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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • Writing better timesheet

    - by gunbuster363
    Recently, my company started to require us to fill out a monthly timesheet, writing down everything you do in office. A timesheet contain 29-31 days, depends on the number of days of the month. I need to write the things I did in every row of the excel file, which represent a day. This timesheet embarrasses me, because something like this can happen: I spent Monday writing a program, and the program was done. Because my boss didn't give me other program to write, basically I am just sitting there and pretending I am busy in the following days before my boss gives me another assignment. Of course I should not write it in the timesheet as it is. I can write it in the timesheet that I write the program using 4 days, but it makes me feel very inefficient. I can separate the process into 1) write the program, 2)deploy the program, 3)test the program, but that can make the process so long like 3 weeks, really. Have you encountered such a situation? How would you deal with this? EDIT: some people said I should be more proactive about asking for more assignments, but here is the situation: the boss of my boss gives some jobs to my boss, then my boss gives the jobs to me, sometimes I can also see my boss being quite less busy. One of my colleagues said that I should not ask for another assignment in a proactive manner, because it would be a headache for my boss to think a job out of nowhere for me. I don't want the things turn out like that, really.

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • How can I get the camera to follow a moving object from behind in C++ and openGL [closed]

    - by user1324894
    I am trying to get the camera to follow an object that moves around my environment using the gluLookAt function. This is my code for the object moving in the direction that it faces: Xtri += -Vtri*cos((90+heading)*(PI/180.0f)); Ztri += Vtri*sin((90+heading)*(PI/180.0f)); I then render the object: glPushMatrix(); glTranslatef(Xtri,0,Ztri); glRotatef(heading,0,1,0); drawTriangle(); glPopMatrix(); All heading is is a spin variable so that if I press left or right it spins in that direction. When you press up on the arrows it moves forward and if you press down it moves backwards in the direction that it is facing. To try and get it so the camera follows I am using the gluLookAt function like this: gluLookAt(Xtri,0,(Ztri+20), Xtri,0,Ztri, 0,1,0); So that it follows the car from a distance and should follow it around. However, the object doesn't even move at all now all it can do is rotate still but not move forwards or backwards and when it spins it doesn't follow the spin instead it just watches it turn still fixed to the same position. Where is it that I am going wrong? UPDATE: I have updated the gluLookAt function so now it is: gluLookAt((Xtri+Vtri),0,((Ztri+20)), (Xtri+Vtri),0,(Ztri), 0,1,0); This seems to move the object around. I have a stationary terrain so I can see that the object is now moving and in the direction that it is facing. However, I want the camera to follow the object when it spins as well so it is always viewing the object from behind.

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  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

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  • Use Dojo Drag and Drop together with Dojo Moveable

    - by Select0r
    Hi, I'm using Dojo.dnd to transfer items between to areas. The problem is: the items will snap into place once I drop them, but I'd like to have them stay where I drop them, but only for one area. Here's a little code to explain this better: <div id="dropZone" class="dropZone"> <div id="itemNodes"></div> <div id="targetZone" dojoType="dojo.dnd.Source"></div> </div> "dropZone" is a DIV that contains two dojo.dnd.Source-areas, "itemNodes" (created programmatically) and "targetZone". Items (DIVs with images) should be dragged from a simple list out of "itemNodes" into "targetZone" and stay where they are dropped. As soon as they are dragged out of "targetZone" they should snap back to the list inside "itemNodes". Here's the code I use to create the items: var nodelist = new dojo.dnd.Source("itemNodes"); {Smarty-Loop} nodelist.insertNodes(false, ['<img class="dragItem" src="{$items->info.itemtext}" alt="{$items->info.itemtext}" border="0" />']); {/Smarty-Loop} But this way I just have two lists of items, the items dropped into "targetZone" won't stay where I dropped them. I've tried a loop dojo.query(".dojoDndItem").forEach(function(node) to grab all items and change them to a "moveable"-type: using dojo.dnd.move.constrainedMoveable will change the items so they can always be moved around (even in "itemNodes") using dojo.dnd.move.boxConstrainedMoveable and defining the "box" to the borders of "targetZone" makes it possible to just move the items around inside "targetZone", but as soon as I drop them, I can't grab and move them back out So here's the question: is it possible to create two dnd.Sources where I can move items back and forth and let the items be "moveable" only in one of the sources?Or is there a workaround like making the items moveable and if they're not dropped into "targetZone" they'll be moved back to the list in "itemNodes" automatically? Once the page is submitted, I have to save the position of every item that has been placed into "targetZone". (The next step will be positioning the items inside "targetZone" on page load if the grid has already been filled before, but I'd be happy to just get the thing working in the first place.) Any hint is appreciated. Greetings, Select0r

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  • Error in Print Function in Bubble Sort MIPS?

