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  • How to Stop Current Playing Song When using one thread with JLayer?

    - by mcnemesis
    I recently used a solution to the one-thread-at-a-time problem whe using Jlayer to play mp3 songs in Java. But this solution by Kaleb Brasee didn't hint at how you could stop the player, i.e how could one then call player.close()? Kaleb's code was: Executor executor = Executors.newSingleThreadExecutor(); executor.execute(new Runnable() { public void run() { /* do something */ } }); and this is the code I put in run() if(player != null) player.close(); try{ player = new Player(new FileInputStream(musicD.getPath())); player.play(); }catch(Exception e){} The problem is that much as this solves the problem of keeping the gui active while the music plays (in only one other thread -- what i'd wanted), I can't start playing another song :-( What could I do?

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  • Another Nim's Game Variant

    - by Terry Smith
    Given N binary sequence Example : given one sequence 101001 means player 0 can only choose a position with 0 element and cut the sequence from that position {1,101,1010} player 1 can only choose a position with 1 element ans cut the sequence from that position {null,10,101000} now player 0 and player 1 take turn cutting the sequence, on each turn they can cut any one non-null sequence, if a player k can't make a move because there's no more k element on any sequence, he lose. Assume both player play optimally, who will win ? I tried to solve this problem with grundy but i'm unable to reduce the sequence to a grundy number because it both player don't have the same option to move. Can anyone give me a hint to solve this problem ?

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  • Pointer to another classs as a property

    - by arjacsoh
    Why I receive an error when I try to create a property to another class through a pointer like that: #ifndef SQUARE_H #define SQUARE_H #include <string> //using namespace std; #include "Player.h" class Square { public: Square(int); void process(); protected: int ID; Player* PlayerOn; <--- }; #endif and the Player class is : #ifndef PLAYER_H #define PLAYER_H #include <string> //using namespace std; #include "Square.h" class Player { public: Player(int,int); // ~Player(void); int playDice(); private: int ID; int money; }; #endif I receive: syntax error missing ; before * (on the declaration of Player* PlayerOn;) and missing type specifier (on the same line...)

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  • Can I bypass an intermediate object in hibernate

    - by Jherico
    I have top level entities TRACK, MEDIA_GROUP and MEDIA, each with an integer primary key. I also have a join table from TRACK to MEDIA_GROUP which is 1:1 and MEDIA has a FK column into MEDIA_GROUP. I'm trying to find a way in hibernate to map a collection of Media directly into the Track object, bypassing the creation of a MediaGroup object. Basically I want to turn this: TRACK <-> MEDIA_TRACK_MAP <-> MEDIA_GROUP <-> MEDIA into this: TRACK <-> MEDIA_TRACK_MAP <-> MEDIA But the join column between MEDIA_TRACK_MAP and MEDIA isn't the primary key of MEDIA.

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  • How can i do something like IList<T>.Contains(OtherObjectType) ?

    - by Noctris
    Hi, I have the following classes: Client ClientCacheMedia ( contains Client, Media and some other parameters so it is the link between the media and the client) Media where client contains an IList. Now what i would like to do, is have a way to check if this ilist contains a certain media so : Client.ClientCacheMedia.Contains(MyMedia) is there any way to let the IList accept media as an object to match ? ( i can easily override the Equals Property on ClientCacheMedia to check if the media passed is the one that the ClientCacheMedia.Media contains, it's just the Ilist that will not accept any other object on the Contains Method.

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  • How to Manage Your Movies in Boxee

