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  • Qt - controlling drag behaviour

    - by bullettime
    Suppose I want my draggable widget to move differently than just staying under my cursor while being dragged. For instance, having the widget move only in one axis, or have the widget move double the distance between the cursor and the drag starting point. Which method should I override to define this kind of behaviour?

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  • How can I define an irregular area of the screen and find the closest point to the mouse in that area?

    - by JonathonG
    I'm looking for a method to define an area of the screen that the mouse cannot leave. I have been directed by rob mayoff, the answerer of this question, that I can use a Quartz Event Tap to detect mouse events. This puts me part of the way to the solution to THIS question. I need to define an irregular area of the screen, not just a rectangle, that the mouse cannot leave. I have been researching this and the only idea I can come up with is using a bitmap to define the irregular area, as it will be very oddly shaped. However, I am open to solutions other than using a bitmap. Since this must be done on a Mac, I've determined that I will have to use objective C / Cocoa . I need to know how to define the area and, equally importantly, how to find the closest point in the area to the mouse (so that I can move the mouse to it if the mouse tries to move outside of the area). This is similar to what the restricted area will look like: [edit:] Okay, I've come up with part of the answer to this. If I can do a basic (light-weight) point collision detection on the image mask, I can use a simple algorithm to detect the closest point to the mouse on the black area of the image. I could do this by calculating distance between a pre-defined point (P) inside the black area of the image and the target mouse position (T), taking the midpoint (M), then checking if the midpoint is inside or outside of the shape (black or white, respectively). If M is inside the shape, then move the P to M, otherwise move T to the M, continuously recalculate this until the distance between T and P is 1 pixel or less, then move the mouse to the final calculated position. All of that being said, I still need some way to test the position of the mouse against that same position on the bitmap (assume the bitmap is the same resolution as the monitor), and check if that point is black or white. All of this needs to be done in the background, without this application actually having focus, or the bitmap being visible... is this possible?

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  • Java: How to return single char after string

    - by newSpringer
    I have a file directory which could look like either C:\projects\lab3\test\test.java or C:\projects\assignment3\test\test.java But the "lab3" or "assignment3" can appear anywhere in the directory, it is not a set directory What i want is to check to see if the directory either contains "lab" or "assignment" and get the number that follows. In this case "3" This is what i have so far if(directory.toLowerCase().contains("lab")){ } else if (directory.toLowerCase().contains("assignment")){ } but i do not know how to check for the char straight after the word?

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  • XNA, C# - Check if a Vector2 path crosses another Vector2 path.

    - by Nick
    Hello all, I have an XNA question for those with more experience in these matters than myself (maths). Background: I have a game that implements a boundary class, this simply hosts 2 Vector2 objects, a start and an end point. The current implementation crudely handles collision detection by assuming boundaries are always vertical or horizontal, i.e. if start.x and end.x are the same check I am not trying to pass x etc. Ideally what I would like to implement is a method that accepts two Vector2 parameters. The first being a current location, the second being a requested location (where I would like to move it to assuming no objections). The method would also accept a boundary object. What the method should then do is tell me if I am going to cross the boundry in this move. this could be a bool or ideally something representing how far I can actually move. This empty method might explain better than I can in words. /// <summary> /// Checks the move. /// </summary> /// <param name="current">The current.</param> /// <param name="requested">The requested.</param> /// <param name="boundry">The boundry.</param> /// <returns></returns> public bool CheckMove(Vector2 current, Vector2 requested, Boundry boundry) { //return a bool that indicated if the suggested move will cross the boundry. return true; }

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • From Binary to Data Structures

