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  • Working with Lightweight User Interface Toolkit (LWUIT) 1.4

    - by janice.heiss(at)oracle.com
    Vikram Goyal's informative and practical article, "Working with Lightweight User Interface Toolkit (LWUIT) 1.4," shows developers how to best take advantage of LWUIT 1.4. LWUIT is a user interface library designed to bring uniformity and cross mobile interface functionality to applications developed using Java Platform, Micro Edition (Java ME). Version 1.4 offers support for XHTML, multi-line text fields, and customization to the virtual keyboard.Goyal notes in the article that, "Perhaps the most important feature of this release is the ability for LWUIT to support XHTML. Specifically, it now supports XHTML MP (Mobile Platform) 1.0, a version of XHTML designed for mobile phones. To be even more specific, it now supports CSS styling for the HTMLComponent within the LWUIT library through Wireless Application Protocol CSS (WCSS)." Read the entire article here. 

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  • Improve Engineering & Construction Project Productivity

    - by [email protected]
    Driving successful project delivery and providing greater value and return for all stakeholders are key goals for firms in the engineering and construction industry. However, increasingly complex construction projects, compressed schedules, ineffective collaboration among project stakeholders, and limited interoperability, can get in the way of these goals and lead to reduced productivity. What E&C firms need are solutions that will improve global team collaboration, optimize processes and better communicate electronic project data. Check out the AutoVue for Engineering and Construction Solution Brief and learn how AutoVue enterprise visualization solutions can: - improve global project collaboration and communication - improve data interoperability - support virtual design and construction projects - improve change management and maintain accountability

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  • Electronic circuit simulator four-way flood-filling issues

    - by AJ Weeks
    I've made an electronic circuit board simulator which has simply 3 types of tiles: wires, power sources, and inverters. Wires connect to anything they touch, other than the sides of inverters; inverters have one input side and one output side; and finally power tiles connect in a similar manner as wires. In the case of an infinite loop, caused by the output of the inverter feeding into its input, I want inverters to oscillate (quickly turn on/off). I've attempted to implement a FloodFill algorithm to spread the power throughout the grid, but seem to have gotten something wrong, as only the tiles above the power source get powered (as seen below) I've attempted to debug the program, but have had no luck thus far. My code concerning the updating of power can be seen here.

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  • How can I locate empty space next to polygon regions?

    - by Stephen
    Let's say I have the following area in a top-down map: The circle is the player, the black square is an obstacle, and the grey polygons with red borders are walk-able areas that will be used as a navigation mesh for enemies. Obstacles and grey polygons are always convex. The grey regions were defined using an algorithm when the world was generated at runtime. Notice the little white column. I need to figure out where any empty space like this is, if at all, after the algorithm builds the grey regions, so that I can fill the space with another region. Basically what I'm hoping for is an algorithm that can detect empty space next to a polygon.

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  • Tool for creating complex paths?

    - by TerryB
    I want to create some fairly complex predefined paths for my AI sprites to follow. I'll need to use curves, splines etc to get the effect I want. Is there a drawing tool out there that will allow me to draw such curves, "mesh" them by placing lots of points along them at some defined density and then output the coordinates of all of those points for me? I could write this tool myself but hopefully one of the drawing packages can do this? Cheers!

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  • Pathfinding in multi goal, multi agent environment

    - by Rohan Agrawal
    I have an environment in which I have multiple agents (a), multiple goals (g) and obstacles (o). . . . a o . . . . . . . o . g . . a . . . . . . . . . . o . . . . o o o o . g . . o . . . . . . . o . . . . o . . . . o o o o a What would an appropriate algorithm for pathfinding in this environment? The only thing I can think of right now, is to Run a separate version of A* for each goal separately, but i don't think that's very efficient.

