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  • Trouble rotating viewplatform in Java3D [closed]

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • Avoid overwriting all the methods in the child class

    - by Heckel
    The context I am making a game in C++ using SFML. I have a class that controls what is displayed on the screen (manager on the image below). It has a list of all the things to draw like images, text, etc. To be able to store them in one list I created a Drawable class from which all the other drawable class inherit. The image below represents how I would organize each class. Drawable has a virtual method Draw that will be called by the manager. Image and Text overwrite this method. My problem is that I would like Image::draw method to work for Circle, Polygon, etc. since sf::CircleShape and sf::ConvexShape inherit from sf::Shape. I thought of two ways to do that. My first idea would be for Image to have a pointer on sf::Shape, and the subclasses would make it point onto their sf::CircleShape or sf::ConvexShape classes (Like on the image below). In the Polygon constructor I would write something like ptr_shape = &polygon_shape; This doesn't look very elegant because I have two variables that are, in fact, just one. My second idea is to store the sf::CircleShape and sf::ConvexShape inside the ptr_shape like ptr_shape = new sf::ConvexShape(...); and to use a function that is only in ConvexShape I would cast it like so ((sf::ConvexShape*)ptr_shape)->convex_method(); But that doesn't look very elegant either. I am not even sure I am allowed to do that. My question I added details about the whole thing because I thought that maybe my whole architecture was wrong. I would like to know how I could design my program to be safe without overwriting all the Image methods. I apologize if this question has already been asked; I have no idea what to google.

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Restart Trouble Ubuntu 12.10

    - by Cristi
    I`ve installed Ubuntu 12.10 on 3 different machines: Acer AspireOne Netbook Lenovo T60 Notebook Desktop - P5P77 - Asus mainboard - I3 - porcessor I have the same issue on all of themm they won`t restart (Shut Down work), I can see the proceses are killed but it freezez on black screen total iresponsive. Even when I access the bios config to modify something then Save&Exit then restart I get the same thing. This is the same for all 3 machines. I also cleaned up the desktop system, last version of bios update, full HDD format, fresh win7 installed (practicly no trace of the old Ubuntu 12.10) still the same problem. Some time ago I had Ubuntu 11.10 on the desktop system, it worked perfectly. I also mention that I tried all combinations of ACPI settings in BIOS, unfortunately with no results. Please advice, I am a little desperate :)) Best regards, Cristian, Romania

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  • Partition Configuration to avoid reinstalling applications after update

    - by nightcrawler
    The major bane when I update Ubuntu (which is way more frequent than Windows) is that I lose all installed application. To be precise I do a lot of Maple, Matlab, Geogebra & for all of those I install Java platform which too isnt very straightforward plus the license management things, which really give me craps. I don't install application in /home (to be made available to all users) thus a separate /home partition is meaningless. Can we circumvent this problem somehow such that Java dependent applications along with JDK doesn't blow away after update, may be by a separate partition (just like /home) where only custom (other than provided by Ubuntu Software Center) install application resides Further: I use specific binary of Java (Java6 update 32), its an important requirement for me, thus I don't want to let it crash/overwritten or similar

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  • Trouble with 12.10 lag

    - by Brennan
    Well basicly lately I have been having lag problems with 12.10. I will post my specs, but before the update to 12.10, it said that I had intel graphics. Now it says I have Gallium. My specs: *Memory: 3.9 GiB *Processor: Pentium(R) Dual-Core CPU E5500 @ 2.80GHz × 2 *Graphics: Gallium 0.4 on llvmpipe (LLVM 3.2, 128 bits) (used to say intel graphics) *OS Type: 32-bit *Disk: 486.1 GB The output of the command sudo apt-cache check is this: E: Invalid operation check The output of the command sudo lspci -nnk | grep -A5 VGA is this: 00:02.0 VGA compatible controller [0300]: Intel Corporation 4 Series Chipset Integrated Graphics Controller [8086:2e32] (rev 03) Subsystem: ASUSTeK Computer Inc. Device [1043:836d] Kernel driver in use: i915 00:1b.0 Audio device [0403]: Intel Corporation NM10/ICH7 Family High Definition Audio Controller [8086:27d8] (rev 01) Subsystem: ASUSTeK Computer Inc. Device [1043:8445] Kernel driver in use: snd_hda_intel

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  • Trouble with speed and vectors

    - by Eegabooga
    I'm working on adding bullets to my game. Right now I can shoot bullets in the direction that I would like from a ship by getting the ship's angle: int speed = 5; int dx = -(cos(degreesToRadians(ship.angle)) * speed); // rate of change in the x direction int dy = -(sin(degreesToRadians(ship.angle)) * speed); // rate of change in the y direction bulletPosition.addX(dx); // addX(dx) is simply bulletPosition.x += dx bulletPosition.addY(dy); The ship is pretty much the exact same thing, except I use the += operator: int dx += -(cos(degreesToRadians(angle)) * 0.15) int dy += -(sin(degreesToRadians(angle)) * 0.15); shipPosition.addX(dx); shipPosition.addY(dy); I would like to be able to add the ship's velocity to the bullet's velocity, but I'm a little confused as to how should get the speed from the ship's vector. I thought that adding the ship's dx to the bullet's dx like int dx = -(cos(degreesToRadians(ship.angle)) * speed * dx) would work because I'm adding the rate of change of the ship to the rate of change of the bullet, but that doesn't work. So here's the final question: How can I get the speed of my ship and apply it to my bullet's speed? Thanks in advance for all help :)