    - by Cédric Menzi
    Table of Contents Introduction PE file format and COFF header COFF file header BaseCoffReader Byte4ByteCoffReader UnsafeCoffReader ManagedCoffReader Conclusion History This article is also available on CodeProject Introduction Sometimes, you want to parse well-formed binary data and bring it into your objects to do some dirty stuff with it. In the Windows world most data structures are stored in special binary format. Either we call a WinApi function or we want to read from special files like images, spool files, executables or may be the previously announced Outlook Personal Folders File. Most specifications for these files can be found on the MSDN Libarary: Open Specification In my example, we are going to get the COFF (Common Object File Format) file header from a PE (Portable Executable). The exact specification can be found here: PECOFF PE file format and COFF header Before we start we need to know how this file is formatted. The following figure shows an overview of the Microsoft PE executable format. Source: Microsoft Our goal is to get the PE header. As we can see, the image starts with a MS-DOS 2.0 header with is not important for us. From the documentation we can read "...After the MS DOS stub, at the file offset specified at offset 0x3c, is a 4-byte...". With this information we know our reader has to jump to location 0x3c and read the offset to the signature. The signature is always 4 bytes that ensures that the image is a PE file. The signature is: PE\0\0. To prove this we first seek to the offset 0x3c, read if the file consist the signature. So we need to declare some constants, because we do not want magic numbers.   private const int PeSignatureOffsetLocation = 0x3c; private const int PeSignatureSize = 4; private const string PeSignatureContent = "PE";   Then a method for moving the reader to the correct location to read the offset of signature. With this method we always move the underlining Stream of the BinaryReader to the start location of the PE signature.   private void SeekToPeSignature(BinaryReader br) { // seek to the offset for the PE signagure br.BaseStream.Seek(PeSignatureOffsetLocation, SeekOrigin.Begin); // read the offset int offsetToPeSig = br.ReadInt32(); // seek to the start of the PE signature br.BaseStream.Seek(offsetToPeSig, SeekOrigin.Begin); }   Now, we can check if it is a valid PE image by reading of the next 4 byte contains the content PE.   private bool IsValidPeSignature(BinaryReader br) { // read 4 bytes to get the PE signature byte[] peSigBytes = br.ReadBytes(PeSignatureSize); // convert it to a string and trim \0 at the end of the content string peContent = Encoding.Default.GetString(peSigBytes).TrimEnd('\0'); // check if PE is in the content return peContent.Equals(PeSignatureContent); }   With this basic functionality we have a good base reader class to try the different methods of parsing the COFF file header. COFF file header The COFF header has the following structure: Offset Size Field 0 2 Machine 2 2 NumberOfSections 4 4 TimeDateStamp 8 4 PointerToSymbolTable 12 4 NumberOfSymbols 16 2 SizeOfOptionalHeader 18 2 Characteristics If we translate this table to code, we get something like this:   [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct CoffHeader { public MachineType Machine; public ushort NumberOfSections; public uint TimeDateStamp; public uint PointerToSymbolTable; public uint NumberOfSymbols; public ushort SizeOfOptionalHeader; public Characteristic Characteristics; } BaseCoffReader All readers do the same thing, so we go to the patterns library in our head and see that Strategy pattern or Template method pattern is sticked out in the bookshelf. I have decided to take the template method pattern in this case, because the Parse() should handle the IO for all implementations and the concrete parsing should done in its derived classes.   public CoffHeader Parse() { using (var br = new BinaryReader(File.Open(_fileName, FileMode.Open, FileAccess.Read, FileShare.Read))) { SeekToPeSignature(br); if (!IsValidPeSignature(br)) { throw new BadImageFormatException(); } return ParseInternal(br); } } protected abstract CoffHeader ParseInternal(BinaryReader br);   First we open the BinaryReader, seek to the PE signature then we check if it contains a valid PE signature and rest is done by the derived implementations. Byte4ByteCoffReader The first solution is using the BinaryReader. It is the general way to get the data. We only need to know which order, which data-type and its size. If we read byte for byte we could comment out the first line in the CoffHeader structure, because we have control about the order of the member assignment.   protected override CoffHeader ParseInternal(BinaryReader br) { CoffHeader coff = new CoffHeader(); coff.Machine = (MachineType)br.ReadInt16(); coff.NumberOfSections = (ushort)br.ReadInt16(); coff.TimeDateStamp = br.ReadUInt32(); coff.PointerToSymbolTable = br.ReadUInt32(); coff.NumberOfSymbols = br.ReadUInt32(); coff.SizeOfOptionalHeader = (ushort)br.ReadInt16(); coff.Characteristics = (Characteristic)br.ReadInt16(); return coff; }   If the structure is as short as the COFF header here and the specification will never changed, there is probably no reason to change the strategy. But if a data-type will be changed, a new member will be added or ordering of member will be changed the maintenance costs of this method are very high. UnsafeCoffReader Another way to bring the data into this structure is using a "magically" unsafe trick. As above, we know the layout and order of the data structure. Now, we need the StructLayout attribute, because we have to ensure that the .NET Runtime allocates the structure in the same order as it is specified in the source code. We also need to enable "Allow unsafe code (/unsafe)" in the project's build properties. Then we need to add the following constructor to the CoffHeader structure.   [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct CoffHeader { public CoffHeader(byte[] data) { unsafe { fixed (byte* packet = &data[0]) { this = *(CoffHeader*)packet; } } } }   The "magic" trick is in the statement: this = *(CoffHeader*)packet;. What happens here? We have a fixed size of data somewhere in the memory and because a struct in C# is a value-type, the assignment operator = copies the whole data of the structure and not only the reference. To fill the structure with data, we need to pass the data as bytes into the CoffHeader structure. This can be achieved by reading the exact size of the structure from the PE file.   protected override CoffHeader ParseInternal(BinaryReader br) { return new CoffHeader(br.ReadBytes(Marshal.SizeOf(typeof(CoffHeader)))); }   This solution is the fastest way to parse the data and bring it into the structure, but it is unsafe and it could introduce some security and stability risks. ManagedCoffReader In this solution we are using the same approach of the structure assignment as above. But we need to replace the unsafe part in the constructor with the following managed part:   [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public struct CoffHeader { public CoffHeader(byte[] data) { IntPtr coffPtr = IntPtr.Zero; try { int size = Marshal.SizeOf(typeof(CoffHeader)); coffPtr = Marshal.AllocHGlobal(size); Marshal.Copy(data, 0, coffPtr, size); this = (CoffHeader)Marshal.PtrToStructure(coffPtr, typeof(CoffHeader)); } finally { Marshal.FreeHGlobal(coffPtr); } } }     Conclusion We saw that we can parse well-formed binary data to our data structures using different approaches. The first is probably the clearest way, because we know each member and its size and ordering and we have control about the reading the data for each member. But if add member or the structure is going change by some reason, we need to change the reader. The two other solutions use the approach of the structure assignment. In the unsafe implementation we need to compile the project with the /unsafe option. We increase the performance, but we get some security risks.

