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  • Drawing line from sprite with a touch

    - by Kaizer
    I am working with cocos2d for the iPhone and I have a question about how to implement the following. I have a circle shaped sprite on my layer. When I touch the sprite and move my finger a line must be drawn from the sprite to where my finger is. When I move my finger on the screen the line must follow (straight line). When I release my finger the line should disappear. In a good looking way I should be able to restyle the line into an arrow. Can anyone move me in the right direction for this ? Kind regards

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Moving from wordpress.com to self-hosted wordpress blog

    - by Sarfraz
    Hello, I have been writing articles on the wordpress.com blog, now i am looking to move it to self-hosted wordpress blog but i wonder: 1) Should i move all my articles on the new blog or just put an article on my last blog that more articles will be posted on my new blog?* 2) If i move all articles on my new blog, i am not sure about how google will react to it because there are articles with good number of visitors, won't this be seo-un-friendly because i am not sure but google will re-create page reputation stuff, etc or those articles will have same popularity even if i move elsewhere?* 3) What are the implications and side-effects in moving from wordpress.com blog to self-hosted wordpress blog?* Thanks

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  • Silverlight 4 + MVVM + KeyDown event

    - by jturn
    I'm trying to build a sample game in Silverlight 4 using the MVVM design pattern to broaden my knowledge. I'm using Laurent Bugnion's MvvmLight toolkit as well (found here: http://mvvmlight.codeplex.com/ ). All I want to do right now is move a shape around within a Canvas by pressing specific keys. My solution contains a Player.xaml (just a rectangle; this will be moved around) and MainPage.xaml (the Canvas and an instance of the Player control). To my understanding, Silverlight doesn't support tunneling routed events, only bubbling. My big problem is that Player.xaml never recognizes the KeyDown event. It's always intercepted by MainPage.xaml first and it never reaches any child controls because it bubbles upward. I'd prefer that the logic to move the Player be in the PlayerViewModel class, but I don't think the Player can know about any KeyDown events firing without me explicitly passing them on down from the MainPage. I ended up adding the handler logic to the MainPageViewModel class. Now my problem is that the MainPageViewModel has no knowledge of Player.xaml so it cannot move this object when handling KeyDown events. I guess this is expected, as ViewModels should not have any knowledge of their associated Views. In not so many words...is there a way this Player user control within my MainPage.xaml can directly accept and handle KeyDown events? If not, what's the ideal method for my MainPageViewModel to communicate with its View's child controls? I'm trying to keep code out of the code-behind files as much as possible. Seems like it's best to put logic in the ViewModels for ease of testing and to decouple UI from logic. (MainPage.xaml) <UserControl x:Class="MvvmSampleGame.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:game="clr-namespace:MvvmSampleGame" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" xmlns:cmd="clr-namespace:GalaSoft.MvvmLight.Command;assembly=GalaSoft.MvvmLight.Extras.SL4" mc:Ignorable="d" Height="300" Width="300" DataContext="{Binding Main, Source={StaticResource Locator}}"> <i:Interaction.Triggers> <i:EventTrigger EventName="KeyDown"> <cmd:EventToCommand Command="{Binding KeyPressCommand}" PassEventArgsToCommand="True" /> </i:EventTrigger> </i:Interaction.Triggers> <Canvas x:Name="LayoutRoot"> <game:Player x:Name="Player1"></game:Player> </Canvas> (MainViewModel.cs) public MainViewModel() { KeyPressCommand = new RelayCommand<KeyEventArgs>(KeyPressed); } public RelayCommand<KeyEventArgs> KeyPressCommand { get; private set; } private void KeyPressed(KeyEventArgs e) { if (e.Key == Key.Up || e.Key == Key.W) { // move player up } else if (e.Key == Key.Left || e.Key == Key.A) { // move player left } else if (e.Key == Key.Down || e.Key == Key.S) { // move player down } else if (e.Key == Key.Right || e.Key == Key.D) { // move player right } } Thanks in advance, Jeremy

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  • H12 timeout error on Heroku