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  • Wikipedia A* pathfinding algorithm takes a lot of time

    - by Vee
    I've successfully implemented A* pathfinding in C# but it is very slow, and I don't understand why. I even tried not sorting the openNodes list but it's still the same. The map is 80x80, and there are 10-11 nodes. I took the pseudocode from here Wikipedia And this is my implementation: public static List<PGNode> Pathfind(PGMap mMap, PGNode mStart, PGNode mEnd) { mMap.ClearNodes(); mMap.GetTile(mStart.X, mStart.Y).Value = 0; mMap.GetTile(mEnd.X, mEnd.Y).Value = 0; List<PGNode> openNodes = new List<PGNode>(); List<PGNode> closedNodes = new List<PGNode>(); List<PGNode> solutionNodes = new List<PGNode>(); mStart.G = 0; mStart.H = GetManhattanHeuristic(mStart, mEnd); solutionNodes.Add(mStart); solutionNodes.Add(mEnd); openNodes.Add(mStart); // 1) Add the starting square (or node) to the open list. while (openNodes.Count > 0) // 2) Repeat the following: { openNodes.Sort((p1, p2) => p1.F.CompareTo(p2.F)); PGNode current = openNodes[0]; // a) We refer to this as the current square.) if (current == mEnd) { while (current != null) { solutionNodes.Add(current); current = current.Parent; } return solutionNodes; } openNodes.Remove(current); closedNodes.Add(current); // b) Switch it to the closed list. List<PGNode> neighborNodes = current.GetNeighborNodes(); double cost = 0; bool isCostBetter = false; for (int i = 0; i < neighborNodes.Count; i++) { PGNode neighbor = neighborNodes[i]; cost = current.G + 10; isCostBetter = false; if (neighbor.Passable == false || closedNodes.Contains(neighbor)) continue; // If it is not walkable or if it is on the closed list, ignore it. if (openNodes.Contains(neighbor) == false) { openNodes.Add(neighbor); // If it isn’t on the open list, add it to the open list. isCostBetter = true; } else if (cost < neighbor.G) { isCostBetter = true; } if (isCostBetter) { neighbor.Parent = current; // Make the current square the parent of this square. neighbor.G = cost; neighbor.H = GetManhattanHeuristic(current, neighbor); } } } return null; } Here's the heuristic I'm using: private static double GetManhattanHeuristic(PGNode mStart, PGNode mEnd) { return Math.Abs(mStart.X - mEnd.X) + Math.Abs(mStart.Y - mEnd.Y); } What am I doing wrong? It's an entire day I keep looking at the same code.

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  • Modern.IE VM license

    - by Thomas W.
    Microsoft provides some VMs for testing purposes (advertised on StackOverflow) and I'm trying to understand the license terms. The one I don't really understand is 1.b. You may use the software for testing purposes only. You may not use the software for commercial purposes. My thoughts: a) Testing a website in several browsers on several different virtual machines seems a quite professional approach. I hardly believe many private developers would do that. Of course they should, but which private developer has the time to do so? b) If that's really only available to private developers, what is the offer to companies doing the same thing? I am missing the advertisement for a paid service. My question as a non-native English speaker: Is testing by a company considered as a commercial purpose? Can I use the VMs within a company for testing or not?

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  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

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  • Flaws in my PHP development setup - sharing sources causing lags

    - by Wiktor
    I have following development setup for my PHP projects: Working station running on Windows 7 with PhpStorm IDE. GIT for version controlling. CentOS on virtual machine (VirtualBox) with Apache and MySQL (copy of production server). So far, I've been sharing project's source folders between host and guest systems and it was working quite well only really slow. The reason behind this is that Apache was reading files from remote folder (mounted locally). After doing some research, I found out that this set up can be improved by using disk mapping (Samba) instead of folder sharing. So I did that change. I configured my PhpStorm to automatically deploy files to mapped drive. Everything works like a charm now, except for one problem - when I change branches I need to synchronize project's local folder with the one on mapped drive and that takes time, a lot of time (like branching in SVN). Is there another way to handle this than just working on files directly on mapped drive?

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  • nginx reverse proxy cannot access apache virtual hosts