    - by m00nbeam360
    Sorry that this is such a long block of code, but do you see any obvious syntax errors in this? I feel like the problem is that the code isn't printing correctly since the sort and swap methods were from my textbook. Please help if you can! .data save: .word 1,2,4,2,5,6 size: .word 6 .text swap: sll $t1, $a1, 2 #shift bits by 2 add $t1, $a1, $t1 #set $t1 address to v[k] lw $t0, 0($t1) #load v[k] into t1 lw $t2, 4($t1) #load v[k+1] into t1 sw $t2, 0($t1) #swap addresses sw $t0, 4($t1) #swap addresses jr $ra #return sort: addi $sp, $sp, -20 #make enough room on the stack for five registers sw $ra, 16($sp) #save the return address on the stack sw $s3, 12($sp) #save $s3 on the stack sw $s2, 8($sp) #save Ss2 on the stack sw $s1, 4($sp) #save $s1 on the stack sw $s0, 0($sp) #save $s0 on the stack move $s2, $a0 #copy the parameter $a0 into $s2 (save $a0) move $s3, $a1 #copy the parameter $a1 into $s3 (save $a1) move $s0, $zero #start of for loop, i = 0 for1tst: slt $t0, $s0, $s3 #$t0 = 0 if $s0 S $s3 (i S n) beq $t0, $zero, exit1 #go to exit1 if $s0 S $s3 (i S n) addi $s1, $s0, -1 #j - i - 1 for2tst: slti $t0, $s1, 0 #$t0 = 1 if $s1 < 0 (j < 0) bne $t0, $zero, exit2 #$t0 = 1 if $s1 < 0 (j < 0) sll $t1, $s1, 2 #$t1 = j * 4 (shift by 2 bits) add $t2, $s2, $t1 #$t2 = v + (j*4) lw $t3, 0($t2) #$t3 = v[j] lw $t4, 4($t2) #$t4 = v[j+1] slt $t0, $t4, $t3 #$t0 = 0 if $t4 S $t3 beq $t0, $zero, exit2 #go to exit2 if $t4 S $t3 move $a0, $s2 #1st parameter of swap is v(old $a0) move $a1, $s1 #2nd parameter of swap is j jal swap #swap addi $s1, $s1, -1 j for2tst #jump to test of inner loop j print exit2: addi $s0, $s0, 1 #i = i + 1 j for1tst #jump to test of outer loop exit1: lw $s0, 0($sp) #restore $s0 from stack lw $s1, 4($sp) #resture $s1 from stack lw $s2, 8($sp) #restore $s2 from stack lw $s3, 12($sp) #restore $s3 from stack lw $ra, 16($sp) #restore $ra from stack addi $sp, $sp, 20 #restore stack pointer jr $ra #return to calling routine .data space:.asciiz " " # space to insert between numbers head: .asciiz "The sorted numbers are:\n" .text print:add $t0, $zero, $a0 # starting address of array add $t1, $zero, $a1 # initialize loop counter to array size la $a0, head # load address of print heading li $v0, 4 # specify Print String service syscall # print heading out: lw $a0, 0($t0) # load fibonacci number for syscall li $v0, 1 # specify Print Integer service syscall # print fibonacci number la $a0, space # load address of spacer for syscall li $v0, 4 # specify Print String service syscall # output string addi $t0, $t0, 4 # increment address addi $t1, $t1, -1 # decrement loop counter bgtz $t1, out # repeat if not finished jr $ra # return

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  • Some clarification on rvalue references

    - by Dennis Zickefoose
    First: where are std::move and std::forward defined? I know what they do, but I can't find proof that any standard header is required to include them. In gcc44 sometimes std::move is available, and sometimes its not, so a definitive include directive would be useful. When implementing move semantics, the source is presumably left in an undefined state. Should this state necessarily be a valid state for the object? Obviously, you need to be able to call the object's destructor, and be able to assign to it by whatever means the class exposes. But should other operations be valid? I suppose what I'm asking is, if your class guarantees certain invariants, should you strive to enforce those invariants when the user has said they don't care about them anymore? Next: when you don't care about move semantics, are there any limitations that would cause a non-const reference to be preferred over an rvalue reference when dealing with function parameters? void function(T&); over void function(T&&); From a caller's perspective, being able to pass functions temporary values is occasionally useful, so it seems as though one should grant that option whenever it is feasible to do so. And rvalue references are themselves lvalues, so you can't inadvertently call a move-constructor instead of a copy-constructor, or something like that. I don't see a downside, but I'm sure there is one. Which brings me to my final question. You still can not bind temporaries to non-const references. But you can bind them to non-const rvalue references. And you can then pass along that reference as a non-const reference in another function. void function1(int& r) { r++; } void function2(int&& r) { function1(r); } int main() { function1(5); //bad function2(5); //good } Besides the fact that it doesn't do anything, is there anything wrong with that code? My gut says of course not, since changing rvalue references is kind of the whole point to their existence. And if the passed value is legitimately const, the compiler will catch it and yell at you. But by all appearances, this is a runaround of a mechanism that was presumably put in place for a reason, so I'd just like confirmation that I'm not doing anything foolish.

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  • Specializating a template function that takes a universal reference parameter

    - by David Stone
    How do I specialize a template function that takes a universal reference parameter? foo.hpp: template<typename T> void foo(T && t) // universal reference parameter foo.cpp template<> void foo<Class>(Class && class) { // do something complicated } Here, Class is no longer a deduced type and thus is Class exactly; it cannot possibly be Class &, so reference collapsing rules will not help me here. I could perhaps create another specialization that takes a Class & parameter (I'm not sure), but that implies duplicating all of the code contained within foo for every possible combination of rvalue / lvalue references for all parameters, which is what universal references are supposed to avoid. Is there some way to accomplish this? To be more specific about my problem in case there is a better way to solve it: I have a program that can connect to multiple game servers, and each server, for the most part, calls everything by the same name. However, they have slightly different versions for a few things. There are a few different categories that these things can be: a move, an item, etc. I have written a generic sort of "move string to move enum" set of functions for internal code to call, and my server interface code has similar functions. However, some servers have their own internal ID that they communicate with, some use strings, and some use both in different situations. Now what I want to do is make this a little more generic. I want to be able to call something like ServerNamespace::server_cast<Destination>(source). This would allow me to cast from a Move to a std::string or ServerMoveID. Internally, I may need to make a copy (or move from) because some servers require that I keep a history of messages sent. Universal references seem to be the obvious solution to this problem. The header file I'm thinking of right now would expose simply this: namespace ServerNamespace { template<typename Destination, typename Source> Destination server_cast(Source && source); } And the implementation file would define all legal conversions as template specializations.