    - by snowangel
    Can anyone shed some light on what's causing this timeout error on Heroku (at 2012-07-08T08:58:33+00:00)? The docs say that it's because of some long running process. I've set config.assets.initialize_on_precompile = false in config/application.rb. EmBP-2:bc Emma$ heroku restart Restarting processes... done EmBP-2:bc Emma$ heroku logs --tail 2012-07-08T08:47:21+00:00 heroku[nginx]: 82.69.50.215 - - [08/Jul/2012:08:47:21 +0000] "GET /assets/application.js HTTP/1.1" 200 311723 "https://codicology.co.uk/" "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_6_8) AppleWebKit/534.52.7 (KHTML, like Gecko) Version/5.1.2 Safari/534.52.7" codicology.co.uk 2012-07-08T08:47:21+00:00 heroku[nginx]: 127.0.0.1 - - [08/Jul/2012:08:47:21 +0000] "GET /assets/application.js HTTP/1.0" 200 1311615 "https://codicology.co.uk/" "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_6_8) AppleWebKit/534.52.7 (KHTML, like Gecko) Version/5.1.2 Safari/534.52.7" codicology.co.uk 2012-07-08T08:51:32+00:00 heroku[slugc]: Slug compilation started 2012-07-08T08:54:05+00:00 heroku[api]: Release v145 created by [email protected] 2012-07-08T08:54:05+00:00 heroku[api]: Deploy 8814b2f by [email protected] 2012-07-08T08:54:05+00:00 heroku[web.1]: State changed from up to starting 2012-07-08T08:54:06+00:00 heroku[slugc]: Slug compilation finished 2012-07-08T08:54:09+00:00 heroku[web.1]: Stopping all processes with SIGTERM 2012-07-08T08:54:09+00:00 heroku[worker.1]: Stopping all processes with SIGTERM 2012-07-08T08:54:09+00:00 heroku[web.1]: Starting process with command `bundle exec unicorn -p 22429 -c ./config/unicorn.rb` 2012-07-08T08:54:10+00:00 app[worker.1]: [Worker(host:2046e0bf-e109-40f2-abdb-10f69d224483 pid:1)] Exiting... 2012-07-08T08:54:11+00:00 app[web.1]: I, [2012-07-08T08:54:11.320616 #1] INFO -- : reaped #<Process::Status: pid 8 exit 0> worker=1 2012-07-08T08:54:11+00:00 app[web.1]: I, [2012-07-08T08:54:11.376765 #1] INFO -- : master complete 2012-07-08T08:54:11+00:00 app[web.1]: I, [2012-07-08T08:54:11.376272 #1] INFO -- : reaped #<Process::Status: pid 5 exit 0> worker=0 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.011695 #1] INFO -- : worker=0 spawning... 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.011386 #1] INFO -- : listening on addr=0.0.0.0:22429 fd=3 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.017917 #5] INFO -- : worker=0 spawned pid=5 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.019309 #1] INFO -- : master process ready 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.018250 #5] INFO -- : Refreshing Gem list 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.016768 #1] INFO -- : worker=1 spawning... 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.020863 #8] INFO -- : Refreshing Gem list 2012-07-08T08:54:12+00:00 app[web.1]: I, [2012-07-08T08:54:12.020617 #8] INFO -- : worker=1 spawned pid=8 2012-07-08T08:54:12+00:00 app[worker.1]: SQL (2.9ms) UPDATE "delayed_jobs" SET locked_by = null, locked_at = null WHERE (locked_by = 'host:2046e0bf-e109-40f2-abdb-10f69d224483 pid:1') 2012-07-08T08:54:12+00:00 heroku[web.1]: Process exited with status 0 2012-07-08T08:54:13+00:00 heroku[web.1]: State changed from starting to up 2012-07-08T08:54:14+00:00 heroku[worker.1]: Process exited with status 0 2012-07-08T08:54:14+00:00 heroku[worker.1]: State changed from up to down 2012-07-08T08:54:14+00:00 heroku[worker.1]: State changed from down to starting 2012-07-08T08:54:20+00:00 heroku[worker.1]: Starting process with command `bundle exec rake jobs:work` 2012-07-08T08:54:20+00:00 heroku[worker.1]: State changed from starting to up 2012-07-08T08:54:28+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:54:28+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:54:28+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:54:28+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:54:33+00:00 app[web.1]: Starting the New Relic Agent. 2012-07-08T08:54:33+00:00 app[web.1]: Starting the New Relic Agent. 2012-07-08T08:54:33+00:00 app[web.1]: Installed New Relic Browser Monitoring middleware 2012-07-08T08:54:33+00:00 app[web.1]: Installed New Relic Browser Monitoring middleware 2012-07-08T08:54:34+00:00 app[web.1]: 2012-07-08T08:54:34+00:00 app[web.1]: 2012-07-08T08:54:34+00:00 app[web.1]: [DEVISE] Devise.use_salt_as_remember_token is deprecated and has no effect. Please remove it. 2012-07-08T08:54:34+00:00 app[web.1]: 2012-07-08T08:54:34+00:00 app[web.1]: [DEVISE] Devise.use_salt_as_remember_token is deprecated and has no effect. Please remove it. 2012-07-08T08:54:34+00:00 app[web.1]: 2012-07-08T08:54:34+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant XLSX 2012-07-08T08:54:34+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:54:34+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:54:34+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant XLSX 2012-07-08T08:54:34+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:54:34+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:54:41+00:00 app[worker.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/Rakefile:10) 2012-07-08T08:54:41+00:00 app[worker.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/Rakefile:10) 2012-07-08T08:54:45+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importadvancecsv class 2012-07-08T08:54:45+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpaymentcsv class 2012-07-08T08:54:45+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpurchasecsv class 2012-07-08T08:54:45+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importadvancecsv class 2012-07-08T08:54:45+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpaymentcsv class 2012-07-08T08:54:45+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpurchasecsv class 2012-07-08T08:54:45+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importsalecsv class 2012-07-08T08:54:46+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Profitarchive class 2012-07-08T08:54:46+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importsalecsv class 2012-07-08T08:54:46+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Profitarchive class 2012-07-08T08:54:46+00:00 app[web.1]: [paperclip] Duplicate URL for xml with :s3_eu_url. This will clash with attachment defined in Onixarchive class 2012-07-08T08:54:47+00:00 app[web.1]: [paperclip] Duplicate URL for xml with :s3_eu_url. This will clash with attachment defined in Onixarchive class 2012-07-08T08:54:48+00:00 app[web.1]: I, [2012-07-08T08:54:48.467693 #8] INFO -- : worker=1 ready 2012-07-08T08:54:48+00:00 app[web.1]: I, [2012-07-08T08:54:48.823800 #5] INFO -- : worker=0 ready 2012-07-08T08:54:48+00:00 app[worker.1]: Starting the New Relic Agent. 2012-07-08T08:54:48+00:00 app[worker.1]: New Relic Agent not running. 2012-07-08T08:54:48+00:00 app[worker.1]: [Worker(host:1eabe514-7ec9-43b0-835b-ff3bd23bc266 pid:1)] New Relic Ruby Agent Monitoring DJ worker host:1eabe514-7ec9-43b0-835b-ff3bd23bc266 pid:1 2012-07-08T08:54:48+00:00 app[worker.1]: Installed New Relic Browser Monitoring middleware 2012-07-08T08:54:49+00:00 app[worker.1]: [Worker(host:1eabe514-7ec9-43b0-835b-ff3bd23bc266 pid:1)] Starting job worker 2012-07-08T08:57:54+00:00 heroku[web.1]: State changed from up to starting 2012-07-08T08:57:56+00:00 heroku[web.1]: Stopping all processes with SIGTERM 2012-07-08T08:57:57+00:00 app[web.1]: I, [2012-07-08T08:57:57.047386 #1] INFO -- : reaped #<Process::Status: pid 5 exit 0> worker=0 2012-07-08T08:57:57+00:00 app[web.1]: I, [2012-07-08T08:57:57.047753 #1] INFO -- : reaped #<Process::Status: pid 8 exit 0> worker=1 2012-07-08T08:57:57+00:00 app[web.1]: I, [2012-07-08T08:57:57.047999 #1] INFO -- : master complete 2012-07-08T08:57:57+00:00 heroku[worker.1]: Stopping all processes with SIGTERM 2012-07-08T08:57:58+00:00 heroku[web.1]: Process exited with status 0 2012-07-08T08:57:58+00:00 app[worker.1]: [Worker(host:1eabe514-7ec9-43b0-835b-ff3bd23bc266 pid:1)] Exiting... 