions to: Large number of parameters (5) for constructors. Creating services tends to be complex; all of the dependencies are injected via the constructor - despite the fact that the components are rarely optional (except for maybe in testing). Lack of private and internal classes; this one may be a specific limitation of using C# and Silverlight, but I'm interested in how it is solved. It's difficult to tell what a frameworks interface is if all the classes are public; it allows me access to private parts that I probably shouldnt touch. Coupling the object lifecycle to the IoC container. It is often difficult to manually construct the dependencies required to create objects. Object lifecycle is too often managed by the IoC framework. I've seen projects where most classes are registered as Singletons. You get a lack of explicit control and are also forced to manage the internals (it relates to the above point, all classes are public and you have to inject them). For example, .Net framework has many static methods. such as, DateTime.UtcNow. Many times I have seen this wrapped and injected as a construction parameter. Depending on concrete implementation makes my code hard to test. Injecting a dependency makes my code hard to use - particularly if the class has many parameters. How do I provide both a testable interface, as well as one that is easy to use? What are the best practices?

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  • Is there a perf hit using mule as a container vs. standard JEE container like Weblogic?

    - by Victor Grazi
    Our team is considering using Mule in a large scale medium volume internal facing transactional banking application. At first Mule would just be used as an application server although it is possible some of its esb/orchestration features would be used in the future. I have no experience with mule, being new on the team. But my gut says Mule would not be as performant as Weblogic or Glassfish as a deployment container. Does anyone have any comparison stories to share that might shed light?

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  • Configure a container for using it with juju

    - by jjmerelo
    Is there a way to use juju o LXC containers that have not been created by juju bootstrap? The only configuration options for local containers are the root-dir and the admin-secret, which I understand some service within the container should be able to receive. Looking at the original message where this feature was announced that's probably zookeeper, but still I am not too sure how to do it. Any help will be appreciated.

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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  • How to disable a container and its children in Swing

    - by Fuzzy76
    I cannot figure out a way to disable a container AND its children in Swing. Is Swing really missing this basic feature? If I do setEnabled(false) on a container, its children are still enabled. My GUI structure is pretty complex, and doing a traversion of all elements below the container is not an option. Neither is a GlassPane on top of the container (the container is not the entire window).

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