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  • The new workflow management of Oracle´s Hyperion Planning: Define more details with Planning Unit Hierarchies and Promotional Paths

    - by Alexandra Georgescu
    After having been almost unchanged for several years, starting with the 11.1.2 release of Oracle´s Hyperion Planning the Process Management has not only got a new name: “Approvals” now is offering the possibility to further split Planning Units (comprised of a unique Scenario-Version-Entity combination) into more detailed combinations along additional secondary dimensions, a so called Planning Unit Hierarchy, and also to pre-define a path of planners, reviewers and approvers, called Promotional Path. I´d like to introduce you to changes and enhancements in this new process management and arouse your curiosity for checking out more details on it. One reason of using the former process management in Planning was to limit data entry rights to one person at a time based on the assignment of a planning unit. So the lowest level of granularity for this assignment was, for a given Scenario-Version combination, the individual entity. Even if in many cases one person wasn´t responsible for all data being entered into that entity, but for only part of it, it was not possible to split the ownership along another additional dimension, for example by assigning ownership to different accounts at the same time. By defining a so called Planning Unit Hierarchy (PUH) in Approvals this gap is now closed. Complementing new Shared Services roles for Planning have been created in order to manage set up and use of Approvals: The Approvals Administrator consisting of the following roles: Approvals Ownership Assigner, who assigns owners and reviewers to planning units for which Write access is assigned (including Planner responsibilities). Approvals Supervisor, who stops and starts planning units and takes any action on planning units for which Write access is assigned. Approvals Process Designer, who can modify planning unit hierarchy secondary dimensions and entity members for which Write access is assigned, can also modify scenarios and versions that are assigned to planning unit hierarchies and can edit validation rules on data forms for which access is assigned. (this includes as well Planner and Ownership Assigner responsibilities) Set up of a Planning Unit Hierarchy is done under the Administration menu, by selecting Approvals, then Planning Unit Hierarchy. Here you create new PUH´s or edit existing ones. The following window displays: After providing a name and an optional description, a pre-selection of entities can be made for which the PUH will be defined. Available options are: All, which pre-selects all entities to be included for the definitions on the subsequent tabs None, manual entity selections will be made subsequently Custom, which offers the selection for an ancestor and the relative generations, that should be included for further definitions. Finally a pattern needs to be selected, which will determine the general flow of ownership: Free-form, uses the flow/assignment of ownerships according to Planning releases prior to 11.1.2 In Bottom-up, data input is done at the leaf member level. Ownership follows the hierarchy of approval along the entity dimension, including refinements using a secondary dimension in the PUH, amended by defined additional reviewers in the promotional path. Distributed, uses data input at the leaf level, while ownership starts at the top level and then is distributed down the organizational hierarchy (entities). After ownership reaches the lower levels, budgets are submitted back to the top through the approval process. Proceeding to the next step, now a secondary dimension and the respective members from that dimension might be selected, in order to create more detailed combinations underneath each entity. After selecting the Dimension and a Parent Member, the definition of a Relative Generation below this member assists in populating the field for Selected Members, while the Count column shows the number of selected members. For refining this list, you might click on the icon right beside the selected member field and use the check-boxes in the appearing list for deselecting members. -------------------------------------------------------------------------------------------------------- TIP: In order to reduce maintenance of the PUH due to changes in the dimensions included (members added, moved or removed) you should consider to dynamically link those dimensions in the PUH with the dimension hierarchies in the planning application. For secondary dimensions this is done using the check-boxes in the Auto Include column. For the primary dimension, the respective selection criteria is applied by right-clicking the name of an entity activated as planning unit, then selecting an item of the shown list of include or exclude options (children, descendants, etc.). Anyway in order to apply dimension changes impacting the PUH a synchronization must be run. If this is really necessary or not is shown on the first screen after selecting from the menu Administration, then Approvals, then Planning Unit Hierarchy: under Synchronized you find the statuses Yes, No or Locked, where the last one indicates, that another user is just changing or synchronizing the PUH. Select one of the not synchronized PUH´s (status No) and click the Synchronize option in order to execute. -------------------------------------------------------------------------------------------------------- In the next step owners and reviewers are assigned to the PUH. Using the icons with the magnifying glass right besides the columns for Owner and Reviewer the respective assignments can be made in the ordermthat you want them to review the planning unit. While it is possible to assign only one owner per entity or combination of entity+ member of the secondary dimension, the selection for reviewers might consist of more than one person. The complete Promotional Path, including the defined owners and reviewers for the entity parents, can be shown by clicking the icon. In addition optional users might be defined for being notified about promotions for a planning unit. -------------------------------------------------------------------------------------------------------- TIP: Reviewers cannot change data, but can only review data according to their data access permissions and reject or promote planning units. -------------------------------------------------------------------------------------------------------- In order to complete your PUH definitions click Finish - this saves the PUH and closes the window. As a final step, before starting the approvals process, you need to assign the PUH to the Scenario-Version combination for which it should be used. From the Administration menu select Approvals, then Scenario and Version Assignment. Expand the PUH in order to see already existing assignments. Under Actions click the add icon and select scenarios and versions to be assigned. If needed, click the remove icon in order to delete entries. After these steps, set up is completed for starting the approvals process. Start, stop and control of the approvals process is now done under the Tools menu, and then Manage Approvals. The new PUH feature is complemented by various additional settings and features; some of them at least should be mentioned here: Export/Import of PUHs: Out of Office agent: Validation Rules changing promotional/approval path if violated (including the use of User-defined Attributes (UDAs)): And various new and helpful reviewer actions with corresponding approval states. About the Author: Bernhard Kinkel started working for Hyperion Solutions as a Presales Consultant and Consultant in 1998 and moved to Hyperion Education Services in 1999. He joined Oracle University in 2007 where he is a Principal Education Consultant. Based on these many years of working with Hyperion products he has detailed product knowledge across several versions. He delivers both classroom and live virtual courses. His areas of expertise are Oracle/Hyperion Essbase, Oracle Hyperion Planning and Hyperion Web Analysis.