2012-07-08T08:57:59+00:00 heroku[web.1]: Starting process with command `bundle exec unicorn -p 29766 -c ./config/unicorn.rb` 2012-07-08T08:58:01+00:00 app[worker.1]: SQL (27.9ms) UPDATE "delayed_jobs" SET locked_by = null, locked_at = null WHERE (locked_by = 'host:1eabe514-7ec9-43b0-835b-ff3bd23bc266 pid:1') 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.070527 #1] INFO -- : listening on addr=0.0.0.0:29766 fd=3 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.070782 #1] INFO -- : worker=0 spawning... 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.074498 #1] INFO -- : worker=1 spawning... 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.075702 #1] INFO -- : master process ready 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.076732 #5] INFO -- : worker=0 spawned pid=5 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.076957 #5] INFO -- : Refreshing Gem list 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.089022 #8] INFO -- : worker=1 spawned pid=8 2012-07-08T08:58:02+00:00 app[web.1]: I, [2012-07-08T08:58:02.089299 #8] INFO -- : Refreshing Gem list 2012-07-08T08:58:02+00:00 heroku[worker.1]: Process exited with status 0 2012-07-08T08:58:02+00:00 heroku[worker.1]: State changed from up to down 2012-07-08T08:58:02+00:00 heroku[worker.1]: State changed from down to starting 2012-07-08T08:58:02+00:00 heroku[web.1]: State changed from starting to up 2012-07-08T08:58:10+00:00 heroku[worker.1]: Starting process with command `bundle exec rake jobs:work` 2012-07-08T08:58:11+00:00 heroku[worker.1]: State changed from starting to up 2012-07-08T08:58:28+00:00 app[worker.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/Rakefile:10) 2012-07-08T08:58:28+00:00 app[worker.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/Rakefile:10) 2012-07-08T08:58:33+00:00 heroku[router]: Error H12 (Request timeout) -> GET codicology.co.uk/ dyno=web.1 queue= wait= service=30000ms status=503 bytes=0 2012-07-08T08:58:33+00:00 heroku[nginx]: 127.0.0.1 - - [08/Jul/2012:08:58:33 +0000] "GET / HTTP/1.0" 503 601 "-" "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_6_8) AppleWebKit/534.52.7 (KHTML, like Gecko) Version/5.1.2 Safari/534.52.7" codicology.co.uk 2012-07-08T08:58:33+00:00 heroku[nginx]: 82.69.50.215 - - [08/Jul/2012:08:58:33 +0000] "GET / HTTP/1.1" 503 601 "-" "Mozilla/5.0 (Macintosh; Intel Mac OS X 10_6_8) AppleWebKit/534.52.7 (KHTML, like Gecko) Version/5.1.2 Safari/534.52.7" codicology.co.uk 2012-07-08T08:58:42+00:00 app[worker.1]: New Relic Agent not running. 2012-07-08T08:58:42+00:00 app[worker.1]: [Worker(host:b5fa9243-6f9b-4de4-8f64-adab767fe4b0 pid:1)] New Relic Ruby Agent Monitoring DJ worker host:b5fa9243-6f9b-4de4-8f64-adab767fe4b0 pid:1 2012-07-08T08:58:42+00:00 app[worker.1]: Starting the New Relic Agent. 2012-07-08T08:58:42+00:00 app[worker.1]: Installed New Relic Browser Monitoring middleware 2012-07-08T08:58:43+00:00 app[worker.1]: [Worker(host:b5fa9243-6f9b-4de4-8f64-adab767fe4b0 pid:1)] Starting job worker 2012-07-08T08:58:56+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:58:56+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:58:56+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:58:56+00:00 app[web.1]: DEPRECATION WARNING: You have Rails 2.3-style plugins in vendor/plugins! Support for these plugins will be removed in Rails 4.0. Move them out and bundle them in your Gemfile, or fold them in to your app as lib/myplugin/* and config/initializers/myplugin.rb. See the release notes for more on this: http://weblog.rubyonrails.org/2012/1/4/rails-3-2-0-rc2-has-been-released. (called from <top (required)> at /app/config/environment.rb:6) 2012-07-08T08:59:02+00:00 app[web.1]: Starting the New Relic Agent. 2012-07-08T08:59:02+00:00 app[web.1]: Installed New Relic Browser Monitoring middleware 2012-07-08T08:59:02+00:00 app[web.1]: Starting the New Relic Agent. 2012-07-08T08:59:02+00:00 app[web.1]: Installed New Relic Browser Monitoring middleware 2012-07-08T08:59:03+00:00 app[web.1]: 2012-07-08T08:59:03+00:00 app[web.1]: [DEVISE] Devise.use_salt_as_remember_token is deprecated and has no effect. Please remove it. 2012-07-08T08:59:03+00:00 app[web.1]: 2012-07-08T08:59:03+00:00 app[web.1]: 2012-07-08T08:59:03+00:00 app[web.1]: [DEVISE] Devise.use_salt_as_remember_token is deprecated and has no effect. Please remove it. 2012-07-08T08:59:03+00:00 app[web.1]: 2012-07-08T08:59:04+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant XLSX 2012-07-08T08:59:04+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:59:04+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:59:04+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant XLSX 2012-07-08T08:59:04+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:59:04+00:00 app[web.1]: /app/vendor/bundle/ruby/1.9.1/gems/actionpack-3.2.3/lib/action_dispatch/http/mime_type.rb:102: warning: already initialized constant PDF 2012-07-08T08:59:22+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importadvancecsv class 2012-07-08T08:59:22+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpaymentcsv class 2012-07-08T08:59:22+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpurchasecsv class 2012-07-08T08:59:22+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importsalecsv class 2012-07-08T08:59:22+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Profitarchive class 2012-07-08T08:59:23+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importadvancecsv class 2012-07-08T08:59:23+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpaymentcsv class 2012-07-08T08:59:23+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importpurchasecsv class 2012-07-08T08:59:23+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Importsalecsv class 2012-07-08T08:59:23+00:00 app[web.1]: [paperclip] Duplicate URL for csv with :s3_eu_url. This will clash with attachment defined in Profitarchive class 2012-07-08T08:59:23+00:00 app[web.1]: [paperclip] Duplicate URL for xml with :s3_eu_url. This will clash with attachment defined in Onixarchive class 2012-07-08T08:59:24+00:00 app[web.1]: [paperclip] Duplicate URL for xml with :s3_eu_url. This will clash with attachment defined in Onixarchive class 2012-07-08T08:59:25+00:00 app[web.1]: I, [2012-07-08T08:59:25.555052 #5] INFO -- : worker=0 ready 2012-07-08T08:59:25+00:00 app[web.1]: 2012-07-08T08:59:25+00:00 app[web.1]: 2012-07-08T08:59:25+00:00 app[web.1]: Started GET "/" for 82.69.50.215 at 2012-07-08 08:59:25 +0000 2012-07-08T08:59:26+00:00 app[web.1]: Processing by PagesController#home as HTML 2012-07-08T08:59:26+00:00 app[web.1]: I, [2012-07-08T08:59:26.043501 #8] INFO -- : worker=1 ready 2012-07-08T08:59:26+00:00 app[web.1]: Rendered pages/home.html.haml within layouts/application (5.7ms) 2012-07-08T08:59:26+00:00 app[web.1]: (1.1ms) SELECT COUNT(*) FROM "delayed_jobs" 2012-07-08T08:59:26+00:00 app[web.1]: Rendered layouts/_header.html.erb (4.2ms) 2012-07-08T08:59:26+00:00 app[web.1]: Rendered layouts/_footer.html.haml (1.4ms) 2012-07-08T08:59:26+00:00 app[web.1]: Completed 200 OK in 326ms (Views: 258.4ms | ActiveRecord: 65.2ms)

