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  • Autohotkey to map F5 to Shift+Home and then F5 - eventually executing a single line query in sql server?

    - by puretechy
    Reading the syntax from autohotkey, I am trying to achieve this. But the first step of selecting the entire line is not working:- F5:: send {Shift Home} return I have tried few others too, but its not working. This is not sending Shift+Home combination on pressing F5 key. Please tell me what's wrong with this? Also if possible, what to do next?, as if I will write send {F5} I believe, it will recursively fire this script again and again..

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  • How to map auto property private set with NHibernate?

    - by Michael Teper
    Suppose I have this class: public class GroceryListItem() { public GroceryList { get; private set; } public GroceryListItem(GroceryList groceryList) { GroceryList = groceryList; } } What is the NHibernate mapping file access strategy for this scenario? (i.e. <one-to-many name="GroceryList" column="XXX" access="?????" />)

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  • XSLT : I need to parse the xml with same element name with sequence of order to map in to another xml with different name

    - by Karuna
    As the below source XML Value/string element value has to be replace with target element value, Could some please help me out how to create the XSL to transform from source xml into target xml .Please. Source XML: <PricingResultsV6> <subItems> <SubItem> <profiles> <ProfileValues> <values> <strings>800210</strings> <strings>THC</strings> <strings>10.0</strings> <strings>20.0</strings> <strings>30.0</strings> <strings>40.0</strings> <strings>550.0</strings> <strings>640.0</strings> </values> </ProfileValues> </rofiles> </SubItem> </subItems> </PricingResultsV6> Target XML : <CalculationOutput> <PolicyNumber> 800210 </PolicyNumber> <CommissionFactorMultiplier> THC </CommissionFactorMultiplier> <PremiumValue>10.0</PremiumValue> <SalesmanCommissionValue>20.0</SalesmanCommissionValue> <ManagerCommissionValue>30.0</ManagerCommissionValue> <GL_COR> 550.0</GL_COR> <GL_OPO>640.0</GL_OPO> </CalculationOutput>

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  • Cisco ASA (Client VPN) to LAN - through second VPN to second LAN