    - by DigitalGeekery
    Boxee is a free cross platform HTPC application that plays media locally and via the Internet. Today we’ll take a look at how to manage your local movie collection in Boxee. Note: We are using the most recent version of Boxee running on Windows 7. Your experience on an earlier version or a Mac or Linux build may vary slightly. If you are using an earlier version of Boxee, we recommend you update to the current version (0.9.21.11487). The latest update features significant improvements in file and media identification. Naming your Movie Files Proper file naming is important for Boxee to correctly identify your movie files. Before you get started you may want to take some time to name your files properly. Boxee supports the following naming conventions: Lawrence of Arabia.avi Lawrence.of.Arabia.avi Lawrence of Arabia (1962).avi Lawrence.of.Arabia(1962).avi For multi-part movies, you can use .part or .cd to identify first and second parts of the movie. Gettysburg.part1.avi Gettysburg.part2.avi If you are unsure of the correct title of the movie, check with IMDB.com. Supported File Types Boxee supports the following video file types and codecs: AVI, MPEG, WMV, ASF, FLV, MKV, MOV, MP4, M4A, AAC, NUT, Ogg, OGM, RealMedia RAM/RM/RV/RA/RMVB, 3gp, VIVO, PVA, NUV, NSV, NSA, FLI, FLC, and DVR-MS (beta support) CDs, DVDs, VCD/SVCD MPEG-1, MPEG-2, MPEG-4 (SP and ASP, including DivX, XviD, 3ivx, DV, H.263), MPEG-4 AVC (aka H.264), HuffYUV, Indeo, MJPEG, RealVideo, QuickTime, Sorenson, WMV, Cinepak Adding Movie Files to Boxee Boxee will automatically scan your default media folders and add any movie files to My Movies. Boxee will attempt to identify the media and check sources on the web to get data like cover art and other metadata. You can add as many sources to Boxee as you like from your local hard drive, external hard drives or from your network. You will need to make sure you have access to shared folders on the networked computer hosting the media you want to share. You can browse for other folders to scan by selecting Scan Media Folders.   You can also add media files by selecting Settings from the Home screen… Then select Media… and then selecting Add Sources. Browse for your directory and select Add source. Next, you’ll need to select the media type and the type of scanning. You can also change the share name if you’d like. When finished, select Add. You should see a quick notification at the top of the screen that the source was added.   Select Scan source to have Boxee to begin scanning your media files and attempt to properly identify them. Your movies may not show up instantly in My Movies. It will take Boxee some time to fully scan your sources, especially if you have a large collection. Eventually you should see My Movies begin to populate with cover art and metadata.   You can see the progress and find unidentified files by clicking on the yellow arrow to the left, or navigating to the left with your keyboard or remote and selecting Manage Sources.   Here you can see how many files (if any) Boxee failed to identify. To see which titles are unresolved, select Unidentified Files.   Here you’ll find your unresolved files. Select one of the unidentified files to search for the proper movie information. Next, select the Indentify Video icon. Boxee will fill in the title of the file or you edit the title yourself in the text box. Click Search. The results of your search will be displayed. Scroll through and select the title that fits your movie. Check the details of the film to make sure you have the correct title and select Done.   Fixing Incorrectly Indentified Files If you find a movie has been incorrectly identified you can correct it manually. Select the movie. Then search for the correct movie title from the list and select it. When you’re sure you found the correct movie, click Done. Filtering your Movies You can filter your movie collection by genre, or by whether it has been marked as watched or unwatched. When you’ve finished watching a movie, Boxee will mark it as watched.   You can also manually mark a title as watched.   Boxee also features a wide variety of genres by which you can filter the titles in your library. Playing your Movie When you’re ready to start watching a movie, simply select your title.   From here, you can select the “i” icon to read more information about the movie, add it to your queue, or add a shortcut. Click Local File to begin playing.   Now you’re ready to enjoy your movie. If you don’t have a large movie collection or just need more selection, you may want to check out the Netflix App for Boxee. Looking for a Boxee remote? Check out the iPhone App for Boxee. Links Download Boxee IMDB.com Similar Articles Productive Geek Tips Watch Netflix Instant Movies in BoxeeIntegrate Boxee with Media Center in Windows 7Customize the Background in BoxeeUse your iPhone or iPod Touch as a Boxee RemoteGetting Started with Boxee TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server What is HTML5? Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free

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  • synchronization web service methodologies or papers

    - by Grady Player
    I am building a web service (PHP+JSON) to sync with my iphone app. The main goals are: Backup Provide a web view for printing / sorting, manipulating. allow a group sync up and down. I am aware of the logic problems with all of these items, Ie. if one person deletes something, do you persist this change to other users, collisions, etc. I am looking for just any book or scholarly work, or even words of wisdom to address common issues. when to detect changes of data with hashes, vs modified dates, or combination. how do address consolidation of sequential ID's originating on different client nodes (can be sidestepped in my context, but it would be interesting.) dealing with collisions (is there a universally safe way to do so?). general best practices. how to structure the actual data transaction (ask for whole list then detect changes...)