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  • car race game collision condition.

    - by ashok patidar
    car race game in as3 in which car is fix but track is scrolling where ever my car move i want car should always on the track only when it try to move none directional track that time it has to be rotate at some angle so that it can move in track direction only. i am unable to think logic. i need movement like this "http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/" track should be scrollable as **http://as3.mindmafya.com/GameAS/ScrollingMaps-1.php pl z provide me suitable solution for that.

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  • Dont understand Python Method

    - by user836087
    I dont understand what is going on in the move method. I am taking the AI course from Udacity.com. The video location is: http://www.udacity.com/view#Course/cs373/CourseRev/apr2012/Unit/512001/Nugget/480015 Below is the code I dont get, its not working as shown in the video .. The answer I should be getting according to Udacity is [0, 0, 1, 0, 0] Here is what I get [] p=[0, 1, 0, 0, 0] def move(p, U): q = [] for i in range(len(p)): q.append(p[(i-U) % len(p)]) return q print move(p, 1)

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  • Adobe AIR: touch screen doesn't trigger mouse down event correctly

    - by Saariko
    i have designed a gaming kiosk app in as3 i am using it on a Sony vaio l pc (like hp's touchsmarts) in windows 7 the app doesn't need any multi-touch gestures (only single touch clicks and drags) so i am using mouse events everything is fine (including mouse click and move events) except that a single touch to the screen (with no move) doesn't fire a mouse down. it is fired only after a small move of the finger outside the app, on my desktop, i see that the small windows 7 cursor jumps immediately to where a finger is placed, meaning this issue isn't a hardware or a windows problem but rather how internally the flash app receives "translated" touch-to-mouse events from the os. for example, in a windows Solitaire game, a simple touch to the screen immediately highlights the touched card. in my app, a button will change to the down state only if i touch it and also move my finger slightly (click events - down and up - are triggered fine) shouldn't the MOUSE_DOWN event trigger exactly like how a TOUCH_BEGIN would in the new touchevent class? any ideas?

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  • Looking for ideas how to refactor my (complex) algorithm

    - by _simon_
    I am trying to write my own Game of Life, with my own set of rules. First 'concept', which I would like to apply, is socialization (which basicaly means if the cell wants to be alone or in a group with other cells). Data structure is 2-dimensional array (for now). In order to be able to move a cell to/away from a group of another cells, I need to determine where to move it. The idea is, that I evaluate all the cells in the area (neighbours) and get a vector, which tells me where to move the cell. Size of the vector is 0 or 1 (don't move or move) and the angle is array of directions (up, down, right, left). This is a image with representation of forces to a cell, like I imagined it (but reach could be more than 5): Let's for example take this picture: Forces from lower left neighbour: down (0), up (2), right (2), left (0) Forces from right neighbour : down (0), up (0), right (0), left (2) sum : down (0), up (2), right (0), left (0) So the cell should go up. I could write an algorithm with a lot of if statements and check all cells in the neighbourhood. Of course this algorithm would be easiest if the 'reach' parameter is set to 1 (first column on picture 1). But what if I change reach parameter to 10 for example? I would need to write an algorithm for each 'reach' parameter in advance... How can I avoid this (notice, that the force is growing potentialy (1, 2, 4, 8, 16, 32,...))? Can I use specific design pattern for this problem? Also: the most important thing is not speed, but to be able to extend initial logic. Things to take into consideration: reach should be passed as a parameter i would like to change function, which calculates force (potential, fibonacci) a cell can go to a new place only if this new place is not populated watch for corners (you can't evaluate right and top neighbours in top-right corner for example)