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  • All possible combinations of length 8 in a 2d array

    - by CodeJunki
    Hi, I've been trying to solve a problem in combinations. I have a matrix 6X6 i'm trying to find all combinations of length 8 in the matrix. I have to move from neighbor to neighbor form each row,column position and i wrote a recursive program which generates the combination but the problem is it generates a lot of duplicates as well and hence is inefficient. I would like to know how could i eliminate calculating duplicates and save time. int a={{1,2,3,4,5,6}, {8,9,1,2,3,4}, {5,6,7,8,9,1}, {2,3,4,5,6,7}, {8,9,1,2,3,4}, {5,6,7,8,9,1}, } void genSeq(int row,int col,int length,int combi) { if(length==8) { printf("%d\n",combi); return; } combi = (combi * 10) + a[row][col]; if((row-1)>=0) genSeq(row-1,col,length+1,combi); if((col-1)>=0) genSeq(row,col-1,length+1,combi); if((row+1)<6) genSeq(row+1,col,length+1,combi); if((col+1)<6) genSeq(row,col+1,length+1,combi); if((row+1)<6&&(col+1)<6) genSeq(row+1,col+1,length+1,combi); if((row-1)>=0&&(col+1)<6) genSeq(row-1,col+1,length+1,combi); if((row+1)<6&&(row-1)>=0) genSeq(row+1,col-1,length+1,combi); if((row-1)>=0&&(col-1)>=0) genSeq(row-1,col-1,length+1,combi); } I was also thinking of writing a dynamic program basically recursion with memorization. Is it a better choice?? if yes than I'm not clear how to implement it in recursion. Have i really hit a dead end with approach??? Thankyou Edit Eg result 12121212,12121218,12121219,12121211,12121213. the restrictions are that you have to move to your neighbor from any point, you have to start for each position in the matrix i.e each row,col. you can move one step at a time, i.e right, left, up, down and the both diagonal positions. Check the if conditions. i.e if your in (0,0) you can move to either (1,0) or (1,1) or (0,1) i.e three neighbors. if your in (2,2) you can move to eight neighbors. so on...

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  • Java homework help, Error <identifier> expected

    - by user2900126
    Help with java homework this is my assignment that I have, this assignment code I've tried. But when I try to compile it I keep getting errors which I cant seem to find soloutions too: Error says <identifier> expected for Line 67 public static void () Assignment brief To write a simple java classMobile that models a mobile phone. Details the information stored about each mobile phone will include • Its type e.g. “Sony ericsson x90” or “Samsung Galaxy S”; • Its screen size in inches; You may assume that this a whole number from the scale 3 to 5 inclusive. • Its memory card capacity in gigabytes You may assume that this a whole number • The name of its present service provider You may assume this is a single line of text. • The type of contract with service provider You may assume this is a single line of text. • Its camera resolution in megapixels; You should not assume that this a whole number; • The percentage of charge left on the phone e.g. a fully charged phone will have a charge of 100. You may assume that this a whole number • Whether the phone has GPS or not. Your class will have fields corresponding to these attributes . Start by opening BlueJ, creating a new project called myMobile which has a classMobile and set up the fields that you need, Next you will need to write a Constructor for the class. Assume that each phone is manufactured by creating an object and specifying its type, its screen size, its memory card capacity, its camera resolution and whether it has GPS or not. Therefore you will need a constructor that allows you to pass arguments to initialise these five attributes. Other fields should be set to appropriate default values. You may assume that a new phone comes fully charged. When the phone is sold to its owner, you will need to set the service provider and type of contract with that provider so you will need mutator methods • setProvider () - - to set service provider. • setContractType - - to set the type of contract These methods will be used when the phones provider is changed. You should also write a mutator method ChargeUp () which simulates fully charging the phone. To obtain information about your mobile object you should write • accessor methods corresponding to four of its fields: • getType () – which returns the type of mobile; • getProvider () – which returns the present service provider; • getContractType () – which returns its type of contract; • getCharge () – which returns its remaining charge. An accessor method to printDetails () to print, to the terminal window, a report about the phone e.g. This mobile phone is a sony Erricsson X90 with Service provider BigAl and type of contract PAYG. At present it has 30% of its battery charge remaining. Check that the new method works correctly by for example, • creating a Mobile object and setting its fields; • calling printDetails () and t=checking the report corresponds to the details you have just given the mobile; • changing the service provider and contract type by calling setprovider () and setContractType (); • calling printDetails () and checking the report now prints out the new details. Challenging excercises • write a mutator methodswitchedOnFor () =which simulates using the phone for a specified period. You may assume the phone loses 1% of its charge for each hour that it is switched on . • write an accessor method checkcharge () whichg checks the phone remaing charge. If this charge has a value less than 25%, then this method returns a string containg the message Be aware that you will soon need to re-charge your phone, otherwise it returns a string your phone charge is sufficient. • Write a method changeProvider () which simulates changing the provider (and presumably also the type of service contract). Finally you may add up to four additional fields, with appropriate methods, that might be required in a more detailed model. above is my assignment that I have, this assignment code I've tried. But when I try to oompile it I keep getting errors which I cant seem to find soloutions too: Error says <identifier> expected for Line 67 public static void () /** * to write a simple java class Mobile that models a mobile phone. * * @author (Lewis Burte-Clarke) * @version (14/10/13) */ public class Mobile { // type of phone private String phonetype; // size of screen in inches private int screensize; // menory card capacity private int memorycardcapacity; // name of present service provider private String serviceprovider; // type of contract with service provider private int typeofcontract; // camera resolution in megapixels private int cameraresolution; // the percentage of charge left on the phone private int checkcharge; // wether the phone has GPS or not private String GPS; // instance variables - replace the example below with your own private int x; // The constructor method public Mobile(String mobilephonetype, int mobilescreensize, int mobilememorycardcapacity,int mobilecameraresolution,String mobileGPS, String newserviceprovider) { this.phonetype = mobilephonetype; this.screensize = mobilescreensize; this.memorycardcapacity = mobilememorycardcapacity; this.cameraresolution = mobilecameraresolution; this.GPS = mobileGPS; // you do not use this ones during instantiation,you can remove them if you do not need or assign them some default values //this.serviceprovider = newserviceprovider; //this.typeofcontract = 12; //this.checkcharge = checkcharge; Mobile samsungPhone = new Mobile("Samsung", "1024", "2", "verizon", "8", "GPS"); 1024 = screensize; 2 = memorycardcapacity; 8 = resolution; GPS = gps; "verizon"=serviceprovider; //typeofcontract = 12; //checkcharge = checkcharge; } // A method to display the state of the object to the screen public void displayMobileDetails() { System.out.println("phonetype: " + phonetype); System.out.println("screensize: " + screensize); System.out.println("memorycardcapacity: " + memorycardcapacity); System.out.println("cameraresolution: " + cameraresolution); System.out.println("GPS: " + GPS); System.out.println("serviceprovider: " + serviceprovider); System.out.println("typeofcontract: " + typeofcontract); } /** * The mymobile class implements an application that * simply displays "new Mobile!" to the standard output. */ public class mymobile { public static void main(String[] args) { System.out.println("new Mobile!"); //Display the string. } } public static void buildPhones(){ Mobile Samsung = new Mobile("Samsung", "3.0", "4gb", "8mega pixels", "GPS"); Mobile Blackberry = new Mobile("Blackberry", "3.0", "4gb", "8mega pixels", "GPS"); Samsung.displayMobileDetails(); Blackberry.displayMobileDetails(); } public static void main(String[] args) { buildPhones(); } } any answers.replies and help would be greatly appreciated as I really lost!