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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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  • how do i make maximum minimum and average score statistic in this code? [on hold]

    - by goldensun player
    i wanna out put the maximum minimum and average score as a statistic category under the student ids and grades in the output file. how do i do that? here is the code: #include "stdafx.h" #include <iostream> #include <string> #include <fstream> #include <assert.h> using namespace std; int openfiles(ifstream& infile, ofstream& outfile); void Size(ofstream&, int, string); int main() { int num_student = 4, count, length, score2, w[6]; ifstream infile, curvingfile; char x; ofstream outfile; float score; string key, answer, id; do { openfiles(infile, outfile); // function calling infile >> key; // answer key for (int i = 0; i < num_student; i++) // loop over each student { infile >> id; infile >> answer; count = 0; length = key.size(); // length represents number of questions in exam from exam1.dat // size is a string function.... Size (outfile, length, answer); for (int j = 0; j < length; j++) // loop over each question { if (key[j] == answer[j]) count++; } score = (float) count / length; score2 = (int)(score * 100); outfile << id << " " << score2 << "%"; if (score2 >= 90)//<-----w[0] outfile << "A" << endl; else if (score2 >= 80)//<-----w[1] outfile << "B" << endl; else if (score2 >= 70)//<-----w[2] outfile << "C" << endl; else if (score2 >= 60)//<-----w[3] outfile << "D" << endl; else if (score2 >= 50)//<-----w[4] outfile << "E" << endl; else if (score2 < 50)//<-----w[5] outfile << "F" << endl; } cout << "Would you like to attempt a new trial? (y/n): "; cin >> x; } while (x == 'y' || x == 'Y'); return 0; } int openfiles(ifstream& infile, ofstream& outfile) { string name1, name2, name3, answerstring, curvedata; cin >> name1; name2; name3; if (name1 == "exit" || name2 == "exit" || name3 == "exit" ) return false; cout << "Input the name for the exam file: "; cin >> name1; infile.open(name1.c_str()); infile >> answerstring; cout << "Input the name for the curving file: "; cin >> name2; infile.open(name2.c_str()); infile >> curvedata; cout << "Input the name for the output: "; cin >> name3; outfile.open(name3.c_str()); return true; } void Size(ofstream& outfile, int length, string answer) { bool check;// extra answers, lesser answers... if (answer.size() > length) { outfile << "Unnecessary extra answers"; } else if (answer.size() < length) { outfile << "The remaining answers are incorrect"; } else { check = false; }; } and how do i use assert for preconditions and post conditional functions? i dont understand this that well...

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  • CARP: two machines think they're the master, but only on one interface