    - by user50855
    We have 2 site that is linked by an IPSEC VPN to remote Cisco ASAs: Site 1 1.5Mb T1 Connection Cisco(1) 2841 Site 2 1.5Mb T1 Connection Cisco 2841 In addition: Site 1 has a 2nd WAN 3Mb bonded T1 Connection Cisco 5510 that connects to same LAN as Cisco(1) 2841. Basically, Remote Access (VPN) users connecting through Cisco ASA 5510 needs access to a service at the end of Site 2. This is due to the way the service is sold - Cisco 2841 routers are not under our management and it is setup to allow connection from local LAN VLAN 1 IP address 10.20.0.0/24. My idea is to have all traffic from Remote Users through Cisco ASA destined for Site 2 to go via the VPN between Site 1 and Site 2. The end result being all traffic that hits Site 2 has come via Site 1. I'm struggling to find a great deal of information on how this is setup. So, firstly, can anyone confirm that what I'm trying to achieve is possible? Secondly, can anyone help me to correct the configuration bellow or point me in the direction of an example of such a configuration? Many Thanks. interface Ethernet0/0 nameif outside security-level 0 ip address 7.7.7.19 255.255.255.240 interface Ethernet0/1 nameif inside security-level 100 ip address 10.20.0.249 255.255.255.0 object-group network group-inside-vpnclient description All inside networks accessible to vpn clients network-object 10.20.0.0 255.255.255.0 network-object 10.20.1.0 255.255.255.0 object-group network group-adp-network description ADP IP Address or network accessible to vpn clients network-object 207.207.207.173 255.255.255.255 access-list outside_access_in extended permit icmp any any echo-reply access-list outside_access_in extended permit icmp any any source-quench access-list outside_access_in extended permit icmp any any unreachable access-list outside_access_in extended permit icmp any any time-exceeded access-list outside_access_in extended permit tcp any host 7.7.7.20 eq smtp access-list outside_access_in extended permit tcp any host 7.7.7.20 eq https access-list outside_access_in extended permit tcp any host 7.7.7.20 eq pop3 access-list outside_access_in extended permit tcp any host 7.7.7.20 eq www access-list outside_access_in extended permit tcp any host 7.7.7.21 eq www access-list outside_access_in extended permit tcp any host 7.7.7.21 eq https access-list outside_access_in extended permit tcp any host 7.7.7.21 eq 5721 access-list acl-vpnclient extended permit ip object-group group-inside-vpnclient any access-list acl-vpnclient extended permit ip object-group group-inside-vpnclient object-group group-adp-network access-list acl-vpnclient extended permit ip object-group group-adp-network object-group group-inside-vpnclient access-list PinesFLVPNTunnel_splitTunnelAcl standard permit 10.20.0.0 255.255.255.0 access-list inside_nat0_outbound_1 extended permit ip 10.20.0.0 255.255.255.0 10.20.1.0 255.255.255.0 access-list inside_nat0_outbound_1 extended permit ip 10.20.0.0 255.255.255.0 host 207.207.207.173 access-list inside_nat0_outbound_1 extended permit ip 10.20.1.0 255.255.255.0 host 207.207.207.173 ip local pool VPNPool 10.20.1.100-10.20.1.200 mask 255.255.255.0 route outside 0.0.0.0 0.0.0.0 7.7.7.17 1 route inside 207.207.207.173 255.255.255.255 10.20.0.3 1 crypto ipsec transform-set ESP-3DES-SHA esp-3des esp-sha-hmac crypto ipsec security-association lifetime seconds 28800 crypto ipsec security-association lifetime kilobytes 4608000 crypto dynamic-map outside_dyn_map 20 set transform-set ESP-3DES-SHA crypto dynamic-map outside_dyn_map 20 set security-association lifetime seconds 288000 crypto dynamic-map outside_dyn_map 20 set security-association lifetime kilobytes 4608000 crypto dynamic-map outside_dyn_map 20 set reverse-route crypto map outside_map 20 ipsec-isakmp dynamic outside_dyn_map crypto map outside_map interface outside crypto map outside_dyn_map 20 match address acl-vpnclient crypto map outside_dyn_map 20 set security-association lifetime seconds 28800 crypto map outside_dyn_map 20 set security-association lifetime kilobytes 4608000 crypto isakmp identity address crypto isakmp enable outside crypto isakmp policy 20 authentication pre-share encryption 3des hash sha group 2 lifetime 86400 group-policy YeahRightflVPNTunnel internal group-policy YeahRightflVPNTunnel attributes wins-server value 10.20.0.9 dns-server value 10.20.0.9 vpn-tunnel-protocol IPSec password-storage disable pfs disable split-tunnel-policy tunnelspecified split-tunnel-network-list value acl-vpnclient default-domain value YeahRight.com group-policy YeahRightFLVPNTunnel internal group-policy YeahRightFLVPNTunnel attributes wins-server value 10.20.0.9 dns-server value 10.20.0.9 10.20.0.7 vpn-tunnel-protocol IPSec split-tunnel-policy tunnelspecified split-tunnel-network-list value YeahRightFLVPNTunnel_splitTunnelAcl default-domain value yeahright.com tunnel-group YeahRightFLVPN type remote-access tunnel-group YeahRightFLVPN general-attributes address-pool VPNPool tunnel-group YeahRightFLVPNTunnel type remote-access tunnel-group YeahRightFLVPNTunnel general-attributes address-pool VPNPool authentication-server-group WinRadius default-group-policy YeahRightFLVPNTunnel tunnel-group YeahRightFLVPNTunnel ipsec-attributes pre-shared-key *

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  • got VPN l2l connect between a site & HQ but not traffice using ASA5505 on both ends