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  • c++ recursion with arrays

    - by Sam
    I have this project that I'm working on for a class, and I'm not looking for the answer, but maybe just a few tips since I don't feel like I'm using true recursion. The problem involves solving the game of Hi Q or "peg solitaire" where you want the end result to be one peg remaining (it's played with a triangular board and one space is open at the start.) I've represented the board with a simple array, each index being a spot and having a value of 1 if it has a peg, and 0 if it doesn't and also the set of valid moves with a 2 dimensional array that is 36, 3 (each move set contains 3 numbers; the peg you're moving, the peg it hops over, and the destination index.) So my problem is that in my recursive function, I'm using a lot of iteration to determine things like which space is open (or has a value of 0) and which move to use based on which space is open by looping through the arrays. Secondly, I don't understand how you would then backtrack with recursion, in the event that an incorrect move was made and you wanted to take that move back in order to choose a different one. This is what I have so far; the "a" array represents the board, the "b" array represents the moves, and the "c" array was my idea of a reminder as to which moves I used already. The functions used are helper functions that basically just loop through the arrays to find an empty space and corresponding move. : void solveGame(int a[15], int b[36][3], int c[15][3]){ int empSpace; int moveIndex; int count = 0; if(pegCount(a) < 2){ return; } else{ empSpace = findEmpty(a); moveIndex = chooseMove( a, b, empSpace); a[b[moveIndex][0]] = 0; a[b[moveIndex][1]] = 0; a[b[moveIndex][2]] = 1; c[count][0] = b[moveIndex][0]; c[count][1] = b[moveIndex][1]; c[count][2] = b[moveIndex][2]; solveGame(a,b,c); } }

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  • Launch Webcast Q&A: Oracle WebCenter Suite 11g - The Platform for the Modern User Experience