    - by Conor McDermottroe
    I have two machines, each configured identically as a firewall/load balancer for a busy website. I have set them up with CARP and pfsync on both the internal and external interfaces. The internal interface is behaving as expected (primary listed as MASTER and secondary listed as BACKUP) On both machines, the network interfaces are as follows: em0 - External interface bge0 - Internal interface bge1 - Crossover connection between both machines carp0 - Shared external interface for CARP carp1 - Shared internal interface for CARP I've rewritten the IP addresses and MAC addresses below. The networks are as follows: 10.0.1.0/24 - External network 10.0.2.0/24 - Internal network 10.0.3.0/24 - Crossover network Here's the output from ifconfig on the primary: em0: flags=8943<UP,BROADCAST,RUNNING,PROMISC,SIMPLEX,MULTICAST> metric 0 mtu 1500 options=19b<RXCSUM,TXCSUM,VLAN_MTU,VLAN_HWTAGGING,VLAN_HWCSUM,TSO4> ether [SNIP] inet 10.0.1.10 netmask 0xffffff00 broadcast 10.0.1.255 media: Ethernet 100baseTX <full-duplex> status: active bge0: flags=8943<UP,BROADCAST,RUNNING,PROMISC,SIMPLEX,MULTICAST> metric 0 mtu 1500 options=9b<RXCSUM,TXCSUM,VLAN_MTU,VLAN_HWTAGGING,VLAN_HWCSUM> ether [SNIP] inet 10.0.2.10 netmask 0xffffff00 broadcast 10.0.2.255 media: Ethernet 1000baseT <full-duplex> status: active bge1: flags=8843<UP,BROADCAST,RUNNING,SIMPLEX,MULTICAST> metric 0 mtu 1500 options=9b<RXCSUM,TXCSUM,VLAN_MTU,VLAN_HWTAGGING,VLAN_HWCSUM> ether [SNIP] inet 10.0.3.10 netmask 0xffffff00 broadcast 10.0.3.255 media: Ethernet 1000baseT <full-duplex> status: active lo0: flags=80c9<UP,LOOPBACK,RUNNING,NOARP,MULTICAST> metric 0 mtu 16384 options=3<RXCSUM,TXCSUM> inet6 fe80::1%lo0 prefixlen 64 scopeid 0x4 inet6 ::1 prefixlen 128 inet 127.0.0.1 netmask 0xff000000 pflog0: flags=141<UP,RUNNING,PROMISC> metric 0 mtu 33152 pfsync0: flags=0<> metric 0 mtu 1460 pfsync: syncdev: bge1 syncpeer: 10.0.3.11 maxupd: 128 carp0: flags=49<UP,LOOPBACK,RUNNING> metric 0 mtu 1500 inet 10.0.1.5 netmask 0xffffff00 carp: MASTER vhid 1 advbase 1 advskew 0 carp1: flags=49<UP,LOOPBACK,RUNNING> metric 0 mtu 1500 inet 10.0.2.5 netmask 0xffffff00 carp: MASTER vhid 2 advbase 1 advskew 0 And here's the /etc/rc.conf excerpt from the primary: defaultrouter="10.0.1.1" network_interfaces="em0 bge0 bge1 lo0 pfsync0" cloned_interfaces="carp0 carp1" ifconfig_em0="inet 10.0.1.10 netmask 255.255.255.0 media 100BaseTX mediaopt full-duplex" ifconfig_bge0="inet 10.0.2.10 netmask 255.255.255.0 media 1000BaseTX mediaopt full-duplex" ifconfig_bge1="inet 10.0.3.10 netmask 255.255.255.0 media 1000BaseTX mediaopt full-duplex" ifconfig_carp0="vhid 1 pass [SNIP] 10.0.1.5/24" ifconfig_carp1="vhid 2 pass [SNIP] 10.0.2.5/24" pfsync_enable="YES" pfsync_syncdev="bge1" pfsync_syncpeer="10.0.3.11" And here's the output on the secondary: em0: flags=8943<UP,BROADCAST,RUNNING,PROMISC,SIMPLEX,MULTICAST> metric 0 mtu 1500 options=19b<RXCSUM,TXCSUM,VLAN_MTU,VLAN_HWTAGGING,VLAN_HWCSUM,TSO4> ether [SNIP] inet 10.0.1.11 netmask 0xffffff00 broadcast 10.0.1.255 media: Ethernet 100baseTX <full-duplex> status: active bge0: flags=8943<UP,BROADCAST,RUNNING,PROMISC,SIMPLEX,MULTICAST> metric 0 mtu 1500 options=9b<RXCSUM,TXCSUM,VLAN_MTU,VLAN_HWTAGGING,VLAN_HWCSUM> ether [SNIP] inet 10.0.2.11 netmask 0xffffff00 broadcast 10.0.2.255 media: Ethernet 1000baseT <full-duplex> status: active bge1: flags=8843<UP,BROADCAST,RUNNING,SIMPLEX,MULTICAST> metric 0 mtu 1500 options=9b<RXCSUM,TXCSUM,VLAN_MTU,VLAN_HWTAGGING,VLAN_HWCSUM> ether [SNIP] inet 10.0.3.11 netmask 0xffffff00 broadcast 10.0.3.255 media: Ethernet 1000baseT <full-duplex> status: active lo0: flags=80c9<UP,LOOPBACK,RUNNING,NOARP,MULTICAST> metric 0 mtu 16384 options=3<RXCSUM,TXCSUM> inet6 fe80::1%lo0 prefixlen 64 scopeid 0x4 inet6 ::1 prefixlen 128 inet 127.0.0.1 netmask 0xff000000 pflog0: flags=141<UP,RUNNING,PROMISC> metric 0 mtu 33152 pfsync0: flags=0<> metric 0 mtu 1460 pfsync: syncdev: bge1 syncpeer: 10.0.3.10 maxupd: 128 carp0: flags=49<UP,LOOPBACK,RUNNING> metric 0 mtu 1500 inet 10.0.1.5 netmask 0xffffff00 carp: MASTER vhid 1 advbase 1 advskew 20 carp1: flags=49<UP,LOOPBACK,RUNNING> metric 0 mtu 1500 inet 10.0.2.5 netmask 0xffffff00 carp: BACKUP vhid 2 advbase 1 advskew 20 And here's the /etc/rc.conf excerpt from the secondary: defaultrouter="10.0.1.1" network_interfaces="em0 bge0 bge1 lo0 pfsync0" cloned_interfaces="carp0 carp1" ifconfig_em0="inet 10.0.1.11 netmask 255.255.255.0 media 100BaseTX mediaopt full-duplex" ifconfig_bge0="inet 10.0.2.11 netmask 255.255.255.0 media 1000BaseTX mediaopt full-duplex" ifconfig_bge1="inet 10.0.3.11 netmask 255.255.255.0 media 1000BaseTX mediaopt full-duplex" ifconfig_carp0="vhid 1 pass [SNIP] advskew 20 10.0.1.5/24" ifconfig_carp1="vhid 2 pass [SNIP] advskew 20 10.0.2.5/24" pfsync_enable="YES" pfsync_syncdev="bge1" pfsync_syncpeer="10.0.3.10" What I don't understand is, the carp status on carp0 is MASTER on both machines when the status on carp1 is as it should be (MASTER on the primary and BACKUP on the secondary). What am I missing? Where should I be looking for clues?