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  • SQLCMD Restore works in Management Studio but not from DOS prompt

    - by Gautam
    Any idea why my Restore command works fine when run in Management Studio 2008 but not when run from the dos prompt? Shown below is the error when running from the dos prompt. C:\>SQLCMD -s local\SQL2008 -d master -Q "RESTORE DATABASE [Sample.Db] FROM DISK = N'C:\Sample.Db.bak' WITH FILE = 1, MOVE N'Sample.Db' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf', MOVE N'Sample.Db_log' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf', NOUNLOAD, REPLACE, STATS = 10" Msg 3634, Level 16, State 1, Server GAUTAM, Line 1 The operating system returned the error '32(The process cannot access the file because it is being used by another process.)' while attempting 'RestoreContainer::ValidateTargetForCreation' on 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf'. Msg 3156, Level 16, State 8, Server GAUTAM, Line 1 File 'Sample.Db' cannot be restored to 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf'. Use WITH MOVE to identify a valid location for the file. Msg 3634, Level 16, State 1, Server GAUTAM, Line 1 The operating system returned the error '32(The process cannot access the file because it is being used by another process.)' while attempting 'RestoreContainer::ValidateTargetForCreation' on 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf'. Msg 3156, Level 16, State 8, Server GAUTAM, Line 1 File 'Sample.Db_log' cannot be restored to 'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf'. Use WITH MOVE to identify a valid location for the file. Msg 3119, Level 16, State 1, Server GAUTAM, Line 1 Problems were identified while planning for the RESTORE statement. Previous messages provide details. Msg 3013, Level 16, State 1, Server GAUTAM, Line 1 RESTORE DATABASE is terminating abnormally. However if I execute this directly in Management Studio 2008, it works fine: RESTORE DATABASE [Sample.Db] FROM DISK = N'C:\Sample.Db.bak' WITH FILE = 1, MOVE N'Sample.Db' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db.mdf', MOVE N'Sample.Db_log' TO N'C:\Program Files\Microsoft SQL Server\MSSQL10.SQL2008\MSSQL\DATA\Sample.Db_log.ldf', NOUNLOAD, REPLACE, STATS = 10 There is no lock or security issues, the data base doesn't exist on the server. I can't figure it out. Any ideas?

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  • how to set tab order in jquery

    - by Martin Ongtangco
    Hello, I'm using Telerik controls, specifically the numerical textbox where you can set a up-down arrow to increment/decrement values in a textbox. I am required to set the tab order to move to the next field but since there's a button on the up-down arrow, the browser will go through those buttons first then move to the next textbox field. How do you set the jquery to detect the next visible textbox/dropdown/etc input field and move to that on pressing the tab button instead of running through the buttons near it?

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  • Problems with cos and sin in Android

    - by bajen micke
    I have a problem with my code in Android. I am using this to moving a ball. If the degree is 90 it should move to the right, if the degree is 180 it should move down etc. This is the code I have done. int degrees=180; int bollspeed=4; bollX += bollspeed*Math.cos(Math.toRadians(degrees)); bollY += bollspeed*Math.sin(Math.toRadians(degrees)); The problem is that when the ball should move 90 degrees it moves 180, and when it should move 180 degrees it moves 270. I have tested all I could come to think... Can anyone see any error in my code or have a expanation I would be really glad. Thanks

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  • Efficient Map Overlays in on Android Google Map...

    - by Ahsan
    Hi Friends, I want to do the following and am kind of stuck on these for a few days.... 1) I have used helloItemizedOverlay to add about 150 markers and it gets very very slow.....any idea what to do ? I was thinking about threads....(handler) ... 2) I was trying to draw poly lines ( I have encoded polylines, but have managed to decoded those) that move when I move the map.....(the only solution that I found was for Geopoints to be transformed into screen co-ordinates...which wont move if I move the map !) 3) I was looking for some sort of a timer function that executes a given function, say, every 1 minute or so.... 4) I was also looking for ways to clear the Google map from all the markers/lines etc.... Thanks a lot... :) - ahsan

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  • Address calling class [Java]

    - by Samuel
    Hello! [I am rather new to Java and Object Oriented programming] I have an abstract class Moveable with the method abstract void move() which is extended by the class Bullet and the abstract class Character, and Character is extended by the class Survivor and the class Zombie. In Survivor and Bullet the move() method doesnt require any parameters while in the class Zombie the move() method depends on the actual position of the survivor. The survivor and multiple zombies are created in the class Gui. I wanted to access the survivor in Zombie - what's the best way of doing this? In Gui i wrote a method getSurvivor() but i don't see how to access this method in Zombie? I am aware that as a workaround i could just pass a [Survivor survivor] as parameter in move() and ignore it in Bullet and Survivor, but that feels so ... bad practice. Thank you for your time! Samuel [I am not sure what tags to set here, please correct me if i'm wrong]

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  • Changing drag cursor in VirtualTreeView

    - by Coder12345
    When using VirtualTreeView drag operation by default is [doCopy,doMove]. Move operation is indicated by arrow pointer with small box and Copy operation is indicated by same pointer icon but with added [+] next to it. By default VT uses copy operation and if you press modifier key (SHIFT key) it modifies operation to move therefore removing the [+] from pointer. Here is what I need: reverse the operations (default would be move, with modifier key pressed - copy) and thus reverse pointer arrow too replace modifier key - CTRL instead of SHIFT read in an event which of the two operations occurred and start copy or move operation Any pointers into right direction(s) appreciated.