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  • trouble detecing huawei EC156 in ubuntu 12.04

    - by naina
    the data card is never detected automatically...its detected only when i fire a lsusb. Later i give modeswitch commands etc etc...then the device works fine..i can easily use internet...but once i disconnect from the net, its impossible to reestablish the connection...to reconnect i have to type all the commands, starting with lsusb, in the terminal again..ie every time i want a connection i have to sit and type 5-6 commands in the terminal before i can get through. what can be done to get automatic net connection as soon as i plug in the data card...please help...

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  • Trouble Updating to Version 13.10 (from Version 13.04)

    - by user206783
    By trying to update to Version 13.10 (German) from Version 13.04 i'd received the following Problem-Message: W:Fehlschlag beim Holen von "http: //de.archive.ubuntu.com/ubuntu/dists/natty-backports/main/source/Sources 404 Not Found" W:Fehlschlag beim Holen von "http: //de.archive.ubuntu.com/ubuntu/dists/natty-backports/restricted/source/Sources 404 Not Found" W:Fehlschlag beim Holen von "http: //de.archive.ubuntu.com/ubuntu/dists/natty-backports/universe/source/Sources 404 Not Found" W:Fehlschlag beim Holen von "http: //de.archive.ubuntu.com/ubuntu/dists/natty-backports/multiverse/source/Sources 404 Not Found" E:Einige Indexdateien konnten nicht heruntergeladen werden. Sie wurden ignoriert oder alte an ihrer Stelle benutzt. Update rolls back Anyone got an solution?

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  • How to avoid “The web server process that was being debugged has been terminated by IIS”

    - by ybbest
    Problem: When debugging asp.net by attaching w3wp.exe process, you often will see encounter the following error message, the web server process that was being debugged has been terminated by IIS. Analysis: This caused Internet Information Services (IIS) to assume that the worker process had stopped responding. Therefore, IIS terminated the worker process. Solution: 1. Open IIS manager. 2.Click application Pools>>select the application pool associated with the site>>and click Advanced Settings 3. Click Advanced Settings of the application pool and set the Ping Enabled property from True to False. Now, reattach the process from Visual Studio, you should not get the error message. References: msdn

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  • I'm having trouble understanding these exercises wording.

    - by KasHKoW
    Exercise 1-20. Write a program detab that replaces tabs in the input with the proper number of blanks to space to the next tab stop. Assume a fixed set of tab stops, say every n columns. Should n be a variable or a symbolic parameter? Exercise 1-21. Write a program entab that replaces strings of blanks by the minimum number of tabs and blanks to achieve the same spacing. Use the same tab stops as for detab. When either a tab or a single blank would suffice to reach a tab stop, which should be given preference? could you paraphrase these for me. thanks

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  • C++ and SDL Trouble Creating a STL Vector of a Game Object

    - by Jackson Blades
    I am trying to create a Space Invaders clone using C++ and SDL. The problem I am having is in trying to create Waves of Enemies. I am trying to model this by making my Waves a vector of 8 Enemy objects. My Enemy constructor takes two arguments, an x and y offset. My Wave constructor also takes two arguments, an x and y offset. What I am trying to do is have my Wave constructor initialize a vector of Enemies, and have each enemy given a different x offset so that they are spaced out appropriately. Enemy::Enemy(int x, int y) { box.x = x; box.y = y; box.w = ENEMY_WIDTH; box.h = ENEMY_HEIGHT; xVel = ENEMY_WIDTH / 2; } Wave::Wave(int x, int y) { box.x = x; box.y = y; box.w = WAVE_WIDTH; box.y = WAVE_HEIGHT; xVel = (-1)*ENEMY_WIDTH; yVel = 0; std::vector<Enemy> enemyWave; for (int i = 0; i < enemyWave.size(); i++) { Enemy temp(box.x + ((ENEMY_WIDTH + 16) * i), box.y); enemyWave.push_back(temp); } } I guess what I am asking is if there is a cleaner, more elegant way to do this sort of initialization with vectors, or if this is right at all. Any help is greatly appreciated.

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  • Why Should I Avoid Inline Scripting?

    - by thesunneversets
    A knowledgeable friend recently looked at a website I helped launch, and commented something like "very cool site, shame about the inline scripting in the source code". I'm definitely in a position to remove the inline scripting where it occurs; I'm vaguely aware that it's "a bad thing". My question is: what are the real problems with inline scripting? Is there a significant performance issue, or is it mostly just a matter of good style? Can I justify immediate action on the inline scripting front to my superiors, when there are other things to work on that might have a more obvious impact on the site? If you pulled up to a website, and took a peek at the source code, what factors would lead you to say "hmm, professional work here", and what would cause you to recoil from an obviously amateurish job? Okay, that question turned into multiple questions in the writing. But basically, inline scripting - what's the deal?