    - by vinlata
    Hi, Could anyone see what did I do wrong here? this is one configuration of site1 to HQ on ASA5505, I can get connected but seems like no traffic going (allowed) between them, could it be a NAT issue? any helps would much be appreciated Thanks interface Vlan1 nameif inside security-level 100 ip address 172.30.205.1 255.255.255.0 ! interface Vlan2 nameif outside security-level 0 ip address pppoe setroute ! interface Ethernet0/0 switchport access vlan 2 ! interface Ethernet0/1 ! interface Ethernet0/2 shutdown ! interface Ethernet0/3 shutdown ! interface Ethernet0/4 shutdown ! interface Ethernet0/5 shutdown ! interface Ethernet0/6 shutdown ! interface Ethernet0/7 shutdown ! passwd .dIuXDIYzD6RSHz7 encrypted ftp mode passive dns server-group DefaultDNS domain-name errg.net object-group network HQ network-object 172.22.0.0 255.255.0.0 network-object 172.22.0.0 255.255.128.0 network-object 172.22.0.0 255.255.255.128 network-object 172.22.1.0 255.255.255.128 network-object 172.22.1.0 255.255.255.0 access-list inside_access_in extended permit ip any any access-list outside_access_in extended permit icmp any any echo-reply access-list outside_20_cryptomap extended permit ip 172.30.205.0 255.255.255.0 o bject-group HQ access-list inside_nat0_outbound extended permit ip 172.30.205.0 255.255.255.0 o bject-group HQ access-list policy-nat extended permit ip 172.30.205.0 255.255.255.0 172.22.0.0 255.255.0.0 pager lines 24 logging asdm informational mtu inside 1500 mtu outside 1500 icmp unreachable rate-limit 1 burst-size 1 no asdm history enable arp timeout 14400 nat-control global (outside) 1 interface nat (inside) 0 access-list inside_nat0_outbound nat (inside) 1 0.0.0.0 0.0.0.0 static (inside,outside) 172.30.205.0 access-list policy-nat access-group inside_access_in in interface inside access-group outside_access_in in interface outside timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout uauth 0:05:00 absolute username errgadmin password Os98gTdF8BZ0X2Px encrypted privilege 15 http server enable http 64.42.2.224 255.255.255.240 outside http 172.22.0.0 255.255.0.0 outside no snmp-server location no snmp-server contact snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec transform-set ESP-3DES-SHA esp-3des esp-sha-hmac crypto map outside_map 190 match address outside_20_cryptomap crypto map outside_map 190 set pfs crypto map outside_map 190 set peer 66.7.249.109 crypto map outside_map 190 set transform-set ESP-3DES-SHA crypto map outside_map 190 set phase1-mode aggressive crypto map outside_map interface outside crypto isakmp enable outside crypto isakmp policy 30 authentication pre-share encryption 3des hash sha group 2 lifetime 86400 crypto isakmp policy 65535 authentication pre-share encryption 3des hash sha group 2 lifetime 86400 crypto isakmp nat-traversal 190 crypto isakmp ipsec-over-tcp port 10000 tunnel-group 66.7.249.109 type ipsec-l2l tunnel-group 66.7.249.109 ipsec-attributes pre-shared-key * telnet timeout 5 ssh 172.30.205.0 255.255.255.0 inside ssh 172.22.0.0 255.255.0.0 outside ssh 64.42.2.224 255.255.255.240 outside ssh 172.25.0.0 255.255.128.0 outside ssh timeout 5 console timeout 0 management-access inside vpdn group PPPoEx request dialout pppoe vpdn group PPPoEx localname [email protected] vpdn group PPPoEx ppp authentication pap vpdn username [email protected] password ********* dhcpd address 172.30.205.100-172.30.205.131 inside dhcpd dns 172.22.0.133 68.94.156.1 interface inside dhcpd wins 172.22.0.133 interface inside dhcpd domain errg.net interface inside dhcpd enable inside ! ! class-map inspection_default match default-inspection-traffic ! ! policy-map type inspect dns preset_dns_map parameters message-length maximum 512 policy-map global_policy class inspection_default inspect dns preset_dns_map inspect ftp inspect h323 h225 inspect h323 ras inspect netbios inspect rsh inspect rtsp inspect skinny inspect esmtp inspect sqlnet inspect sunrpc inspect tftp inspect sip inspect xdmcp ! end

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  • Control diamond square algorithm to generate islands/pangea.

    - by Gabriel A. Zorrilla
    I generated a height map with the diamond square algorithm. The thing is i do not manage to create islands, this is, restrict the height other than water level range to a certain value in the center of the map. I manualy seeded a circle in the middle of the map but the rest of the map still receives heights over the water level. I dont fully understand the Perlin noise algorithm so i'd like to work with my current implementation of the diamond square algorithm which took me 3 days to interpret and code in PHP. :P

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  • HTML: Creating tool in HTML which enables to mark on an image

    - by A.Amidi
    I am creating an online survey-monkey for conducting a research. Participants are asked to mark the preferred places for building the parking on the map (image). In other words, participants should be able to mark on the image (map) wherever they want and subsequently I could have an access to the saved locations after survey. I am writing to know how I can provide tools for participants to draw or mark on the map by using HTML codes.