    - by howard.beader(at)oracle.com
    Did you have a chance to watch the Oracle WebCenter Suite 11g Launch Webcast yet? Andy MacMillan presented some great information on the webcast and answered quite a few of your questions in the Q&A session as well. For your reading pleasure we have captured a number of the questions and answers and they are summarized below: Question: Can you tell me what should our Portal strategy be for integrating and extending our Oracle enterprise applications? Answer: We recommend that you look at this in two steps, the first would be to ensure that you have a good understanding of our common user experience architecture. Internally our product teams at Oracle are already investing in this quite heavily today for Fusion Applications and this is driving natural convergence from a UX strategy standpoint. The second step would be to look at how best to componentize the back office applications so that the business users across your organization can take advantage of these -- don't make it just about putting a new skin on top of what you already have from an application standpoint, instead look at how best to embed the social computing capabilities as part of the solution for your business users. Question: We are currently using the BEA WebLogic Portal now, should we stay on WLP or should we be looking at moving to WebCenter or when should we move to WebCenter? Answer: Our strategy has been called "Continue & Converge", this theme means that you can continue to use WebLogic or Plumtree portals until your organization is ready to move to WebCenter and in the mean time you can continue to deploy what you need to in your organization of WLP or WCI Portals with the full support of Oracle. In addition WebCenter Services can be leveraged for social computing to complement what you are already doing today and enable your organization to take advantage of some of the latest and greatest social computing capabilities. We have migration scripts and conversion capabilities available as well as programs where Oracle can help you evaluate your options to decide how best to move forward. WebCenter provides the best of the best capabilities and will enable you to take advantage of new capabilities that may not exist in your current portal today. In the end though it's up to you as a customer as to when you want to make the transition to Oracle WebCenter Suite. Question: Can you tell me how is Oracle leveraging WebCenter internally and for its Application and Middleware product UX strategies? Answer: Internally, Oracle is leveraging WebCenter for our employees and thus far we are seeing significant updates with our users taking advantage of the business activity streams, team spaces and collaboration capabilities. From a product strategy standpoint, our product teams are taking advantage of the common user experience architecture and leveraging WebCenter to provide social and collaborative capabilities to the Oracle Applications and providing new types of composite applications with what is coming with Fusion Applications. WebCenter also provides a common user experience across all the products in the Oracle Fusion Middleware family as well. Question: Our organization is currently using SharePoint, but we are also an Oracle Applications customer, how should we be thinking about WebCenter as we move forward? Answer: Great question. Typically, we are seeing organizations using SharePoint for its core use cases of small team collaboration and file server replacement. WebCenter can connect to SharePoint as a content source to feed into WebCenter quite easily and it leverages the robust Oracle ECM product under WebCenter as well. In addition, SharePoint team sites can be connected to WebCenter utilizing our SharePoint connector. With Oracle WebCenter though, we are really targeting business users and enterprise applications, thus affecting positive change on the processes that drive the business to improve productivity across your organization. Question: Are organizations today using WebCenter as a Web platform for externally facing public websites? Answer: Yes, we are seeing a convergence around web content management and portal types of websites with customers converting them from just broadcasting content to making it a much richer personalized experience and also exposing back-office applications as well. Web Content Management capabilities are already embedded in WebCenter so that organizations can take advantage now of the benefits a personalized web experience provides for your customers. This is simply a short summary of a few of the questions addressed on the webcast, please tune in now to learn more about Oracle WebCenter, the user experience platform for the enterprise and the web! The Oracle WebCenter Suite 11g Launch Webcast can be found here

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  • Combining template method with strategy

    - by Mekswoll
    An assignment in my software engineering class is to design an application which can play different forms a particular game. The game in question is Mancala, some of these games are called Wari or Kalah. These games differ in some aspects but for my question it's only important to know that the games could differ in the following: The way in which the result of a move is handled The way in which the end of the game is determined The way in which the winner is determined The first thing that came to my mind to design this was to use the strategy pattern, I have a variation in algorithms (the actual rules of the game). The design could look like this: I then thought to myself that in the game of Mancala and Wari the way the winner is determined is exactly the same and the code would be duplicated. I don't think this is by definition a violation of the 'one rule, one place' or DRY principle seeing as a change in rules for Mancala wouldn't automatically mean that rule should be changed in Wari as well. Nevertheless from the feedback I got from my professor I got the impression to find a different design. I then came up with this: Each game (Mancala, Wari, Kalah, ...) would just have attribute of the type of each rule's interface, i.e. WinnerDeterminer and if there's a Mancala 2.0 version which is the same as Mancala 1.0 except for how the winner is determined it can just use the Mancala versions. I think the implementation of these rules as a strategy pattern is certainly valid. But the real problem comes when I want to design it further. In reading about the template method pattern I immediately thought it could be applied to this problem. The actions that are done when a user makes a move are always the same, and in the same order, namely: deposit stones in holes (this is the same for all games, so would be implemented in the template method itself) determine the result of the move determine if the game has finished because of the previous move if the game has finished, determine who has won Those three last steps are all in my strategy pattern described above. I'm having a lot of trouble combining these two. One possible solution I found would be to abandon the strategy pattern and do the following: I don't really see the design difference between the strategy pattern and this? But I am certain I need to use a template method (although I was just as sure about having to use a strategy pattern). I also can't determine who would be responsible for creating the TurnTemplate object, whereas with the strategy pattern I feel I have families of objects (the three rules) which I could easily create using an abstract factory pattern. I would then have a MancalaRuleFactory, WariRuleFactory, etc. and they would create the correct instances of the rules and hand me back a RuleSet object. Let's say that I use the strategy + abstract factory pattern and I have a RuleSet object which has algorithms for the three rules in it. The only way I feel I can still use the template method pattern with this is to pass this RuleSet object to my TurnTemplate. The 'problem' that then surfaces is that I would never need my concrete implementations of the TurnTemplate, these classes would become obsolete. In my protected methods in the TurnTemplate I could just call ruleSet.determineWinner(). As a consequence, the TurnTemplate class would no longer be abstract but would have to become concrete, is it then still a template method pattern? To summarize, am I thinking in the right way or am I missing something easy? If I'm on the right track, how do I combine a strategy pattern and a template method pattern? This is part of a homework assignment but I'm not looking to be gifted the answer, I have deliberately been very verbose in my question to show that I have thought about it before coming here to ask a question

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  • Joystick example problem for android 2D