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  • Parsing special strings within a text (eg. "%var%") ?

    - by RadiantHex
    Hi, I am supplying a Javascript function strings with commands (SVG path commands): eg. "move 10 10 line 50 50" move and line are commands numbers are x, y coordinates I would like to add special strings to these commands, that would instruct the function to use specific variables eg. "move %mouseX%+1 %mouseY%+1" where %mouseX% and %mouseY% would be the mouse x,y coordinates How can I parse and replace these?

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  • Alternative of touchesMoved in Unity3D

    - by Arman
    - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:touch.view]; CGPoint xLocation = CGPointMake(location.x,racquet_yellow.center.y); racquet_yellow.center = xLocation; } The above event move recquet_yellow(UIImageView) with mouse pointer, or when I move thumb on iPhone screen, I have 3D Object in Unity3D how can I move my object like recquet_yellow. Kindly guide me.

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  • Can someone help me with this Java Chess game please?

    - by Chris Edwards
    Hey guys, Please can someone have a look at this code and let me know whether I am on the right track with the "check_somefigure_move"s and the "check_black/white_promotion"s please? And also any other help you can give would be greatly appreciated! Thanks! P.S. I know the code is not the best implementation, but its a template I have to follow :( Code: class Moves { private final Board B; private boolean regular; public Moves(final Board b) { B = b; regular = regular_position(); } public boolean get_regular_position() { return regular; } public void set_regular_position(final boolean new_reg) { regular = new_reg; } // checking whether B represents a "normal" position or not; // if not, then only simple checks regarding move-correctness should // be performed, only checking the direct characteristics of the figure // moved; // checks whether there is exactly one king of each colour, there are // no more figures than promotions allow, and there are no pawns on the // first or last rank; public boolean regular_position() { int[] counts = new int[256]; for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) ++counts[(int) B.get(file,rank)]; if (counts[Board.white_king] != 1 || counts[Board.black_king] != 1) return false; if (counts[Board.white_pawn] > 8 || counts[Board.black_pawn] > 8) return false; int count_w_promotions = 0; count_w_promotions += Math.max(counts[Board.white_queen]-1,0); count_w_promotions += Math.max(counts[Board.white_rook]-2,0); count_w_promotions += Math.max(counts[Board.white_bishop]-2,0); count_w_promotions += Math.max(counts[Board.white_knight]-2,0); if (count_w_promotions > 8 - counts[Board.white_pawn]) return false; int count_b_promotions = 0; count_b_promotions += Math.max(counts[Board.black_queen]-1,0); count_b_promotions += Math.max(counts[Board.black_rook]-2,0); count_b_promotions += Math.max(counts[Board.black_bishop]-2,0); count_b_promotions += Math.max(counts[Board.black_knight]-2,0); if (count_b_promotions > 8 - counts[Board.black_pawn]) return false; for (char file = 'a'; file <= 'h'; ++file) { final char fig1 = B.get(file,'1'); if (fig1 == Board.white_pawn || fig1 == Board.black_pawn) return false; final char fig8 = B.get(file,'8'); if (fig8 == Board.white_pawn || fig8 == Board.black_pawn) return false; } return true; } public boolean check_normal_white_move(final char file0, final char rank0, final char file1, final char rank1) { if (! Board.is_valid_white_figure(B.get(file0,rank0))) return false; if (! B.is_empty(file1,rank1) && ! Board.is_valid_black_figure(B.get(file1,rank1))) return false; if (B.get_active_colour() != 'w') return false; if (! check_move_simple(file0,rank0,file1,rank1)) return false; if (! regular) return true; final Board test_board = new Board(B); test_board.normal_white_move_0(file0,rank0,file1,rank1); final Moves test_move = new Moves(test_board); final char[] king_pos = test_move.white_king_position(); assert(king_pos.length == 2); return test_move.black_not_attacking(king_pos[0],king_pos[1]); } public boolean check_normal_black_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED THE CHECK NORMAL BLACK MOVE BASED ON THE CHECK NORMAL WHITE MOVE if (! Board.is_valid_black_figure(B.get(file0,rank0))) return false; if (! B.is_empty(file1,rank1) && ! Board.is_valid_white_figure(B.get(file1,rank1))) return false; if (B.get_active_colour() != 'b') return false; if (! check_move_simple(file0,rank0,file1,rank1)) return false; if (! regular) return true; final Board test_board = new Board(B); test_board.normal_black_move_0(file0,rank0,file1,rank1); final Moves test_move = new Moves(test_board); final char[] king_pos = test_move.black_king_position(); assert(king_pos.length == 2); return test_move.white_not_attacking(king_pos[0],king_pos[1]); } // for checking a normal move by just applying the move-rules private boolean check_move_simple(final char file0, final char rank0, final char file1, final char rank1) { final char fig = B.get(file0,rank0); if (fig == Board.white_king || fig == Board.black_king) return check_king_move(file0,rank0,file1,rank1); if (fig == Board.white_queen || fig == Board.black_queen) return check_queen_move(file0,rank0,file1,rank1); if (fig == Board.white_rook || fig == Board.black_rook) return check_rook_move(file0,rank0,file1,rank1); if (fig == Board.white_bishop || fig == Board.black_bishop) return check_bishop_move(file0,rank0,file1,rank1); if (fig == Board.white_knight || fig == Board.black_knight) return check_knight_move(file0,rank0,file1,rank1); if (fig == Board.white_pawn) return check_white_pawn_move(file0,rank0,file1,rank1); else return check_black_pawn_move(file0,rank0,file1,rank1); } private boolean check_king_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED KING MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <= 1 && fileChange >= -1 && rankChange <= 1 && rankChange >= -1; } private boolean check_queen_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED QUEEN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <=8 && fileChange >= -8 && rankChange <= 8 && rankChange >= -8; } private boolean check_rook_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED ROOK MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <=8 || fileChange >= -8 || rankChange <= 8 || rankChange >= -8; } private boolean check_bishop_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED BISHOP MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange <= 8 && rankChange <= 8 || fileChange <= 