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  • referencing part of the composite primary key

    - by Zavael
    I have problems with setting the reference on database table. I have following structure: CREATE TABLE club( id INTEGER NOT NULL, name_short VARCHAR(30), name_full VARCHAR(70) NOT NULL ); CREATE UNIQUE INDEX club_uix ON club(id); ALTER TABLE club ADD CONSTRAINT club_pk PRIMARY KEY (id); CREATE TABLE team( id INTEGER NOT NULL, club_id INTEGER NOT NULL, team_name VARCHAR(30) ); CREATE UNIQUE INDEX team_uix ON team(id, club_id); ALTER TABLE team ADD CONSTRAINT team_pk PRIMARY KEY (id, club_id); ALTER TABLE team ADD FOREIGN KEY (club_id) REFERENCES club(id); CREATE TABLE person( id INTEGER NOT NULL, first_name VARCHAR(20), last_name VARCHAR(20) NOT NULL ); CREATE UNIQUE INDEX person_uix ON person(id); ALTER TABLE person ADD PRIMARY KEY (id); CREATE TABLE contract( person_id INTEGER NOT NULL, club_id INTEGER NOT NULL, wage INTEGER ); CREATE UNIQUE INDEX contract_uix on contract(person_id); ALTER TABLE contract ADD CONSTRAINT contract_pk PRIMARY KEY (person_id); ALTER TABLE contract ADD FOREIGN KEY (club_id) REFERENCES club(id); ALTER TABLE contract ADD FOREIGN KEY (person_id) REFERENCES person(id); CREATE TABLE player( person_id INTEGER NOT NULL, team_id INTEGER, height SMALLINT, weight SMALLINT ); CREATE UNIQUE INDEX player_uix on player(person_id); ALTER TABLE player ADD CONSTRAINT player_pk PRIMARY KEY (person_id); ALTER TABLE player ADD FOREIGN KEY (person_id) REFERENCES person(id); -- ALTER TABLE player ADD FOREIGN KEY (team_id) REFERENCES team(id); --this is not working It gives me this error: Error code -5529, SQL state 42529: a UNIQUE constraint does not exist on referenced columns: TEAM in statement [ALTER TABLE player ADD FOREIGN KEY (team_id) REFERENCES team(id)] As you can see, team table has composite primary key (club_id + id), the person references club through contract. Person has some common attributes for player and other staff types. One club can have multiple teams. Employed person has to have a contract with a club. Player (is the specification of person) - if emplyed - can be assigned to one of the club's teams. Is there better way to design my structure? I thought about excluding the club_id from team's primary key, but I would like to know if this is the only way. Thanks. UPDATE 1 I would like to have the id as team identification only within the club, so multiple teams can have equal id as long as they belong to different clubs. Is it possible? UPDATE 2 updated the naming convention as adviced by philip Some business rules to better understand the structure: One club can have 1..n teams (Main squad, Reserve squad, Youth squad or Team A, Team B... only team can play match, not club) One team belongs to one club only A player is type of person (other types (staff) are scouts, coaches etc so they do not need to belong to specific team, just to the club, if employed) Person can have 0..1 contract with 1 club (that means he is employed or unemployed) Player (if employed) belongs to one team of the club Now thinking about it - moving team_id from player to contract would solve my problem, and it could hold the condition "Player (if employed) belongs to one team of the club", but it would be redundant for other staff types. What do you think?