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  • Giving a Bomberman AI intelligent bomb placement

    - by Paul Manta
    I'm trying to implement an AI algorithm for Bomberman. Currently I have a working but not very smart rudimentary implementation (the current AI is overzealous in placing bombs). This is the first AI I've ever tried implementing and I'm a bit stuck. The more sophisticated algorithms I have in mind (the ones that I expect to make better decisions) are too convoluted to be good solutions. What general tips do you have for implementing a Bomberman AI? Are there radically different approaches for making the bot either more defensive or offensive? Edit: Current algorithm My current algorithm goes something like this (pseudo-code): 1) Try to place a bomb and then find a cell that is safe from all the bombs, including the one that you just placed. To find that cell, iterate over the four directions; if you can find any safe divergent cell and reach it in time (eg. if the direction is up or down, look for a cell that is found to the left or right of this path), then it's safe to place a bomb and move in that direction. 2) If you can't find and safe divergent cells, try NOT placing a bomb and look again. This time you'll only need to look for a safe cell in only one direction (you don't have to diverge from it). 3) If you still can't find a safe cell, don't do anything. for $(direction) in (up, down, left, right): place bomb at current location if (can find and reach divergent safe cell in current $(direction)): bomb = true move = $(direction) return for $(direction) in (up, down, left, right): do not place bomb at current location if (any safe cell in the current $(direction)): bomb = false move = $(direction) return else: bomb = false move = stay_put This algorithm makes the bot very trigger-happy (it'll place bombs very frequently). It doesn't kill itself, but it does have a habit of making itself vulnerable by going into dead ends where it can be blocked and killed by the other players. Do you have any suggestions on how I might improve this algorithm? Or maybe I should try something completely different? One of the problems with this algorithm is that it tends to leave the bot with very few (frequently just one) safe cells on which it can stand. This is because the bot leaves a trail of bombs behind it, as long as it doesn't kill itself. However, leaving a trail of bombs behind leaves few places where you can hide. If one of the other players or bots decide to place a bomb somewhere near you, it often happens that you have no place to hide and you die. I need a better way to decide when to place bombs.

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  • 2D animation example in pyglet (python) looping through 2 images/sprites every x seconds

    - by Bentley4
    Suppose you have two images: step1.png and step2.png . Can anyone show me a very simple example in pyglet how to loop through those 2 images say every 0.5 seconds? The character doesn't have to move, just a simple black screen with a fixed region wherein the two images continually change every 0.5 secs. I know how to make a character move, shoot projectiles etc. but I just can't figure out how to control the looping speed of the images.

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  • Launch Invitation: Introducing Oracle WebLogic Server 12c

    - by JuergenKress
    Introducing Oracle WebLogic Server 12c, the #1 Application Server Across Conventional and Cloud Environments Please join Hasan Rizvi on December 1, as he unveils the next generation of the industry’s #1 application server and cornerstone of Oracle’s cloud application foundation—Oracle WebLogic Server 12c. Hear, with your fellow IT managers, architects, and developers, how the new release of Oracle WebLogic Server is: Designed to help you seamlessly move into the public or private cloud with an open, standards-based platform Built to drive higher value for your current infrastructure and significantly reduce development time and cost Optimized to run your solutions for Java Platform, Enterprise Edition (Java EE); Oracle Fusion Middleware; and Oracle Fusion Applications Enhanced with transformational platforms and technologies such as Java EE 6, Oracle’s Active GridLink for RAC, Oracle Traffic Director, and Oracle Virtual Assembly Builder Don’t miss this online launch event. Register now. Executive Overview Thurs., December 1, 2011 10 a.m. PT / 1 p.m. ET Presented by: Hasan Rizvi Senior Vice President, Product Development, Oracle Today most businesses have the ambition to move to a cloud infrastructure. However, IT needs to maintain and invest in their current infrastructure for supporting today’s business. With Oracle WebLogic, the #1 app server in the marketplace, we provide you with the best of both worlds. The enhancements contained in WebLogic 12c provide you with significant benefits that drive higher value for your current infrastructure, while significantly reducing development time and cost. In addition, with WebLogic you are cloud-ready. You can move your existing applications as-is to a high performance engineered system, Exalogic, and instantly experience performance and scalability improvements that are orders of magnitude higher. A WebLogic-Exalogic combination may provide your private cloud infrastructure. Moreover, you can develop and test your applications on the recently announced Oracle’s Public Cloud offering: the Java Cloud Service and seamlessly move these to your on-premise infrastructure for production deployments. Developer Deep-Dive Thurs., December 1, 2011 11 a.m. PT / 2 p.m. ET See demos and interact with experts via live chat. Presented by: Will Lyons Director, Oracle WebLogic Server Product Management, Oracle Modern Java development looks very different from even a few years ago. Technology innovation, the ecosystem of tools and their integration with Java standards are changing how development is done. Cloud Computing is causing developers to re-evaluate their development platforms and deployment options. Business users are demanding faster time to market, but without sacrificing application performance and reliability. Find out in this session how Oracle WebLogic Server 12c enables rapid development of modern, lightweight Java EE 6 applications. Learn how you can leverage the latest development technologies, tools and standards when deploying to Oracle WebLogic Server across both conventional and Cloud environments. Don’t miss this online launch event. Register now. For regular information become a member of the WebLogic Partner Community please register at http://www.oracle.com/partners/goto/wls-emea Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Hasan Rizvi,Oracle,WebLogic 12c,OPN,WebLogic Community,Jürgen Kress