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  • Game Design Dilemma

    - by Chris Williams
    I'm working on a 2d tilemapped RPG. I've actually made quite a fair amount of progress, but I'm at a point where I need to make a UI decision. I have the overland world completely mapped out, and I have several towns and special areas. I'm on the fence about how to integrate the two. Scenario 1: I have one ginormous map, where everything is the same scale. This means you can walk in and out of towns without having to load or wait and transition in any way. With everything the same scale, movement costs the same no matter where you are (in terms of time/turns/energy/hunger/whatever/etc...)  The potential downside to this is that it could take quite a long time to get anywhere on foot. Scenario 2: I have an overland map, a set of town maps, overland tactical maps, dungeon maps & special area maps. The overland map is at a different scale than the other maps. This means that time/turns/energy/hunger/whatever/etc is calculated at a different rate than on the other maps, which have a 1:1 scale. When entering a town, dungeon, special area or having a random encounter, you would effectively zoom in from the overland scale to the tactical scale. When you are done with combat, or exit a dungeon or town, it would zoom back out to the overland map. The downside to this is that at the zoomed out scale, the overland map isn't all that big (comparitively) and you can traverse it fairly quickly (in real time, not game world time.) Options: 1) Go with scenario 1, as is. 2) Go with scenario 1 and introduce a slightly speedier version of overland travel, such as a horse. 3) Go with scenario 1 and introduce "instant" travel, via portals or some kind of "click the big map" mechanism. This would only work with places you've already been, or somehow unlocked (perhaps via a quest.) 4) Go with Scenario 2, as is.   Thoughts, opinions, suggestions?  Feedback appreciated.

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  • Effectively implementing a game view using java

    - by kdavis8
    I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels and then load individual in game sprites to across the entirety of the map, like rendering a scene. Game sprites would be things like terrain objects, trees, rocks, bushes, also houses, castles, NPC's and so on. But i also need to implement some kind of camera view class that focuses on the player. the camera view class needs to follow the characters movements throughout the game map but it also needs to clip the rest of the map away from the user's field of view, so that the user can only see the arbitrary proximity adjacent to the player's sprite. The proximity's range could be something like 500 pixels in every direction around the player’s sprite. On top of this, i need to implement an independent resolution for the game world so that the game view will be uniform on all screen sizes and screen resolutions. I know that this does sound like a handful and may fall under the category of multiple questions, but the questions are all related and any advice would be very much appreciated. I don’t need a full source code listing but maybe some pointers to effective java API classes that could make doing what i need to do a lot simpler. Also any algorithmic/ design advice would greatly benefit me as well. example of what i am trying to do in source code form below package myPackage; /** * The Purpose of GameView is to: Render a scene using Scene class, Create a * clipping pane using CameraView class, and finally instantiate a coordinate * grid using Path class. * * Once all of these things have been done, GameView class should then be * instantiated and used jointly with its helper classes. CameraView should be * used as the main drawing image. CameraView is the the window to the game * world.Scene passes data constantly to CameraView so that the entire map flows * smoothly. Path uses the x and y coordinates from camera view to construct * cells for path finding algorithms. */ public class GameView { // Scene is a helper class to game view. it renders the entire map to memory // for the camera view. Scene scene; // Camera View is a helper class to game view. It clips the Scene into a // small image that follows the players coordinates. CameraView Camera; // Path is a helper class to game view. It observes and calculates the // coordinates of camera view and divides them into Grids/Cells for Path // finding. Path path; // this represents the player and has a getSprite() method that will return // the current frame column row combination of the passed sprite sheet. Sprite player; }

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  • SmartAssembly Support: How to change the maps folder