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  • Trouble using Canon MG 2440 printer in UBUNTU 14

    - by user264795
    I connected usb serial cable from printer to computer. The drivers has been installed automatically. I printed the test page - it was printed. I tryed to print an image - it stays with status - processing... and dont work. Test page also cant be printed. What a problem? I dont know exactly, but I think I use "CUPS" manager and drivers... now status Waiting for printer to become available. And do not print.

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  • "Best fit" to avoid reuse of object instances in a collection

    - by Simon
    Imagine I have a collection of object instances which represent activities for a user to undertake. Dependent on user attributes, I have to randomly select instances to present activities to the user. For some users, I need to present more activities to them than there are available activities in which case, I want to use the following algorithm. If all available activities have already been presented to the user, then re-select a "used" activity, selecting the earliest presented activity ordered by frequency of use. In other words, try to reduce repetition and where repetition is unavoidable, use the instances which have been repeated less often and were presented furthest back in time. Before I go on to code that algorithm, I wondered if there is some existing pattern I can re-use? [EDIT] "Furthest back in time" is not relevant as I will pass the algorithm an ordered collection of used instances where the first entry is the first presented.

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  • Trouble Installing Codecs libx264 AND libmp3lame

    - by user10762
    I am trying to use OpenShot for movie making. My ideal situation is to encode for the web HD, 30 Frames Per Second, to YouTube. This works out great as OpenShot has a setting for this. The problem is when i go to use it I get: "The following formats/codecs are missing from your system: libx264 libmp3lame You will not be able to use the selected export profile. You will need to install the missing formats/codecs or choose a different export profile." I have tried using Synaptic Package Manager and I think I am installing the right "plugins/codecs" yet to no avail or success. I used the instructions found here to remedy: https://answers.launchpad.net/openshot/+faq/1040 I know this impacts OTHER video editing software (in other words it is not specific just to OpenShot). They give the same type of error message when i try to use their presets as well. So in a word "Help!"... Any info is much appreciated!!! PS - If you know of a BETTER way to do this (another software) that is appreciated too! :-D

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  • Trouble dual booting Ubuntu 14.04 & Windows 8

    - by AkBKukU
    My motherboard (MSI G45-Z87) has efi, I still can't figure out how to make stuff work with it. I had Ubuntu working with Windows 8 before 14.04 came out and I did a clean install of Ubuntu when it did to upgrade. Since then I hadn't been able to boot Windows but I don't use it anyway so it didn't effect me. I tried getting it working today so I could use some adobe software. The last time I had tried to do something with the boot it was giving me warnings that my boot files were to far in the drive. So I followed this guide to use gparted and boot-repair to add a boot partition. I was able to reboot Ubuntu after that. I then proceeded to install Windows 8.1 to a different drive. Now the computer will only boot straight into Windows and if I manually select Ubuntu, but not the drive Ubuntu is on, to boot it stops on a black screen during boot after showing the Ubuntu logo. I've run boot-repair in several different ways but have had no luck. Here is the boot summary info from the recommended settings for it. I could really use some help.

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  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

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  • Trouble Setting up Open SSH with Putty

    - by warpstack
    I for the life of me can't seem to get openSSH to work on Ubuntu Server 10.10 with keys I generated in PuttyGen on my Windows machine. After hours of trial and error and web searches I can't get my ssh service to accept my private key! Here is my sshd_config. I generated my public and private keys using Putty in Windows then used a ssh connection to paste my key from putty directly into my authorized_keys2 file located in */etc/ssh/publickeys/authorized_keys2* The authorized_keys2 file looks something like: ssh-rsa AAAAB3NzaC1yc2EAAAA... with no email or anything at the end of it. I just pasted it straight from PuttyGen without using a key comment. I feel like it's not working because of some nuance I am not understanding or some unusual setting or incompatibility. I've restarted the ssh service (and the machine) to no avail. What are some common pitfalls I might have gotten myself into? Is there a simpler way to generate ssh keys that putty can use in windows?

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  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • htaccess and htpasswd trouble

    - by hjpotter92
    This is the first time that I have ever tried working with .htpasswd and .htaccess files, so please point out my childish works. I have my apache document root set to /www/ on my debian server. Inside it, there's a folder named Logs/ which I want to restrict access using a htpasswd. I created my htpasswd file using the shell's htpasswd command. And this is the result: > user:<encoded password here> > hjp:<encoded password here> > hjpotter92:<encoded password here> I put this file named .htaccess inside /www/. The Logs/ has following htaccess file in it: > AuthName "Restricted Area" > AuthType Basic > AuthUserFile /www/.htpasswd > AuthGroupFile /dev/null > require valid-user This was again created using an online tool(I forgot its name/link, and can't search the browser-history now). The problem, as it might've already struck you is that I am experiencing no change on my Logs folder access. The folder is still accessible to everyone. I am running apache as root user(if that matters/helps). Please help/guide me. I've tried reading some htaccess guides and have followed some of older SO questions, but still haven't figured out a way to restrict access to Logs folder with a password.

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