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  • RTS Movement + Navigation + Destination

    - by Oliver Jones
    I'm looking into building my own simple RTS game, and I'm trying to get my head around the movement of single, and multi selected units. (Developing in Unity) After much research, I now know that its a bigger task than I thought. So I need to break it down. I already have an A* navigation system with static obstacles taken into account. I don't want to worry about dynamic local avoidance right now. So I guess my first break down question would be: How would I go about moving mutli units to the same location. Right now - my units move to the location, but because they're all told to go to the same location, they start to 'fight' over one another to get there. I think theres two paths to go down: 1) Give each individual unit a separate destination point that is close to the 'master' destination point - and get the units to move to that. 2) Group my selected units in a flock formation, and move that entire flock group towards the destination point. Question about each path: 1a) How can I go about finding a suitable destination point that is close to the master destination? What happens if there isn't a suitable destination point? 1b) Would this be more CPU heavy? As it has to compute a path for each unit? (40 unit count). 2a) Is this a good idea? Not giving the units themselves a destination, but instead the flock (which holds the units within). The units within the flock could then maintain a formation (local avoidance) - though, again local avoidance is not an issue at this current time. 2b) Not sure what results I would get if I have a flock of 5 units, or a flock of 40 units, as the radius would be greater - which might mess up my A* navigation system. In other words: A flock of 2 units will be able to move down an alleyway, but a flock of 40 wont. But my nav system won't take that into account. I would appreciate any feedback. Kind regards, Ollie Jones

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  • SQL SERVER – Weekly Series – Memory Lane – #032

    - by Pinal Dave
    Here is the list of selected articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2007 Complete Series of Database Coding Standards and Guidelines SQL SERVER Database Coding Standards and Guidelines – Introduction SQL SERVER – Database Coding Standards and Guidelines – Part 1 SQL SERVER – Database Coding Standards and Guidelines – Part 2 SQL SERVER Database Coding Standards and Guidelines Complete List Download Explanation and Example – SELF JOIN When all of the data you require is contained within a single table, but data needed to extract is related to each other in the table itself. Examples of this type of data relate to Employee information, where the table may have both an Employee’s ID number for each record and also a field that displays the ID number of an Employee’s supervisor or manager. To retrieve the data tables are required to relate/join to itself. Insert Multiple Records Using One Insert Statement – Use of UNION ALL This is very interesting question I have received from new developer. How can I insert multiple values in table using only one insert? Now this is interesting question. When there are multiple records are to be inserted in the table following is the common way using T-SQL. Function to Display Current Week Date and Day – Weekly Calendar Straight blog post with script to find current week date and day based on the parameters passed in the function.  2008 In my beginning years, I have almost same confusion as many of the developer had in their earlier years. Here are two of the interesting question which I have attempted to answer in my early year. Even if you are experienced developer may be you will still like to read following two questions: Order Of Column In Index Order of Conditions in WHERE Clauses Example of DISTINCT in Aggregate Functions Have you ever used DISTINCT with the Aggregation Function? Here is a simple example about how users can do it. Create a Comma Delimited List Using SELECT Clause From Table Column Straight to script example where I explained how to do something easy and quickly. Compound Assignment Operators SQL SERVER 2008 has introduced new concept of Compound Assignment Operators. Compound Assignment Operators are available in many other programming languages for quite some time. Compound Assignment Operators is operator where variables are operated upon and assigned on the same line. PIVOT and UNPIVOT Table Examples Here is a very interesting question – the answer to the question can be YES or NO both. “If we PIVOT any table and UNPIVOT that table do we get our original table?” Read the blog post to get the explanation of the question above. 2009 What is Interim Table – Simple Definition of Interim Table The interim table is a table that is generated by joining two tables and not the final result table. In other words, when two tables are joined they create an interim table as resultset but the resultset is not final yet. It may be possible that more tables are about to join on the interim table, and more operations are still to be applied on that table (e.g. Order By, Having etc). Besides, it may be possible that there is no interim table; sometimes final table is what is generated when the query is run. 2010 Stored Procedure and Transactions If Stored Procedure is transactional then, it should roll back complete transactions when it encounters any errors. Well, that does not happen in this case, which proves that Stored Procedure does not only provide just the transactional feature to a batch of T-SQL. Generate Database Script for SQL Azure When talking about SQL Azure the most common complaint I hear is that the script generated from stand-along SQL Server database is not compatible with SQL Azure. This was true for some time for sure but not any more. If you have SQL Server 2008 R2 installed you can follow the guideline below to generate a script which is compatible with SQL Azure. Convert IN to EXISTS – Performance Talk It is NOT necessary that every time when IN is replaced by EXISTS it gives better performance. However, in our case listed above it does for sure give better performance. You can read about this subject in the associated blog post. Subquery or Join – Various Options – SQL Server Engine Knows the Best Every single time whenever there is a performance tuning exercise, I hear the conversation from developer where some prefer subquery and some prefer join. In this two part blog post, I explain the same in the detail with examples. Part 1 | Part 2 Merge Operations – Insert, Update, Delete in Single Execution MERGE is a new feature that provides an efficient way to do multiple DML operations. In earlier versions of SQL Server, we had to write separate statements to INSERT, UPDATE, or DELETE data based on certain conditions; however, at present, by using the MERGE statement, we can include the logic of such data changes in one statement that even checks when the data is matched and then just update it, and similarly, when the data is unmatched, it is inserted. 2011 Puzzle – Statistics are not updated but are Created Once Here is the quick scenario about my setup. Create Table Insert 1000 Records Check the Statistics Now insert 10 times more 10,000 indexes Check the Statistics – it will be NOT updated – WHY? Question to You – When to use Function and When to use Stored Procedure Personally, I believe that they are both different things - they cannot be compared. I can say, it will be like comparing apples and oranges. Each has its own unique use. However, they can be used interchangeably at many times and in real life (i.e., production environment). I have personally seen both of these being used interchangeably many times. This is the precise reason for asking this question. 2012 In year 2012 I had two interesting series ran on the blog. If there is no fun in learning, the learning becomes a burden. For the same reason, I had decided to build a three part quiz around SEQUENCE. The quiz was to identify the next value of the sequence. I encourage all of you to take part in this fun quiz. Guess the Next Value – Puzzle 1 Guess the Next Value – Puzzle 2 Guess the Next Value – Puzzle 3 Guess the Next Value – Puzzle 4 Simple Example to Configure Resource Governor – Introduction to Resource Governor Resource Governor is a feature which can manage SQL Server Workload and System Resource Consumption. We can limit the amount of CPU and memory consumption by limiting /governing /throttling on the SQL Server. If there are different workloads running on SQL Server and each of the workload needs different resources or when workloads are competing for resources with each other and affecting the performance of the whole server resource governor is a very important task. Tricks to Replace SELECT * with Column Names – SQL in Sixty Seconds #017 – Video  Retrieves unnecessary columns and increases network traffic When a new columns are added views needs to be refreshed manually Leads to usage of sub-optimal execution plan Uses clustered index in most of the cases instead of using optimal index It is difficult to debug SQL SERVER – Load Generator – Free Tool From CodePlex The best part of this SQL Server Load Generator is that users can run multiple simultaneous queries again SQL Server using different login account and different application name. The interface of the tool is extremely easy to use and very intuitive as well. A Puzzle – Swap Value of Column Without Case Statement Let us assume there is a single column in the table called Gender. The challenge is to write a single update statement which will flip or swap the value in the column. For example if the value in the gender column is ‘male’ swap it with ‘female’ and if the value is ‘female’ swap it with ‘male’. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • export emails from open-xchnage webmail and import them to horde webmail