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  • Debian SMB share having permission issues in windows 7

    - by xxpor
    Hi Everyone, I setup a Debian squeeze server with samba. I then shared my /media directory with the following configuration: [media] comment=Hard Drives read only = no locking = no path = /media guest ok = yes browsable = yes directory mask = 0777 When the drives are mapped in Windows 7, the user can write to all of the subdirectories of media (sdb1, sdc1, etc), but cannot write to any folders that they create themselves in the subdirectories of media. For example, if the user mapped /media/sdb1 to Z:, and then creates a folder Z:\test, the folder is created successfully, but no files can be written to Z:\test. If the user ssh's into the server, they have no problems writing to these directories. I have included the screenshots, in order, of what happens on Windows. This samba share is mounted with ntfs-3g, if it makes a difference. Screenshots are here

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  • rsync'd a folder, folder doesn't show up, but free disk space decreased

    - by Patrick
    I am currently trying to switch from mac to windows/ubuntu dual boot (on 2 seperate internal HDDs), but ran into some trouble restoring my documents. I am not sure all the information below is necessary, but if I knew how to solve it, I wouldn't ask it here. I backed up my mac before buying this laptop on an external HDD with Carbon Copy Cloner. I wanted to put these files on my user folder on my windows HDD, but I could not do that from inside windows (HFS+ format of mac), so I used rsync from inside Ubuntu to copy the documents from the ext hdd to the windows partition. It seemed like it went okay, but from inside windows (and later also Ubuntu) the folder didn't show up. My free HDD space, however, has reduced with about 200 GB (the size of the backup) when looking at the disk properties (from inside Windows and Ubuntu). rsync command I used: rsync -av /media/patrick/Toshiba\ 1.5T/Users/patrickvandenberg/ /media/patrick/Windows8_OS/Users/Patrick/MacBackup/ Folder does not exist: patrick@patrick-Lenovo-IdeaPad-Y410P:~$ cd /media/patrick/Windows8_OS/Users/Patrick/MacBackup bash: cd: /media/patrick/Windows8_OS/Users/Patrick/MacBackup: No such file or directory Size of disk: patrick@patrick-Lenovo-IdeaPad-Y410P:~$ du -hs /media/patrick/Windows8_OS/ 195G /media/patrick/Windows8_OS/ Size of disk according to Disk properties: http://i.stack.imgur.com/OteMX.png (not enough rep to insert the image)

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  • How to manage a multiplayer asynchronous environment in a game

    - by Phil
    I'm working on a game where players can setup villages, which can contain defending units. Any of these units (each on their own tiles) can be set to "campaign" which means they are no longer defending but can now be used to attack other villages. And each unit on a tile can have up to a 100 health. So far so good. Oh and it's all asynchronous so even though the server will be aware that your village is being attacked, you won't be until the attack is over. The issue I'm struggling with, is the following situation. Let's say a unit on a tile is being attacked by a player from another village. The other player see's your village and is attacking your units. You don't know this is happening though, so you set your unit to campaign and off you go to attack another village, with the unit which itself is actually being attacked by this other player. The other player stops attacking your village and leaves your unit with say a health of 1, which is then saved to the server. You however have this same unit are attacking another village with it, but now you discover that even though it started off with a 100 health, now mysteriously it only has 1... Solutions? Ideas? Edit The simplest solutions are often the best. I referred to Clash of clans below, well after a bit more digging it seems that in CoC you can only attack players that are offline! ha, that almost solves the problem. I say almost because there's still the situation where a players village could be in the process of being attacked when they come back online, still need to address that. Edit 2 A solution to the "What happens when a player is attacking your village and you come online" issue, could be the attacking player just get's kicked out of the village at that point and just get's whatever they had won up to that point, it's a bit of a fudge but it might work.