    - by iQue
    I've searched all over the web for an answer to this, and there are simular topics but nothing works for me, and I have no Idea why. I just want to move my sprite using a joystick, since I'm useless at math when it comes to angles etc I used an example, Ill post the code here: public float initx = 50; //og 425; public float inity = 300; //og 267; public Point _touchingPoint = new Point(50, 300); //og(425, 267); public Point _pointerPosition = new Point(100, 170); private Boolean _dragging = false; private MotionEvent lastEvent; @Override public boolean onTouchEvent(MotionEvent event) { if (event == null && lastEvent == null) { return _dragging; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { _dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { _dragging = false; } if (_dragging) { // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // bound to a box if (_touchingPoint.x < 25) { _touchingPoint.x = 25; //og 400 } if (_touchingPoint.x > 75) { _touchingPoint.x = 75; //og 450 } if (_touchingPoint.y < 275) { _touchingPoint.y = 275; //og 240 } if (_touchingPoint.y > 325) { _touchingPoint.y = 325; //og 290 } // get the angle double angle = Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180); // Move the beetle in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); _pointerPosition.x += Math.cos(angle * (Math.PI / 180)) * (_touchingPoint.x / 70); // stop the sprite from goin thru if (_pointerPosition.x + happy.getWidth() >= getWidth()) { _pointerPosition.x = getWidth() - happy.getWidth(); } if (_pointerPosition.x < 0) { _pointerPosition.x = 0; } if (_pointerPosition.y + happy.getHeight() >= getHeight()) { _pointerPosition.y = getHeight() - happy.getHeight(); } if (_pointerPosition.y < 0) { _pointerPosition.y = 0; } } public void render(Canvas canvas) { canvas.drawColor(Color.BLUE); canvas.drawBitmap(joystick.get_joystickBg(), initx-45, inity-45, null); canvas.drawBitmap(happy, _pointerPosition.x, _pointerPosition.y, null); canvas.drawBitmap(joystick.get_joystick(), _touchingPoint.x - 26, _touchingPoint.y - 26, null); } public void update() { this.onTouchEvent(null); } og= original position. as you can see Im trying to move the joystick, but when I do it stops working correctly, I mean it still works like a joystick but the sprite dosnt move accordingly, if I for example push the joystick down, the sprite moves up, and if I push it up it moves left. can anyone PLEASE help me, I've been stuck here for sooo long and its really frustrating.

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  • My 2D collision code does not work as expected. How do I fix it?

    - by farmdve
    I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL. The tiles are in a bmp file, but each tile inside it corresponds to an internal number of the type of tile(color, or wall). The game is simple, but the code is a lot so I can only post snippets. // Player moved out of the map if((player.box.x < 0)) player.box.x += GetVelocity(player, 0); if((player.box.y < 0)) player.box.y += GetVelocity(player, 1); if((player.box.x > (LEVEL_WIDTH - DOT_WIDTH))) player.box.x -= GetVelocity(player, 0); if((player.box.y > (LEVEL_HEIGHT - DOT_HEIGHT))) player.box.y -= GetVelocity(player, 1); // Now that we are here, we check for collisions if(touches_wall(player.box)) { if(player.box.x < player.prev_x) { player.box.x += GetVelocity(player, 0); } if(player.box.x > player.prev_x) { player.box.x -= GetVelocity(player, 0); } if(player.box.y < player.prev_y) { player.box.y += GetVelocity(player, 1); } if(player.box.y > player.prev_y) { player.box.y -= GetVelocity(player, 1); } } player.prev_x = player.box.x; player.prev_y = player.box.y; Let me explain, player is a structure with the following contents typedef struct { Rectangle box; //Player position on a map(tile or whatever). int prev_x, prev_y; // Previous positions int key_press[3]; // Stores which key was pressed/released. Limited to three keys. E.g Left,right and perhaps jump if possible in 2D int velX, velY; // Velocity for X and Y coordinate. //Health int health; bool main_character; uint32_t jump_ticks; } Player; And Rectangle is just a typedef of SDL_Rect. GetVelocity is a function that according to the second argument, returns the velocity for the X or Y axis. This code I have basically works, however inside the if(touches_wall(player.box)) if statement, I have 4 more. These 4 if statements are responsible for detecting collision on all 4 sides(up,down,left,right). However, they also act as a block for any other movement. Example: I move down the object and collide with the wall, as I continue to move down and still collide with the wall, I wish to move left or right, which is indeed possible(not to mention in 3D games), but remember the 4 if statements? They are preventing me from moving anywhere. The original code on the LazyFoo Productions website has no problems, but it was written in C++, so I had to rewrite most of it to work, which is probably where the problem comes from. I also use a different method of moving, than the one in the examples. Of course, that was just an example. I wish to be able to move no matter at which wall I collide. Before this bit of code, I had another one that had more logic in there, but it was flawed.

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  • Rotating 2D Object

    - by Vico Pelaez
    Well I am trying to learn openGL and want to make a triangle move one unit (0.1) everytime I press one of the keyboard arrows. However i want the triangle to turn first pointing the direction where i will move one unit. So if my triangle is pointing up and I press right the it should point right first and then move one unit in the x axis. I have implemented the code to move the object one unit in any direction, however I can not get it to turn pointing to the direction it is going. The initial position of the Triangle is pointing up. #define LENGTH 0.05 float posX = -0.5, posY = -0.5, posZ = 0; float inX = 0.0 ,inY = 0.0 ,inZ = 0.0; // what values???? void rect(){ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glPushMatrix(); glTranslatef(posX,posY,posZ); glRotatef(rotate, inX, inY, inZ); glBegin(GL_TRIANGLES); glColor3f(0.0, 0.0, 1.0); glVertex2f(-LENGTH,-LENGTH); glVertex2f(LENGTH-LENGTH, LENGTH); glVertex2f(LENGTH, -LENGTH); glEnd(); glPopMatrix(); } void display(){ //Clear Window glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); rect(); glFlush(); } void init(){ glClearColor(0.0, 0.0, 0.0, 0.0); glColor3f(1.0, 1.0, 1.0); } float move_unit = 0.01; bool change = false; void keyboardown(int key, int x, int y) { switch (key){ case GLUT_KEY_UP: if(rotate = 0) posY += move_unit; else{ inX = 1.0; rotate = 0; } break; case GLUT_KEY_RIGHT: if(rotate = -90) posX += move_unit; else{ inX = 1.0; // is this value ok?? rotate -= 90; } break; case GLUT_KEY_LEFT: if(rotate = 90) posX -= move_unit; else{ inX = 1.0; // is this value ok??? rotate += 90; } break; case GLUT_KEY_DOWN: if(rotate = 180) posY -= move_unit; else{ inX = 1.0; rotate += 180; } break; case 27: // Escape button exit(0); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(500,500); glutInitWindowPosition(0, 0); glutCreateWindow("Triangle turn"); glutSpecialFunc(keyboardown); glutDisplayFunc(display); init(); glutMainLoop()