    - by sam
    Im moving hosting and need to move the emails stored with the old domain/hosting, the hosting i want to transfer from uses open-xchange for its webmail and the hosting i want to move to uses horde for their webmail. Is their an automated way from inside of the open xchange webmail, or is there a way i can do it from inside of outlook / mac mail ? not sure if this is the right place for this, if not please advise..

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  • Emacs keybindings for texboxes in firefox?

    - by Seamus
    I'm so used to emacs that sometimes, when I'm typing something in a textbox in firefox, I sometimes try and do C-p to move up a line. It is seriously annoying to have to cancel a print dialog box every time I try and move about my text. If it's not horrendously complicated, I'd like to have keybindings that emulate emacs inside textboxes in firefox... Obviously, I wouldn't need all the keybindings, but movement, marking, killing and yanking would be useful. Is this an insane request?

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  • Introduction to Human Workflow 11g

    - by agiovannetti
    Human Workflow is a component of SOA Suite just like BPEL, Mediator, Business Rules, etc. The Human Workflow component allows you to incorporate human intervention in a business process. You can use Human Workflow to create a business process that requires a manager to approve purchase orders greater than $10,000; or a business process that handles article reviews in which a group of reviewers need to vote/approve an article before it gets published. Human Workflow can handle the task assignment and routing as well as the generation of notifications to the participants. There are three common patterns or usages of Human Workflow: 1) Approval Scenarios: manage documents and other transactional data through approval chains . For example: approve expense report, vacation approval, hiring approval, etc. 2) Reviews by multiple users or groups: group collaboration and review of documents or proposals. For example, processing a sales quote which is subject to review by multiple people. 3) Case Management: workflows around work management or case management. For example, processing a service request. This could be routed to various people who all need to modify the task. It may also incorporate ad hoc routing which is unknown at design time. SOA 11g Human Workflow includes the following features: Assignment and routing of tasks to the correct users or groups. Deadlines, escalations, notifications, and other features required for ensuring the timely performance of a task. Presentation of tasks to end users through a variety of mechanisms, including a Worklist application. Organization, filtering, prioritization and other features required for end users to productively perform their tasks. Reports, reassignments, load balancing and other features required by supervisors and business owners to manage the performance of tasks. Human Workflow Architecture The Human Workflow component is divided into 3 modules: the service interface, the task definition and the client interface module. The Service Interface handles the interaction with BPEL and other components. The Client Interface handles the presentation of task data through clients like the Worklist application, portals and notification channels. The task definition module is in charge of managing the lifecycle of a task. Who should get the task assigned? What should happen next with the task? When must the task be completed? Should the task be escalated?, etc Stages and Participants When you create a Human Task you need to specify how the task is assigned and routed. The first step is to define the stages and participants. A stage is just a logical group. A participant can be a user, a group of users or an application role. The participants indicate the type of assignment and routing that will be performed. Stages can be sequential or in parallel. You can combine them to create any usage you require. See diagram below: Assignment and Routing There are different ways a task can be assigned and routed: Single Approver: task is assigned to a single user, group or role. For example, a vacation request is assigned to a manager. If the manager approves or rejects the request, the employee is notified with the decision. If the task is assigned to a group then once one of managers acts on it, the task is completed. Parallel : task is assigned to a set of people that must work in parallel. This is commonly used for voting. For example, a task gets approved once 50% of the participants approve it. You can also set it up to be a unanimous vote. Serial : participants must work in sequence. The most common scenario for this is management chain escalation. FYI (For Your Information) : task is assigned to participants who can view it, add comments and attachments, but can not modify or complete the task. Task Actions The following is the list of actions that can be performed on a task: Claim : if a task is assigned to a group or multiple users, then the task must be claimed first to be able to act on it. Escalate : if the participant is not able to complete a task, he/she can escalate it. The task is reassigned to his/her manager (up one level in a hierarchy). Pushback : the task