    - by Bart Read
    If you've set up SmartAssembly to store error reports in a SQL Server database, you'll also have specified a folder for the map files that are used to de-obfuscate error reports (see Figure 1). Whilst you can change the database easily enough you can't change the map folder path via the UI - if you click on it, it'll just open the folder in Explorer - but never fear, you can change it manually and fortunately it's not that difficult. (If you want to get to these settings click the Tools > Options link on the left-hand side of the SmartAssembly main window.)   Figure 1. Error reports database settings in SmartAssembly. The folder path is actually stored in the database, so you just need to open up SQL Server Management Studio, connect to the SQL Server where your error reports database is stored, then open a new query on the SmartAssembly database by right-clicking on it in the Object Explorer, then clicking New Query (see figure 2).     Figure 2. Opening a new query against the SmartAssembly error reports database in SQL Server. Now execute the following SQL query in the new query window: SELECT * FROM dbo.Information You should find that you get a result set rather like that shown in figure 3. You can see that the map folder path is stored in the MapFolderNetworkPath column.   Figure 3. Contents of the dbo.Information table, showing the map folder path I set in SmartAssembly. All I need to do to change this is execute the following SQL: UPDATE dbo.Information SET MapFolderNetworkPath = '\\UNCPATHTONEWFOLDER' WHERE MapFolderNetworkPath = '\\dev-ltbart\SAMaps' This will change the map folder path to whatever I supply in the SET clause. Once you've done this, you can verify the change by executing the following again: SELECT * FROM dbo.Information You should find the result set contains the new path you've set.

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  • How Do I Implement parameterMaps for ADF Regions and Dynamic Regions?

    - by david.giammona
    parameterMap objects defined by managed beans can help reduce the number of child <parameter> elements listed under an ADF region or dynamic region page definition task flow binding. But more importantly, the parameterMap approach also allows greater flexibility in determining what input parameters are passed to an ADF region or dynamic region. This can be especially helpful when using dynamic regions where each task flow utilized can provide an entirely different set of input parameters. The parameterMap is specified within an ADF region or dynamic region page definition task flow binding as shown below: <taskFlow id="checkoutflow1" taskFlowId="/WEB-INF/checkout-flow.xml#checkout-flow" activation="deferred" xmlns="http://xmlns.oracle.com/adf/controller/binding" parametersMap="#{pageFlowScope.userInfoBean.parameterMap}"/> The parameter map object must implement the java.util.Map interface. The keys it specifies match the names of input parameters defined by the task flows utilized within the task flow binding. An example parameterMap object class is shown below: import java.util.HashMap; import java.util.Map; public class UserInfoBean { private Map<String, Object> parameterMap = new HashMap<String, Object>(); public Map getParameterMap() { parameterMap.put("isLoggedIn", getSecurity().isAuthenticated()); parameterMap.put("principalName", getSecurity().getPrincipalName()); return parameterMap; }

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  • Oracle Utilities Application Framework V4.1 Group Fix 4 available

    - by ACShorten
    Oracle Utilities Application Framework V4.1 Group Fix 4 is available from My Oracle Support as Patch 13523301. This Group Fix contains a number of enhancements and keeps fixes up to date to the latest patch level. The enhancements included in this Group Fix include: UI Hints - In previous group fixes of the Oracle Utilities Application Framework the infrastructure to support UI Hints was introduced. This group fix completes the release of this functionality. Prior to this enhancement, products and implementers typically would build at least one UI Map per Business Object to display and/or maintain the object. Whilst, this can be generated using the UI Map maintenance function and stored, this enhancement allows additional tags and elements to be added to the Business Object directly to allow dynamic generation of the UI Map for maintenance and viewing the object. This reduces the need to generate and build a UI Map at all for that object. This will reduce maintenance effort of maintaining the product and implementation by eliminating the need to maintain the HTML for the UI Map. This also allows lower skilled personnel to maintain the system. Help and working examples are available from the View schema attributes and node names option from the Schema Tips dashboard zone. For example: Note: For examples of the hints, refer to an of the following Business Objects F1_OutcomeStyleLookup, F1-TodoSumEmailType, F1-BOStatusReason or F1-BIGeneralMasterConfig. Setting batch log file names -  By default the batch infrastructure supplied with the Oracle Utilities Application Framework sets the name and location of the log files to set values. In Group Fix 4 a set of user exits have been added to allow implementers and partners to set their own filename and location.  Refer to the Release Notes in the download for more details.