    - by Sc0rian
    I am setting up nginx as a reverse proxy. The server runs on directadmin and lamp stack. I have nginx running on port 81. I can access all my sites (including virtual ips) on the port 81. However when I forward the traffic from port 80 to 81, the virtual ips have a message saying "Apache is running normally". Server IPs are fine, and I can still access virtual IP's on 81. [root@~]# netstat -an | grep LISTEN | egrep ":80|:81" tcp 0 0 <virtual ip>:81 0.0.0.0:* LISTEN tcp 0 0 <virtual ip>:81 0.0.0.0:* LISTEN tcp 0 0 <serverip>:81 0.0.0.0:* LISTEN tcp 0 0 :::80 :::* LISTEN apache 24090 0.6 1.3 29252 13612 ? S 18:34 0:00 /usr/sbin/httpd -k start -DSSL apache 24092 0.9 2.1 39584 22056 ? S 18:34 0:00 /usr/sbin/httpd -k start -DSSL apache 24096 0.2 1.9 35892 20256 ? S 18:34 0:00 /usr/sbin/httpd -k start -DSSL apache 24120 0.3 1.7 35752 17840 ? S 18:34 0:00 /usr/sbin/httpd -k start -DSSL apache 24495 0.0 1.4 30892 14756 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24496 1.0 2.1 39892 22164 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24516 1.5 3.6 55496 38040 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24519 0.1 1.2 28996 13224 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24521 2.7 4.0 58244 41984 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24522 0.0 1.2 29124 12672 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24524 0.0 1.1 28740 12364 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24535 1.1 1.7 36008 17876 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24536 0.0 1.1 28592 12084 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24537 0.0 1.1 28592 12112 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24539 0.0 0.0 0 0 ? Z 18:35 0:00 [httpd] <defunct> apache 24540 0.0 1.1 28592 11540 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL apache 24541 0.0 1.1 28592 11548 ? S 18:35 0:00 /usr/sbin/httpd -k start -DSSL root 24548 0.0 0.0 4132 752 pts/0 R+ 18:35 0:00 egrep apache|nginx root 28238 0.0 0.0 19576 284 ? Ss May29 0:00 nginx: master process /usr/local/nginx/sbin/nginx -c /usr/local/nginx/conf/nginx.conf apache 28239 0.0 0.0 19888 804 ? S May29 0:00 nginx: worker process apache 28240 0.0 0.0 19888 548 ? S May29 0:00 nginx: worker process apache 28241 0.0 0.0 19736 484 ? S May29 0:00 nginx: cache manager process here is my nginx conf: cat /usr/local/nginx/conf/nginx.conf user apache apache; worker_processes 2; # Set it according to what your CPU have. 4 Cores = 4 worker_rlimit_nofile 8192; pid /var/run/nginx.pid; events { worker_connections 1024; } http { include mime.types; default_type application/octet-stream; log_format main '$remote_addr - $remote_user [$time_local] ' '"$request" $status $body_bytes_sent "$http_referer" ' '"$http_user_agent" "$http_x_forwarded_for"'; server_tokens off; access_log /var/log/nginx_access.log main; error_log /var/log/nginx_error.log debug; server_names_hash_bucket_size 64; sendfile on; tcp_nopush on; tcp_nodelay off; keepalive_timeout 30; gzip on; gzip_comp_level 9; gzip_proxied any; proxy_buffering on; proxy_cache_path /usr/local/nginx/proxy_temp levels=1:2 keys_zone=one:15m inactive=7d max_size=1000m; proxy_buffer_size 16k; proxy_buffers 100 8k; proxy_connect_timeout 60; proxy_send_timeout 60; proxy_read_timeout 60; server { listen <server ip>:81 default rcvbuf=8192 sndbuf=16384 backlog=32000; # Real IP here server_name <server host name> _; # "_" is for handle all hosts that are not described by server_name charset off; access_log /var/log/nginx_host_general.access.log main; location / { proxy_set_header Host $host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_pass http://<server ip>; # Real IP here client_max_body_size 16m; client_body_buffer_size 128k; proxy_buffering on; proxy_connect_timeout 90; proxy_send_timeout 90; proxy_read_timeout 120; proxy_buffer_size 16k; proxy_buffers 32 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; } location /nginx_status { stub_status on; access_log off; allow 127.0.0.1; deny all; } } include /usr/local/nginx/vhosts/*.conf; } here is my vhost conf: # cat /usr/local/nginx/vhosts/1.conf server { listen <virt ip>:81 default rcvbuf=8192 sndbuf=16384 backlog=32000; # Real IP here server_name <virt domain name>.com ; # "_" is for handle all hosts that are not described by server_name charset off; access_log /var/log/nginx_host_general.access.log main; location / { proxy_set_header Host $host; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_pass http://<virt ip>; # Real IP here client_max_body_size 16m; client_body_buffer_size 128k; proxy_buffering on; proxy_connect_timeout 90; proxy_send_timeout 90; proxy_read_timeout 120; proxy_buffer_size 16k; proxy_buffers 32 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; } } Apache config: <VirtualHost xxxxxx:80 > ServerName www.<domain>.com ServerAlias www.<domain>.com <domain>.com ServerAdmin webmaster@<domain>.com DocumentRoot /home/<domain>/domains/<domain>.com/public_html ScriptAlias /cgi-bin/ /home/<domain>/domains/<domain>.com/public_html/cgi-bin/ UseCanonicalName OFF <IfModule !mod_ruid2.c> SuexecUserGroup <domain> <domain> </IfModule> <IfModule mod_ruid2.c> RMode config RUidGid <domain> <domain> RGroups apache access </IfModule> CustomLog /var/log/httpd/domains/<domain>.com.bytes bytes CustomLog /var/log/httpd/domains/<domain>.com.log combined ErrorLog /var/log/httpd/domains/<domain>.com.error.log <Directory /home/<domain>/domains/<domain>.com/public_html> Options +Includes -Indexes php_admin_flag engine ON php_admin_value sendmail_path '/usr/sbin/sendmail -t -i -f <domain>@<domain>.com' </Directory> <virtual ip address>:80 is a NameVirtualHost default server www.xx.com (/usr/local/directadmin/data/users/xx/httpd.conf:16) port 80 namevhost www.xx.com (/usr/local/directadmin/data/users/xx/httpd.conf:16) port 80 namevhost www.xx.co.uk (/usr/local/directadmin/data/users/xx/httpd.conf:107) port 80 namevhost www.xx.co.uk (/usr/local/directadmin/data/users/xx/httpd.conf:151) port 80 namevhost www.xx.co.uk (/usr/local/directadmin/data/users/xx/httpd.conf:195) <virtual ip address>:443 is a NameVirtualHost default server www.xx.com (/usr/local/directadmin/data/users/xx/httpd.conf:61) port 443 namevhost www.xx.com (/usr/local/directadmin/data/users/xx/httpd.conf:61) <server ip>:80 is a NameVirtualHost default server localhost (/etc/httpd/conf/extra/httpd-vhosts.conf:29) port 80 namevhost localhost (/etc/httpd/conf/extra/httpd-vhosts.conf:29) port 80 namevhost www.xx.co.uk (/usr/local/directadmin/data/users/admin/httpd.conf:16)