8 && rankChange >= -8 || fileChange >= -8 && rankChange >= -8 || fileChange >= -8 && rankChange <= 8; } private boolean check_knight_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED KNIGHT MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; /* IS THIS THE CORRECT WAY? * return fileChange <= 1 && rankChange <= 2 || fileChange <= 1 && rankChange >= -2 || fileChange <= 2 && rankChange <= 1 || fileChange <= 2 && rankChange >= -1 || fileChange >= -1 && rankChange <= 2 || fileChange >= -1 && rankChange >= -2 || fileChange >= -2 && rankChange <= 1 || fileChange >= -2 && rankChange >= -1;*/ // OR IS THIS? return fileChange <= 1 || fileChange >= -1 || fileChange <= 2 || fileChange >= -2 && rankChange <= 1 || rankChange >= - 1 || rankChange <= 2 || rankChange >= -2; } private boolean check_white_pawn_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED PAWN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange == 0 && rankChange <= 1; } private boolean check_black_pawn_move(final char file0, final char rank0, final char file1, final char rank1) { // ADDED PAWN MOVE int fileChange = file0 - file1; int rankChange = rank0 - rank1; return fileChange == 0 && rankChange >= -1; } public boolean check_white_kingside_castling() { // only demonstration code: final char c = B.get_white_castling(); if (c == '-' || c == 'q') return false; if (B.get_active_colour() == 'b') return false; if (B.get('e','1') != 'K') return false; if (! black_not_attacking('e','1')) return false; if (! free_white('f','1')) return false; // XXX return true; } public boolean check_white_queenside_castling() { // only demonstration code: final char c = B.get_white_castling(); if (c == '-' || c == 'k') return false; if (B.get_active_colour() == 'b') return false; // ADDED BASED ON KINGSIDE CASTLING if (B.get('e','1') != 'Q') return false; if (! black_not_attacking('e','1')) return false; if (! free_white('f','1')) return false; // XXX return true; } public boolean check_black_kingside_castling() { // only demonstration code: final char c = B.get_black_castling(); if (c == '-' || c == 'q') return false; if (B.get_active_colour() == 'w') return false; // ADDED BASED ON CHECK WHITE if (B.get('e','8') != 'K') return false; if (! black_not_attacking('e','8')) return false; if (! free_white('f','8')) return false; // XXX return true; } public boolean check_black_queenside_castling() { // only demonstration code: final char c = B.get_black_castling(); if (c == '-' || c == 'k') return false; if (B.get_active_colour() == 'w') return false; // ADDED BASED ON KINGSIDE CASTLING if (B.get('e','8') != 'Q') return false; if (! black_not_attacking('e','8')) return false; if (! free_white('f','8')) return false; // XXX return true; } public boolean check_white_promotion(final char pawn_file, final char figure) { // XXX // ADDED CHECKING FOR CORRECT FIGURE AND POSITION - ALTHOUGH IT SEEMS AS THOUGH // PAWN_FILE SHOULD BE PAWN_RANK, AS IT IS THE REACHING OF THE END RANK THAT // CAUSES PROMOTION OF A PAWN, NOT FILE if (figure == P && pawn_file == 8) { return true; } else return false; } public boolean check_black_promotion(final char pawn_file, final char figure) { // XXX // ADDED CHECKING FOR CORRECT FIGURE AND POSITION if (figure == p && pawn_file == 1) { return true; } else return false; } // checks whether black doesn't attack the field: public boolean black_not_attacking(final char file, final char rank) { // XXX return true; } public boolean free_white(final char file, final char rank) { // XXX return black_not_attacking(file,rank) && B.is_empty(file,rank); } // checks whether white doesn't attack the field: public boolean white_not_attacking(final char file, final char rank) { // XXX return true; } public boolean free_black(final char file, final char rank) { // XXX return white_not_attacking(file,rank) && B.is_empty(file,rank); } public char[] white_king_position() { for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) if (B.get(file,rank) == Board.white_king) { char[] result = new char[2]; result[0] = file; result[1] = rank; return result; } return new char[0]; } public char[] black_king_position() { for (char file = 'a'; file <= 'h'; ++file) for (char rank = '1'; rank <= '8'; ++rank) if (B.get(file,rank) == Board.black_king) { char[] result = new char[2]; result[0] = file; result[1] = rank; return result; } return new char[0]; } public static void main(final String[] args) { // checking regular_position { Moves m = new Moves(new Board()); assert(m.regular_position()); m = new Moves(new Board("8/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("KK6/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("kk6/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/8 w - - 0 1")); assert(m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/8 w - - 0 1")); assert(m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/n7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/N7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/b7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/B7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/r7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/R7 w - - 0 1")); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/q7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/qqqqqqqq/QQQQQQQQ/Q7/q7/rrbbnn2/RRBBNN2/Q7 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kkp5/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("KkP5/8/8/8/8/8/8/8 w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/7p w - - 0 1")); assert(!m.regular_position()); m = new Moves(new Board("Kk6/8/8/8/8/8/8/7P w - - 0 1")); assert(!m.regular_position()); } // checking check_white/black_king/queenside_castling { Moves m = new Moves(new Board("4k2r/8/8/8/8/8/8/4K2R w Kk - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/8/8/8/8/8/8/4K2R b Kk - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/4pppp/8/8/8/8/4PPPP/4K2R w KQkq - 0 1")); assert(m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("4k2r/4pppp/8/8/8/8/4PPPP/4K2R b KQkq - 0 1")); assert(!m.check_white_kingside_castling()); assert(m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/8/8/8/8/8/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/8/8/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/8/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/8/8/8/n7/8/R3K3 w Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); m = new Moves(new Board("r3k3/p7/B7/8/8/8/8/R3K3 b Qq - 0 1")); assert(!m.check_white_kingside_castling()); assert(!m.check_black_kingside_castling()); assert(!m.check_white_queenside_castling()); assert(!m.check_black_queenside_castling()); // XXX } } }