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  • BIP and Mapviewer Mash Up I

    - by Tim Dexter
    I was out in Yellowstone last week soaking up various wildlife and a bit too much rain ... good to be back until the 95F heat yesterday. Taking a little break from the Excel templates; the dev folks are planing an Excel patch in the next week or so that will add a mass of new functionality. At the risk of completely mis leading you I'm going to hang back a while. What I have written so far holds true and will continue to do so. This week, I have been mostly eating 'mapviewer' ... answers on a post card please, TV show and character. I had a request to show how BIP can call mapviewer and render a dynamic map in an output. So I hit the books and colleagues for some answers. Mapviewer is Oracle's geographic information system, hereby known as GIS. I use it a lot in our BIEE demos where the interaction with the maps is very impressive. Need a map of California and its congressional districts? I have contacts; Jerry and David with their little black box of maps. Once in my possession I can build highly interactive, clickable maps that allow the user to drill into more information using a very friendly interface driving BIEE content and navigation. But what about maps in BIP output? Bryan Wise, who has written some articles on this blog did some work a while back with the PL/SQL API interface. The extract for the report called a function that in turn called the mapviewer server, passing a set of mapping requirements, it then returned a URL to a cached copy of that map. Easy to then have BIP render that image. Thats still very doable. You need to install a couple of packages and then load the mapviewer java APIs into the database. Then you can write your function to the APIs. A little involved? Maybe, but the database is doing all the heavy lifting for you. I thought I would investigate another method for getting the maps back into BIP. There is a URL interface you can call, this involves building an XML message to be passed to the mapviewer server. It's pretty straightforward to use on the mapviewer side. On the BIP side things are little more tricksy. After some unexpected messing about I finally got the ubiquitous Hello World map to render using the URL method. Not the most exciting map in the world, lots of ocean and a rather long URL to get it to render. http://127.0.0.1:9704/mapviewer/omserver?xml_request=%3Cmap_request%20title=%22Hello%20World%22%20datasource=%22cagis%22%20format=%22GIF_STREAM%22/%3E Notice all of the encoding in the URL string to handle the spaces, quotes, etc. All necessary to get BIP to make the call to the mapviewer server correctly without truncating the URL if it hits a real space rather than a %20. With that in mind constructing the URL was pretty simple. I'm not going to get into the content of the URL too much, for that you need to bone up on the mapviewer XML API. Check out the home page here and the documentation here. To make the template portable I used the standard CURRENT_SERVER_URL parameter from the BIP server and declared that in my template. <?param@begin:CURRENT_SERVER_URL;'myserver'?> Ignore the 'myserver', that was just a dummy value for testing at runtime it will resolve to: 'http://yourserver:port/xmlpserver' Not quite what we need as mapviewer has its own server path, in my case I needed 'mapviewer/omserver?xml_request=' as the fixed path to the mapviewer request URL. A little concatenation and substringing later I came up with <?param@begin:mURL;concat(substring($CURRENT_SERVER_URL,1,22),'mapviewer/omserver?xml_request=')?> Thats the basic URL that I can then build on. To get the Hello World map I need to add the following: <map_request title="Hello World" datasource="cagis" format="GIF_STREAM"/> Those angle brackets were the source of my headache, BIPs XSLT engine was attempting to process them rather than just pass them. Hok Min to the rescue ... again. I owe him lunch when I get out to HQ again! To solve the problem, I needed to escape all the characters and white space and then use native XSL to assign the string to a parameter. <xsl:param xdofo:ctx="begin"name="pXML">%3Cmap_request%20title=%22Hello%20World%22 %20datasource=%22cagis%22%20format=%22GIF_STREAM%22/%3E</xsl:param> I did not need to assign it to a parameter but I felt that if I were going to do anything more serious than Hello World like plotting points of interest on the map. I would need to dynamically build the URL, so using a set of parameters or variables that I then concatenated would be easier. Now I had the initial server string and the request all I then did was combine the two using a concat: concat($mURL,$pXML) Embedding that into an image tag: <fo:external-graphic src="url({concat($mURL,$pXML)})"/> and I was done. Notice the curly braces to get the concat evaluated prior to the image call. As you will see next time, building the XML message to go onto the URL can get quite complex but I have used it with some data. Ultimately, it would be easier to build an extension to BIP to handle the data to be plotted, it would then build the XML message, call mapviewer and return a URL to the map image for BIP to render. More on that next time ...

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  • Twitter Storm VS. Google's MapReduce

    - by Edward J. Yoon
    IMO, the era of Information Retrieval is dead with the advent of SNS. And the question type is changed from "How many backlinks your site has?" to "How many people have clicked URL you've shared on SNS?". So many people who newbie in Big Data Analytics often asks me "How can I analyze stream data time-series pattern mining methods using Map/Reduce?", "How can I mining the valuable insights using Map/Reduce?", "blah~ blah~ using Map/Reduce?". The answer is No Map/Reduce.