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  • Displaying possible movement tiles

    - by Ash Blue
    What's the fastest way to highlight all possible movement tiles for a player on a square grid? Players can only move up, down, left, right. Tiles can cost more than one movement, multiple levels are available to move, and players can be larger than one tile. Think of games like Fire Emblem, Front Mission, and XCOM. My first thought was to recursively search for connecting tiles. This quickly demonstrated many shortcomings when blockers, movement costs, and other features were added into the mix. My second thought was to use an A* pathfinding algorithm to check all tiles presumed valid. Presumed valid tiles would come from an algorithm that generates a diamond of tiles from the player's speed (see example here http://jsfiddle.net/truefreestyle/Suww8/9/). Problem is this seems a little slow and expensive. Is there a faster way? Edit: In Lua for Corona SDK, I integrated the following movement generation controller. I've linked to a Gist here because the solution is around 90 lines of code. https://gist.github.com/ashblue/5546009

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  • How do I take an image/backup of Ubuntu partition and restore to VirtualBox VM

    - by whizkid
    I have Ubuntu 10.04 installed on an older hard disk. I recently bought a new disk and already installed Windows 7. I dont want to use the older disk anymore, and I would like to keep on using Ubuntu in a virtual machine on the new disk(to avoid the possible mess-ups of dual boot and I found VirtualBox is the best free tool for this). I wish to keep the exact same data\programs\configurations\settings I had been using in Ubuntu for so long, and avoid the tedious part of having to reconfigure so many things. How do I backup\restore Ubuntu to another disk? I would prefer a free tool to do the backup\restore.

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  • Complexity of defense AI

    - by Fredrik Johansson
    I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play by playing against an AI opponent. I mean it's not like Tennis, where the majority knows at least the fundamental rules. On the other hand, I'm a bit concerned that this AI implementation can be quite complex. I hope you can help me with an complexity estimation. I've tried to summarize the gameplay below. Is this defense AI very hard to do? Basic Defense Game Play Player Defender can move within his land, i.e. inside a random, non-convex, polygon. This land will also contain obstacles modeled as polygons, that Defender has to move around. Player Attacker has also a land, modeled as another such polygon. Assume that Defender shall defend against Attacker. Attacker will then throw a thingy towards Defender's land. To be rewarded, Attacker wants to hit Defender's land, and Defender will want to strike away the thingy from his land before it stops to prevent Attacker from scoring. To feint Defender, Attacker might run around within his land before the throw, and based on these attacker movements Defender shall then continuously move to the best defense position within his land.