is sent back to the previous assignee. Reassign :if the participant is a manager, he/she can delegate a task to his/her reports. Release : if a task is assigned to a group or multiple users, it can be released if the user who claimed the task cannot complete the task. Any of the other assignees can claim and complete the task. Request Information and Submit Information : use when the participant needs to supply more information or to request more information from the task creator or any of the previous assignees. Suspend and Resume :if a task is not relevant, it can be suspended. A suspension is indefinite. It does not expire until Resume is used to resume working on the task. Withdraw : if the creator of a task does not want to continue with it, for example, he wants to cancel a vacation request, he can withdraw the task. The business process determines what happens next. Renew : if a task is about to expire, the participant can renew it. The task expiration date is extended one week. Notifications Human Workflow provides a mechanism for sending notifications to participants to alert them of changes on a task. Notifications can be sent via email, telephone voice message, instant messaging (IM) or short message service (SMS). Notifications can be sent when the task status changes to any of the following: Assigned/renewed/delegated/reassigned/escalated Completed Error Expired Request Info Resume Suspended Added/Updated comments and/or attachments Updated Outcome Withdraw Other Actions (e.g. acquiring a task) Here is an example of an email notification: Worklist Application Oracle BPM Worklist application is the default user interface included in SOA Suite. It allows users to access and act on tasks that have been assigned to them. For example, from the Worklist application, a loan agent can review loan applications or a manager can approve employee vacation requests. Through the Worklist Application users can: Perform authorized actions on tasks, acquire and check out shared tasks, define personal to-do tasks and define subtasks. Filter tasks view based on various criteria. Work with standard work queues, such as high priority tasks, tasks due soon and so on. Work queues allow users to create a custom view to group a subset of tasks in the worklist, for example, high priority tasks, tasks due in 24 hours, expense approval tasks and more. Define custom work queues. Gain proxy access to part of another user's tasks. Define custom vacation rules and delegation rules. Enable group owners to define task dispatching rules for shared tasks. Collect a complete workflow history and audit trail. Use digital signatures for tasks. Run reports like Unattended tasks, Tasks productivity, etc. Here is a screenshoot of what the Worklist Application looks like. On the right hand side you can see the tasks that have been assigned to the user and the task's detail. References Introduction to SOA Suite 11g Human Workflow Webcast Note 1452937.2 Human Workflow Information Center Using the Human Workflow Service Component 11.1.1.6 Human Workflow Samples Human Workflow APIs Java Docs

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  • GAME MAKER Problem with sprites! Can't see the sprite after mouse action

    - by user46882
    I have got a problem in Game Maker Pro: http://www.directupload.net/file/d/3646/egdpdu6u_gif.htm At the start we see a white square moving. If I press a key the square stop to move and the background changes to white. If the background changes to white a new animation/sprite should play on the same position where the white square was. BUT IT DOESNT! (Actually it is still there! It just does not move and this is fine) The animation is basically a sprite animation with some outlines of the square. If I press a key again, the background changes to white and we see the animation of the sprite.. but we do not see the animation of the sprites when it does not move. And this is strange!! I want to have the animation of the square when it doesn't move. But I don't get it.. by the way.. the .gif is a old version. I allready fixed the problem with the moving animation.. but I am still not able to play the animation if the square does not fly. The color of the animation is allready set to green or something! for better contrast. But still.. can't see it. Here is the code: obj.weisse.kugel.stepevent = the white square with the movements and sprite animations etc. if (global.kweiss == 1 ) { // vspeed = 8; //visible = true // sprite_index=spr_weisse_kugel; image_speed = 0; image_index = 0; } else if (global.kweiss == 0) { sprite_index=spr_animation_fade_out; image_speed =0.2; image_index=image_number-1 vspeed = 0; //visible = false // } then I have 1 create event for all the global.variables obj.global_var globalvar kweiss; kweiss = 1; globalvar kschwarz; kschwarz = 0; and then I have 1 controll stepevent in a new obj: if device_mouse_check_button_pressed (0, mb_left) { if background_color = c_black { background_color = c_white } else { background_color = c_black } // change of the square to white if (global.kweiss = 0) { global.kweiss = 1; } else { global.kweiss = 0; } if (global.kschwarz = 0) // change the square to black (other bullets.. we do not need this at the moment!) { global.kschwarz = 1; } else { global.kschwarz = 0; } Many thanks in advance