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Google Maps in .NET Problem

    - by H(at)Ni
    Hello, I've been struggling with Google maps till I found that someone implemented a wrapper so that you can use Google Map as an ASP.Net user control which is a great effort indeed. You can download it from this link. However, after using it for a while, I've found out that it is storing the Google map object only once in the session and getting it from there whenever needed which was a problem for me that when you update the map in some page, you'll find it updated on another page. So, I've digged deep in the code and updated it so that it stores the map object with a unique identifier that you set it as a property in the user control object like that: this.googleMapCtrl.ControlID = Guid.NewGuid().ToString(); You can download the updated control files from here. Cheers,

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  • Applying Textures to Hexagonal Tiles Seamlessly

    - by PATRY
    I'm doing a tactical game (X-Com / Fallout style) for fun. I've decided to use a hexagonal map, but I'm having a graphic problem. My current map display is HUD-like, with only the border of the map cells displayed, without any texture. it's simple and allow for display of different types of informations by varying the color of the border. For exemple the "danger view mode" displays the borders with a color going from green (no damage possible) to red (prob of damage 90%). Now, It's a bit hard to differentiate the kind of tile the player is on. I could put a plain color (green is grass, pale blue is water...), but this is going to limit the possibilities. Thus, i would like to display a texture on my tiles. Since the map are generated, i can not use a picture for the whole map with the HUD over. So, my question is : does any one knows how i could generate the sealess hexagonal textures (algo or plugin), or if there is a site with some hexagonal tiles ?

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  • 2-d lighting day/night cycle

    - by Richard
    Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question. I have implemented light points with shadow casting as shown here but I would like an overall map light with no point/light source. The map setup is a top-down 2-d 50X50 pixel grid. How would I go about implementing a day/night cycle lighting across a map?

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  • How do you encode Algebraic Data Types in a C#- or Java-like language?

    - by Jörg W Mittag
    There are some problems which are easily solved by Algebraic Data Types, for example a List type can be very succinctly expressed as: data ConsList a = Empty | ConsCell a (ConsList a) consmap f Empty = Empty consmap f (ConsCell a b) = ConsCell (f a) (consmap f b) l = ConsCell 1 (ConsCell 2 (ConsCell 3 Empty)) consmap (+1) l This particular example is in Haskell, but it would be similar in other languages with native support for Algebraic Data Types. It turns out that there is an obvious mapping to OO-style subtyping: the datatype becomes an abstract base class and every data constructor becomes a concrete subclass. Here's an example in Scala: sealed abstract class ConsList[+T] { def map[U](f: T => U): ConsList[U] } object Empty extends ConsList[Nothing] { override def map[U](f: Nothing => U) = this } final class ConsCell[T](first: T, rest: ConsList[T]) extends ConsList[T] { override def map[U](f: T => U) = new ConsCell(f(first), rest.map(f)) } val l = (new ConsCell(1, new ConsCell(2, new ConsCell(3, Empty))) l.map(1+) The only thing needed beyond naive subclassing is a way to seal classes, i.e. a way to make it impossible to add subclasses to a hierarchy. How would you approach this problem in a language like C# or Java? The two stumbling blocks I found when trying to use Algebraic Data Types in C# were: I couldn't figure out what the bottom type is called in C# (i.e. I couldn't figure out what to put into class Empty : ConsList< ??? >) I couldn't figure out a way to seal ConsList so that no subclasses can be added to the hierarchy What would be the most idiomatic way to implement Algebraic Data Types in C# and/or Java? Or, if it isn't possible, what would be the idiomatic replacement?