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  • toggling proximity sensor on iPhone loses an event

    - by slugolicious
    I'm using setProximitySensingEnabled and implemented proximityStateChanged in my UIApplication subclass. It looks like if sensing is toggled, that the first "off" event is being lost. My UIApplication class is pretty basic... -(void)proximityStateChanged:(BOOL)state { NSLog(state ? @"ON" : @"OFF"); } In my application delegate, I have a UISwitch that enables/disables the proximity sensor. -(IBAction)toggleProxy:(id)sender { [UIApplication sharedApplication].proximitySensingEnabled = prox.on; } "prox" is my UISwitch. The test works fine when it first starts. I tap the switch to turn it on and then put my hand over the sensor for a second then move it away and get: 2009-03-11 12:43:00.465 Proximity[324:20b] ON 2009-03-11 12:43:02.514 Proximity[324:20b] OFF 2009-03-11 12:43:04.046 Proximity[324:20b] ON 2009-03-11 12:43:05.621 Proximity[324:20b] OFF I then tap the switch to turn it off then tap again to turn it on. Now I get: 2009-03-11 12:43:12.005 Proximity[324:20b] ON 2009-03-11 12:43:14.789 Proximity[324:20b] ON 2009-03-11 12:43:16.467 Proximity[324:20b] OFF 2009-03-11 12:43:17.516 Proximity[324:20b] ON 2009-03-11 12:43:19.077 Proximity[324:20b] OFF Notice I get two ON's before an OFF. The OFF is lost somewhere. I can't replicate this behavior using Google's mobile app so I'm wondering if they're resetting something in between proximity enabling. They don't have the proximity sensor on all the time because if you cover the sensor, the screen doesn't go blank. You have to tilt the phone up and angle it back (to simulate the position it would be in at your ear) and then covering the sensor works. Anyone else playing with the sensor? In my particular app, I'm recording a voice message and when you move the phone away from your ear, I want to pause the recording (when I get an OFF). The first time I move the phone away from my ear, the recording is not paused. However, if I put it to my ear and move it away again, it is paused.

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  • move_uploaded_file() error

    - by James R.
    I have a website on free hosting - 000webhost.com and it allows you to upload images. However, when I try to upload an image, I get these errors: Warning: move_uploaded_file(images/SmallSmileyFace.jpg) [function.move-uploaded-file]: failed to open stream: Permission denied in /home/a6621074/public_html/m/write.php on line 76 Warning: move_uploaded_file() [function.move-uploaded-file]: Unable to move '/tmp/phpcmW3mo' to 'images/SmallSmileyFace.jpg' in /home/a6621074/public_html/m/write.php on line 76 This is the code: if (!empty($_FILES['fileImage']['name'])) { // check image type and size if ((($imagetype == 'image/gif') || ($imagetype == 'image/jpeg') || ($imagetype == 'image/pjpeg') || ($imagetype == 'image/png')) && ($imagesize > 0) && ($imagesize <= 32768)) { if ($_FILES['fileImage']['error'] == 0) { //move file $target = 'images/' . $image; if (move_uploaded_file($_FILES['fileImage']['tmp_name'], $target)) { $query = "INSERT INTO reviews (post_date, food_name, location, cafeteria, review, image, rating, user_id) VALUES (NOW(), '$foodname', '$location', '$cafeteria', '$review', '$image', $rate, $id)"; mysqli_query($dbc, $query); //confirm success echo '<p>Thank you for your submission!</p>'; } else { echo '<p class="errmsg">There was a problem uploading your image.</p>'; } } @unlink($_FILES['fileImage']['tmp_name']); } else { echo '<p class="errmsg">The screen shot must be a GIF, JPEG, or PNG image file no greater than 32KB in size.</p>'; } } Any ideas?

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  • objective C architecture question

    - by thekevinscott
    Hey folks, I'm currently teaching myself objective C. I've gone through the tutorials, but I find I learn best when slogging through a project of my own, so I've embarked on making a backgammon app. Now that I'm partway in, I'm realizing there's some overall architecture things I just don't understand. I've established a "player" class, a "piece" class, and a "board" class. A piece theoretically belongs to both a player and the board. For instance, a player has a color, and every turn makes a move; so the player owns his pieces. At the same time, when moving a piece, it has to check whether it's a valid move, whether there are pieces on the board, etc. From my reading it seems like it's frowned upon to reach across classes. For instance, when a player makes a move, where should the function live that moves the piece? Should it exist on board? This would be my instinct, as the board should decide whether a move is valid or not; but the piece needs to initialize that query, as its the one being moved, no? Any info to help a noob would be super appreciated. Thanks guys!

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  • What's the deal with Java's public fields?