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  • How do I make A* check all diagonal and orthogonal directions?

    - by Munezane
    I'm making a turn-based tactical game and I'm trying to implement the A* algorithm. I've been following a tutorial and got to this point, but my characters can't move diagonally up and left. Can anyone help me with this? The return x and y are int pointers which the characters are using to move towards the target. void level::aStar(int startx, int starty, int targetx, int targety, int* returnx, int* returny) { aStarGridSquare* currentSquare = new aStarGridSquare(); aStarGridSquare* startSquare = new aStarGridSquare(); aStarGridSquare* targetSquare = new aStarGridSquare(); aStarGridSquare* adjacentSquare = new aStarGridSquare(); aStarOpenList.clear(); for(unsigned int i=0; i<aStarGridSquareList.size(); i++) { aStarGridSquareList[i]->open=false; aStarGridSquareList[i]->closed=false; } startSquare=getaStarGridSquare(startx, starty); targetSquare=getaStarGridSquare(targetx, targety); if(startSquare==targetSquare) { *returnx=startx; *returny=starty; return; } startSquare->CostFromStart=0; startSquare->CostToTraverse=0; startSquare->parent = NULL; currentSquare=startSquare; aStarOpenList.push_back(currentSquare); while(currentSquare!=targetSquare && aStarOpenList.size()>0) { //unsigned int totalCostEstimate=aStarOpenList[0]->TotalCostEstimate; //currentSquare=aStarOpenList[0]; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList.size()>1) { for(unsigned int j=1; j<aStarOpenList.size()-1; j++) { if(aStarOpenList[i]->TotalCostEstimate<aStarOpenList[j]->TotalCostEstimate) { currentSquare=aStarOpenList[i]; } else { currentSquare=aStarOpenList[j]; } } } else { currentSquare = aStarOpenList[i]; } } currentSquare->closed=true; currentSquare->open=false; for(unsigned int i=0; i<aStarOpenList.size(); i++) { if(aStarOpenList[i]==currentSquare) { aStarOpenList.erase(aStarOpenList.begin()+i); } } for(unsigned int i = currentSquare->blocky - 32; i <= currentSquare->blocky + 32; i+=32) { for(unsigned int j = currentSquare->blockx - 32; j<= currentSquare->blockx + 32; j+=32) { adjacentSquare=getaStarGridSquare(j/32, i/32); if(adjacentSquare!=NULL) { if(adjacentSquare->blocked==false && adjacentSquare->closed==false) { if(adjacentSquare->open==false) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->open = true; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx- targetSquare->blockx) + abs(adjacentSquare->blocky-targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; //adjacentSquare->open=true;*/ aStarOpenList.push_back(adjacentSquare); } else { if(adjacentSquare->parent->CostFromStart > currentSquare->CostFromStart) { adjacentSquare->parent=currentSquare; if(currentSquare->parent!=NULL) { currentSquare->CostFromStart = currentSquare->parent->CostFromStart + currentSquare->CostToTraverse + startSquare->CostFromStart; } else { currentSquare->CostFromStart=0; } adjacentSquare->CostFromStart =currentSquare->CostFromStart + adjacentSquare->CostToTraverse;// adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; //currentSquare->CostToEndEstimate = abs(currentSquare->blockx - targetSquare->blockx) + abs(currentSquare->blocky - targetSquare->blocky); //currentSquare->TotalCostEstimate = currentSquare->CostFromStart + currentSquare->CostToEndEstimate; adjacentSquare->CostFromStart = adjacentSquare->parent->CostFromStart + adjacentSquare->CostToTraverse; adjacentSquare->CostToEndEstimate=abs(adjacentSquare->blockx - targetSquare->blockx) + abs(adjacentSquare->blocky - targetSquare->blocky); adjacentSquare->TotalCostEstimate = adjacentSquare->CostFromStart+adjacentSquare->CostToEndEstimate; } } } } } } } if(aStarOpenList.size()==0)//if empty { *returnx =startx; *returny =starty; return; } else { for(unsigned int i=0; i< aStarOpenList.size(); i++) { if(currentSquare->parent==NULL) { //int tempX = targetSquare->blockx; //int tempY = targetSquare->blocky; *returnx=targetSquare->blockx; *returny=targetSquare->blocky; break; } else { currentSquare=currentSquare->parent; } } } }