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  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

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  • collision detection problems - Javascript/canvas game

    - by Tom Burman
    Ok here is a more detailed version of my question. What i want to do: i simply want the have a 2d array to represent my game map. i want a player sprite and i want that sprite to be able to move around my map freely using the keyboard and also have collisions with certain tiles of my map array. i want to use very large maps so i need a viewport. What i have: I have a loop to load the tile images into an array: /Loop to load tile images into an array var mapTiles = []; for (x = 0; x <= 256; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "images/prototype/"+x+".jpg"; mapTiles.push(imageObj); } I have a 2d array for my game map: //Array to hold map data var board = [ [1,2,3,4,3,4,3,4,5,6,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [17,18,19,20,19,20,19,20,21,22,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [33,34,35,36,35,36,35,36,37,38,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [49,50,51,52,51,52,51,52,53,54,1,1,1,1,1,1,1,1,1,1,1,1,1,197,198,199,1,1,1,1], [65,66,67,68,146,147,67,68,69,70,1,1,1,1,1,1,1,1,216,217,1,1,1,213,214,215,1,1,1,1], [81,82,83,161,162,163,164,84,85,86,1,1,1,1,1,1,1,1,232,233,1,1,1,229,230,231,1,1,1,1], [97,98,99,177,178,179,180,100,101,102,1,1,1,1,59,1,1,1,248,249,1,1,1,245,246,247,1,1,1,1], [1,1,238,1,1,1,1,239,240,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [216,217,254,1,1,1,1,255,256,1,204,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [232,233,1,1,1,117,118,1,1,1,220,1,1,119,120,1,1,1,1,1,1,1,1,1,1,1,119,120,1,1], [248,249,1,1,1,133,134,1,1,1,1,1,1,135,136,1,1,1,1,1,1,59,1,1,1,1,135,136,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,216,217,1,1,1,1,1,1,60,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,232,233,1,1,1,1,1,1,1,1,1,1,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,248,249,1,1,1,1,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,1,1,216,217,1,1,1], [1,1,1,1,1,1,1,1,1,1,1,1,149,150,151,1,1,1,1,1,1,1,1,1,1,232,233,1,1,1], [12,12,12,12,12,12,12,13,1,1,1,1,165,166,167,1,1,1,1,1,1,119,120,1,1,248,249,1,1,1], [28,28,28,28,28,28,28,29,1,1,1,1,181,182,183,1,1,1,1,1,1,135,136,1,1,1,1,1,1,1], [44,44,44,44,44,15,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,59,1,1,197,198,199,1,1,1,1,119,120,1], [1,1,1,1,1,27,28,29,1,1,216,217,1,1,1,1,1,1,1,1,213,214,215,1,1,1,1,135,136,1], [1,1,1,1,1,27,28,29,1,1,232,233,1,1,1,1,1,1,1,1,229,230,231,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,248,249,1,1,1,1,1,1,1,1,245,246,247,1,1,1,1,1,1,1], [1,1,1,197,198,199,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,213,214,215,28,29,1,1,1,1,1,60,1,1,1,1,204,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,229,230,231,28,29,1,1,1,1,1,1,1,1,1,1,220,1,1,1,1,119,120,1,1,1,1,1], [1,1,1,245,246,247,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,135,136,1,1,60,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1], [1,1,1,1,1,27,28,29,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ]; I have my loop to place the correct tile sin the correct positions: //Loop to place tiles onto screen in correct position for (x = 0; x <= viewWidth; x++){ for (y = 0; y <= viewHeight; y++){ var width = 32; var height = 32; context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); } } I Have my player object : //Place player object context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); I have my viewport setup: //Set viewport pos viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; I have my player movement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerY > 0) playerY--; break; case 38: // Up if (playerX > 0) playerX--; break; case 39: // Right if (playerY < worldWidth) playerY++; break; case 40: // Down if (playerX < worldHeight) playerX++; break; } My Problem: I have my map loading an it looks fine, but my player position thinks it's on a different tile to what it actually is. So for instance, i know that if my player moves left 1 tile, the value of that tile should be 2, but if i print out the value it should be moving to (2), it comes up with a different value. How ive tried to solve the problem: I have tried swap X and Y values for the initialization of my player, for when my map prints. If i swap the x and y values in this part of my code: context.drawImage(mapTiles[board[y+viewY][x+viewX]],x*width, y*height); The map doesnt get draw correctly at all and tiles are placed all in random positions or orientations IF i sway the x and y values for my player in this line : context.drawImage(playerImg, (playerX-viewX)*32,(playerY-viewY)*32, 32, 32); The players movements are inversed, so up and down keys move my player left and right viceversa. My question: Where am i going wrong in my code, and how do i solve it so i have my map looking like it should and my player moving as it should as well as my player returning the correct tileID it is standing on or moving too. Thanks Again ALSO Here is a link to my whole code: prototype

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  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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