    - by Annan
    I've been reading two articles (1)(2) on javaworld.com about how all class fields should be private and getter/setter methods are just as bad. An object should act on the data it has rather than allowing access to it. I'm currently working on a University assignment for Connect Four. In designing the program the Agents playing the Game need access to the Board's state (so they can decide what to move). They also need to pass this move to the Game so it can validate it as a legal move. And during deciding what to move pieces are grouped into Threats with a start and end Points. Board, Threat and Point objects don't really do anything. They are just there to store related data that can be accessed in a human readable way. At the start of design I was representing Points on the board as two element int arrays, however that got annoying when creating points or referencing components of them. So, the class: public class Point { public int x; public int y; public Point(int x, int y){ this.x = x; this.y = y; } } Perfect in every way I can think of. Except it breaks every rule I've learned. Have I sinned?

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  • Flex 4 animation question

    - by Jerry
    Hello.. I am trying to do the move vertically animation on a button nested in the vertical layout. I am not sure if the Hgroup restricts the button moving vertically. Are there ways to go around it? Thanks for the helps. <s:states> <s:State name="default"/> <s:State name="addRecommend"/> <s:State name="seeOther"/> </s:states> AS: protected function add_clickHandler(event:MouseEvent):void { currentState="addRecommend"; addRecommendMove.play(); } <s:transitions> <s:Transition fromState="default" toState="addRecommend"> <s:Sequence id="addRecommendMove"> <s:Move yTo="50" target="{add}"/> // add button doesn't move at all </s:Sequence> </s:Transition> <s:Transition fromState="addRecommend" toState="seeOther"> <s:Sequence> <s:Move yBy="50" target="{seeOthers}"/> </s:Sequence> </s:Transition> </s:transitions> <s:layout> <s:VerticalLayout paddingTop="15" paddingRight="10" paddingLeft="7"/> </s:layout> <button id="add" click=add_clickHandler(event)/> <button id="seeOthers"/>

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  • Code Golf: Find the possible ways on a numpad

    - by ikar
    I was bored today at school and so I tried to amuse myself using my calculator and a "game" I've invented which isn't really a game but keeps the boringness away. Also some time has passed since the last real code-golf here, so I decided to create this one. Imagine a simplified numpad like you know it from your phone (I'll leave the 0 out for this code-golf as it kinda destroys all the fun) 1 2 3 4 5 6 7 8 9 Now the rules of the game were always: At the end every digit must have been visited exactly once You can start at any digit you want You can always move one digit up, down, left or right. You can't move diagonally! There a quite a lot of possible ways (or not; I haven't found out yet), here some trivial examples: > > v v < < > > | The output of the golf-program should look something like the above, I'll try to explain: Symbols: Go right < Go left ^ Go up v Go down | End of the way Example solutions: (Program output can either be the numbers pressed in the right order from beginning point to end, or an (ASCII) picture like above) 147852369 569874123 523698741 So if we speak out the example above it would be: Start at 1, move right to 2, move right to 3, go down to 6, go left to 5, go left to 4, go down to 7, go right to 8 then go right to 9 and we are finished! Now there are many different ways possible: You could as well start at 5 and go around it in a circle. So the task would be: Write a program that can compute (using brute-force or whatever) the possible solutions for the numpad problem described above. (Friendly rethorical question with smiley removed because it made some people think that this is homework)

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  • Misplaced Layout after "home"-button and/or powersave screen

    - by TiGer
    Hi, I have an app which also includes a service with a Notification. Right now I am experiencing the foillowing problem : I start my app which will work fine after couple of minutes the powersave kicks in and I get a black screen I (or hte user) click the Menu-button to dismiss the black screen and to unlock the screenlock Now my (fullscreen) app will have "moved" like 30-40 pixels downwards, creating an ugly black border or hole. When I move the scrollwheel it will move up and down, and when I press the Menu button (showing my ap''s menu) it will "fix" the view... or I start my app which will work fine I press the Home button exiting the app, my service though will (correctly) keep running when selecting my service from the notification-bar I will get once again : -Now my (fullscreen) app will have "moved" like 30-40 pixels downwards, creating an ugly black border or hole. When I move the scrollwheel it will move up and down, and when I press the Menu button (showing my ap''s menu) it will "fix" the view... Any idea what the problem is ? The app is running on a ADP2 with Android 1.6 Thanks in advance ! Ok, after some testing I noticed that if I don't run the Activity on Fullscreen, but just leave the TtileBar away this won't happen... Still this is no solution to me, I want it to be fullscreen... Noticed siomething else, when I have the View with the black bar, and I press the home button it will "refresh" the View correctly just before actually going to the Home Screen :(

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  • Removing empty space with jQuery after deleting Selectable item

    - by Tx3
    I have two ordered lists and user can move items between them. I am using jQuery UI's Selectable for both of them. Problem is that when I move item from the middle of the list it leaves an empty space behind. How can I make list shrink according to the how many items is actually in the list? HTML <ol id="allUnits"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> <li class="ui-state-default">Item 4</li> <li class="ui-state-default">Item 5</li> </ol> <input id="arrowRight" type="image" alt="Move item to right" src="<%= Url.Content("~/Content/Images/arrowRight.png")%>" /> <input id="arrowLeft" type="image" alt="Move item to left" src="<%= Url.Content("~/Content/Images/arrowLeft.png")%>" /> <ol id="productUnits"> <li class="ui-state-default">Item 1</li> <li class="ui-state-default">Item 2</li> <li class="ui-state-default">Item 3</li> <li class="ui-state-default">Item 4</li> <li class="ui-state-default">Item 5</li> </ol> jQuery $().ready(function () { $("#allUnits").selectable(); $("#productUnits").selectable(); $('#arrowRight').click(function () { return !$('#allUnits .ui-selected').remove().appendTo('#productUnits').removeClass(".ui-selected"); }); $('#arrowLeft').click(function () { return !$('#productUnits .ui-selected').remove().appendTo('#allUnits').removeClass(".ui-selected"); }); });

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