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • Dynamic navigation mesh changes

    - by Nairou
    I'm currently trying to convert from grids to navigation meshes for pathfinding, since grids are either too coarse for accurate navigation, or too fine to be useful for object tracking. While my map is fairly static, and the navigation mesh could be created in advance, this is somewhat of a tower defense game, where objects can be placed to block paths, so I need a way to recalculate portions of the navigation mesh to allow pathing around them. Is there any existing documentation on good ways to do this? I'm still very new to navigation meshes, so the prospect of modifying them to cut or fill holes sounds daunting.

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  • Why is Android VM-based? [closed]

    - by adib
    By about 2004, it was clear that ARM is the clear winner for mobile CPUs, beating out MIPS, SH3, and DragonBall. PocketPC (Windows Mobile) applications was natively-compiled (at least most of them - except for .NET compact and its competitors). Likewise, Apple's iOS (named iPhone OS at the time) prefers natively-compiled applications. Then why Android chose a virtual machine based system stack? (the Dalvik VM). Wouldn't it be simpler to just compile applications down to ARM code using GCJ or something? Is the decision influenced by the J2ME-way of doing things, or was just because it's "cool"? Perhaps like most things Java, the culture that prefers multiple levels of indirection and abstractions, they just added another layer of abstraction for "just in case"?

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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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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  • Is it possible to make the desktop background transparent or otherwise hidden?

    - by EndangeredMassa
    I'm running Ubuntu in a virtual machine via VirtualBox. I have the seamless mode turned on, which is pretty cool. However, if I move an Ubuntu window around quickly, I can see the redraw of the ubuntu background quickly before it's hidden by VirtualBox again. This isn't a huge deal, but I'd like to fix it, if possible. I see two possible options that don't involve changing VirtualBox code: 1. Make the Ubuntu desktop transparent 2. Make the Ubuntu desktop hidden entirely Is it possible to do either? I know that Compiz Fusion has/had a feature to do this for their cube effects, but I don't think that I can run this on the VM. And, even if I could, I don't want to run those services for this one small feature.

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  • Estimating costs in a GOAP system

    - by fullwall
    I'm currently developing a GOAP system in Java. An explanation of GOAP can be found at http://web.media.mit.edu/~jorkin/goap.html. Essentially, it's using A* to plot between Actions that mutate the world state. To provide a fair chance for all Actions and Goals to execute, I'm using a heuristic function to estimate the cost of doing something. What is the best way to estimate this cost so that it is comparable to all the other costs? As an example, estimating the cost of running away from an enemy versus attacking it - how should the cost be calculated to be comparable?

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  • Where are the values of java.library.path being set?

    - by lmestre
    This one could be a WebLogic Server question, but this post is general for any java environment.We were getting  at the very beginning  java library path something like this: /home/lmestre/jdk1.6/jre/lib/amd64/server:/home/lmestre/jdk1.6/jre/lib/amd64:/home/lmestre/jdk1.6/jre/../lib/amd64So, the question was: Where WebLogic Server is setting java.library.path?I never found the answer, so why don't we try to try to answerWhere the JVM is setting java.library.path?public class LibraryPathPrinter {   public static void main(String[] args) {       String javaLibraryPath= System.getProperty("java.library.path");       System.out.println("java.library.path "+javaLibraryPath );   }}after a simplejavac LibraryPathPrinter.javaand then an easyjava LibraryPathPrintervoila!The program printed something like thisjava.library.path  /home/lmestre/jdk1.6/jre/lib/amd64/server:/home/lmestre/jdk1.6/jre/lib/amd64:/home/lmestre/jdk1.6/jre/../lib/amd64So the JVM was the culprit.Enjoy!

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  • JavaScript malware analysis

    - by begueradj
    I want to test websites for JavaScript malware presence . I plan to develop a Python program that sends the URL of a given website to a virtual machine where the dynamic execution of the eventual malicious JavaScript embedded in the website's page is monitored. My questions: Should my VM be Windows or Linux ? What if the malware damages my VM: is there a hint how to avoid that ? Or launch a new VM automatically instead ? If I use telnet client library to communicate with the VM: must I implement a server within the VM to deal with my queries or can I overcome this ? I am jut looing for hints, general ideas. Thank you for any help.

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