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  • TicTacToe AI Making Incorrect Decisions

    - by Chris Douglass
    A little background: as a way to learn multinode trees in C++, I decided to generate all possible TicTacToe boards and store them in a tree such that the branch beginning at a node are all boards that can follow from that node, and the children of a node are boards that follow in one move. After that, I thought it would be fun to write an AI to play TicTacToe using that tree as a decision tree. TTT is a solvable problem where a perfect player will never lose, so it seemed an easy AI to code for my first time trying an AI. Now when I first implemented the AI, I went back and added two fields to each node upon generation: the # of times X will win & the # of times O will win in all children below that node. I figured the best solution was to simply have my AI on each move choose and go down the subtree where it wins the most times. Then I discovered that while it plays perfect most of the time, I found ways where I could beat it. It wasn't a problem with my code, simply a problem with the way I had the AI choose it's path. Then I decided to have it choose the tree with either the maximum wins for the computer or the maximum losses for the human, whichever was more. This made it perform BETTER, but still not perfect. I could still beat it. So I have two ideas and I'm hoping for input on which is better: 1) Instead of maximizing the wins or losses, instead I could assign values of 1 for a win, 0 for a draw, and -1 for a loss. Then choosing the tree with the highest value will be the best move because that next node can't be a move that results in a loss. It's an easy change in the board generation, but it retains the same search space and memory usage. Or... 2) During board generation, if there is a board such that either X or O will win in their next move, only the child that prevents that win will be generated. No other child nodes will be considered, and then generation will proceed as normal after that. It shrinks the size of the tree, but then I have to implement an algorithm to determine if there is a one move win and I think that can only be done in linear time (making board generation a lot slower I think?) Which is better, or is there an even better solution?

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  • Automatic tracking algorithm

    - by nico
    Hi everyone, I'm trying to write a simple tracking routine to track some points on a movie. Essentially I have a series of 100-frames-long movies, showing some bright spots on dark background. I have ~100-150 spots per frame, and they move over the course of the movie. I would like to track them, so I'm looking for some efficient (but possibly not overkilling to implement) routine to do that. A few more infos: the spots are a few (es. 5x5) pixels in size the movement are not big. A spot generally does not move more than 5-10 pixels from its original position. The movements are generally smooth. the "shape" of these spots is generally fixed, they don't grow or shrink BUT they become less bright as the movie progresses. the spots don't move in a particular direction. They can move right and then left and then right again the user will select a region around each spot and then this region will be tracked, so I do not need to automatically find the points. As the videos are b/w, I though I should rely on brigthness. For instance I thought I could move around the region and calculate the correlation of the region's area in the previous frame with that in the various positions in the next frame. I understand that this is a quite naïve solution, but do you think it may work? Does anyone know specific algorithms that do this? It doesn't need to be superfast, as long as it is accurate I'm happy. Thank you nico

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  • Optimising movement on hex grid

    - by Mloren
    I am making a turn based hex-grid game. The player selects units and moves them across the hex grid. Each tile in the grid is of a particular terrain type (eg desert, hills, mountains, etc) and each unit type has different abilities when it comes to moving over the terrain (e.g. some can move over mountains easily, some with difficulty and some not at all). Each unit has a movement value and each tile takes a certain amount of movement based on its terrain type and the unit type. E.g it costs a tank 1 to move over desert, 4 over swamp and cant move at all over mountains. Where as a flying unit moves over everything at a cost of 1. The issue I have is that when a unit is selected, I want to highlight an area around it showing where it can move, this means working out all the possible paths through the surrounding hexes, how much movement each path will take and lighting up the tiles based on that information. I got this working with a recursive function and found it took too long to calculate, I moved the function into a thread so that it didn't block the game but still it takes around 2 seconds for the thread to calculate the moveable area for a unit with a move of 8. Its over a million recursions which obviously is problematic. I'm wondering if anyone has an clever ideas on how I can optimize this problem. Here's the recursive function I'm currently using (its C# btw): private void CalcMoveGridRecursive(int nCenterIndex, int nMoveRemaining) { //List of the 6 tiles adjacent to the center tile int[] anAdjacentTiles = m_ThreadData.m_aHexData[nCenterIndex].m_anAdjacentTiles; foreach(int tileIndex in anAdjacentTiles) { //make sure this adjacent tile exists if(tileIndex == -1) continue; //How much would it cost the unit to move onto this adjacent tile int nMoveCost = m_ThreadData.m_anTerrainMoveCost[(int)m_ThreadData.m_aHexData[tileIndex].m_eTileType]; if(nMoveCost != -1 && nMoveCost <= nMoveRemaining) { //Make sure the adjacent tile isnt already in our list. if(!m_ThreadData.m_lPassableTiles.Contains(tileIndex)) m_ThreadData.m_lPassableTiles.Add(tileIndex); //Now check the 6 tiles surrounding the adjacent tile we just checked (it becomes the new center). CalcMoveGridRecursive(tileIndex, nMoveRemaining - nMoveCost); } } } At the end of the recursion, m_lPassableTiles contains a list of the indexes of all the tiles that the unit can possibly reach and they are made to glow. This all works, it just takes too long. Does anyone know a better approach to this?

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  • Windows Phone 7: Using Pinch Gestures For Pinch and As A Secondary Drag Gesture

    - by Roger Guess
    I am using the drag gesture to move elements on a canvas. I am using the pinch gesture to zoom/tranlate the size of the canvas. What I want to do now is move the entire canvas based on the movement of both fingers in a pinch. I know I can do this with the move, but I need that for items on the canvas itself, and sometimes the entire canvas is covered with items that would make it so you could not select the canvas to move it. Is this possible with the PinchGestureEventArgs?

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