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  • Evaluate Oracle Solaris 11

    - by Terri Wischmann
    Evaluate Oracle Solaris 11 and make the move! We have provided some useful next steps for increasing your Oracle Solaris 11 knowledge so you can take advantage of some of the latest innovations in Oracle Solaris. Check out the Evaluation page which has a host of content to help you move from Oracle Solaris 10 to Oracle Solaris 11 or any other OS. Check out the NEW content in Evaluating Oracle Solaris 11 here Podcasts Enterprise OS Demos Cheat Sheets Competitve info

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  • Mouse / Usb don't work

    - by Enrico
    I just start now with Xubuntu (11.10) and don't know why but my mouse work strage, so if i move my mouse it move like jump not fluid (but if i use my pad there aren't any problem). another really strange thing is if I take off the mouse (usb) and put back doesn't work anymore.also if i put pen drive nothing uppen, maybe it's some usb problem or something i don't know. PC: Fujitsu Siemens Amilo. thank for your help Enrico

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  • vbscript help needed [migrated]

    - by Romeo
    I am trying to move a group of files with in a group of folders named recup_dir.1 through recup_dir.535 into a single folder so that all the files will be out of the folders and just in the single folder. I know I will need to use a loop to move the files and probably concatenation to go from recup_dir.1 to recup_dir.535 but I just am not that skilled in programming please help!! I just want it to automate the copying and moving of the files rather than do it manually.

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  • How to resize a LVM partition?

    - by iiddaannyy
    I want to shrink my second (lvm) partition, so I can create a new partition in the freespace. I am using Live-CD to do so, because I know I can't resize/move this partition while it is in use. When I opened GParted in Live-CD, I realized that I could not resize the partition, because when I right-click it, the option "resize/move" is disabled. I tried to unmount it, to "lazy" unmount it (umount -l /dev/sda2) but it didn't work. A screenshot from GParted:

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  • Best approach for saving highlighted areas on geographical map.

    - by Mohsen
    I am designing an application that allow users to highlight areas of a geographical map using a tool that is like brush or a pen. The tool basically draw a circle with a single click and continue drawing those circles with move move. Here is an example of drawing made by moving the tool. It is pretty much same as Microsoft Paint. Regardless of programming language what is best approach (most inexpensive approach) for saving this kind of data?

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  • Point line collision reaction

    - by user4523
    I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn. The point moves (it has a velocity, and can be controlled by the user), whilst the lines are strait and stationary. The lines are not axis aligned. Everything is in 2D. It is quite straight forward to work out if a collision has occurred. For each frame, the point moves from A to B. AB is a line, and if it crosses the line segment, a collision has occurred (or will occur) and I am able to work out the point of intersection (poi). The problem I am having is with the reaction. Ideally I would like the point to be prevented from moving across the line. In one frame, I can move the point back to the poi (or only alow it to move as far as the poi), and alter the velocity. The problem I am having with this approach (I think) is that, next frame the user may try to cross the line again. Although the point is on the poi, the point may not be exactly on the line. Since it is not axis aligned, I think there is always some subtle rounding issue (A float representation of a point on a line might be rounded to a point that is slightly on one side or the other). Because of this, next frame the path might not intersect the line (because it can start on the other side and move away from it) and the point is effectively allowed to cross the line. Firstly, does the analysis sound correct? Having accepted (maybe) that I cannot always exactly position the point on the line, I tried to move the point away from the line slightly (either along the normal to the line, or along the path vector). I then get a problem at edges. Attempting to fix one collision by moving the point away from the line (even slightly) can cause it to cross another line (one shape I am dealing with is a star, with sharp corners). This can mean that the solution to one collision inadvertently creates another collision, which is ignored. Again, does this sound correct? Anyway, whatever I try, I am having difficulty with edges, and the point is occasionally able to penetrate the polygons and cross lines, which is undesirable. Whilst I can find a lot of information about collision detection on the web (and on this site) I can find precious little information on collision reaction. Does any one know of any good point line collision reaction tutorials? Or is my approach too flawed/over complicated?

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  • SSIS 2012 formating quirks

    - by Kevin Shyr
    There are so many funny quirks in SSIS 2012 that I have to list them, to save other people from the misery. If you want to move items to one direction, make sure you "grab" the opposite side.  For example, you want a whole bunch of data flows to move up, select them all and grab the lowest item. When you drag the arrow to connect Precendence Constraint, make sure you drop it on the area of target that has no text, otherwise, it thinks you want to edit the text and change the target item layout

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  • Expected visual behavior of notifications (gnome metacity)

    - by MetaChrome
    I sometimes see notification popups on the right of the screen that specify things like network connectivity status changes mainly. I don't understand their expected visual behavior in that: It would appear that sometimes, when you move your mouse close to them, they disappear to reappear when you move away. It does not appear to be possible to ever click on them or hide them in any way, they generally just flicker, often in a in determinant way. Is the flickering perhaps caused because every flicker is in fact a unique notification?

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