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  • Gnome trash on cifs mount random behaviour

    - by BobPenguin
    Hello everyone, I'm seeing some weird behaviour in Ubuntu 10.04. I have a cifs mount that's mounted by fstab as follows: //192.168.1.1/share /media/storage cifs_netdev,username=guest,password="",uid=1000,guid=100,file_mode=0777,dir_mode=0777 0 0 I can mount the share using: sudo mount -a my user can then access it, create and delete files. The deleted files appear in the gnome trash applet. A folder /media/storage/.Trash-1000 is created automatically. When I log out, restart the machine and log in, the cifs share is mounted but the trash applet is empty. If I unmount the share with sudo umount /media/share then remount with sudo mount -a the trash applet displays the contents of the .trash-1000 folder! It gets stranger...sometimes after umount then mount -a the trash is STILL empty, but another round of umount then mount -a fixes it. It seems like the trash applet is "forgetting" to scan the /media/storage mount point and is not always finding the .trash-1000 folder at that mount point. Even when the trash applet is not displaying any trash from /media/storage/.trash-1000 I can still delete things from the /media/storage and they're moved to the .trash-1000 folder. So I conclude there's a bug in the trash applet...anyone know how to fix it?

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  • Question No 207630 replied by Marco Braida

    - by kishor
    Question No 207630 replied by Marco Braid After your reply I could install Synaptic,then AptonCD,Gdebi and some other applications. I had made APTONCD. I was convienced that Ubuntu 12.04 LTS is working well. I had removed everything ( Ubuntu 12.04,Fuduntu,Linix mint 13) from my hard disk and reinstalled Ubuntu 12.04 LTS. Your sugestion which worked well earlier does not work now. I get following msg on terminal. Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: gdebi-core The following NEW packages will be installed: gdebi gdebi-core 0 upgraded, 2 newly installed, 0 to remove and 411 not upgraded. Need to get 0 B/185 kB of archives. After this operation, 1,398 kB of additional disk space will be used. Do you want to continue [Y/n]? y Media change: please insert the disc labeled 'APTonCD for ubuntu precise - amd64 (2012-10-14 10:27) DVD1' in the drive '/media/cdrom/' and press enter Media change: please insert the disc labeled 'APTonCD for ubuntu precise - amd64 (2012-10-14 10:27) DVD1' in the drive '/media/cdrom/' and press enter Media change: please insert the disc labeled 'APTonCD for ubuntu precise - amd64 (2012-10-14 10:27) DVD1' in the drive '/media/cdrom/' and press enter This is for gdebi similar msg is on terminal when I tried for Synaptic and AptonCD. I had downloaded files for Synaptic and treid but without susscess. Kishor

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  • Different methods of ammo resupply

    - by Chris Mantle
    I'm writing a small game at the moment. Presently, I have one or two design elements that aren't locked down yet, and I wanted to ask for input on one of these. For dramatic effect, the player's character in my game is immobilised, alone and has a supposedly limited amount of ammo for their weapons. However, I would like to periodically resupply the player with ammo (for the purpose of balancing the level of difficulty and to allow the player to continue if they're doing well). I'm trying to think of a method of resupply that's different to the more familiar strategies of making ammo magically appear or having the antagonists drop some when they die. I'd like to emphasise the notion of the player's isolation as much as possible, and finding a way of 'sneaking' ammo to the player without removing too much of that emphasis is basically what I'm trying to think of (it's definitely a valid argument that resupplying the player removes it anyway) I have considered a sort of simple in-game 'store', where kills get you points that you can spend on ammo for your favourite weapon. This might work well, and may also be good for supporting a simple micro-transaction business model within the game. However, you'd have to pause the game often to make purchases, which would interrupt the action, and it works against the notion of isolation. Any thoughts?

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  • help installing some java and flash

    - by william
    ok so i have git now and some other stuff but ive looked around and all and i dont get very help full info Instructions 1 Download the latest version of Flash Player from the Adobe Website. Click on "Download the Latest Player," and choose ".deb for Ubuntu" from the drop down list. 2 Choose "Save File" from the pop up window. Sponsored Links Google Cloud Hosting Build And Run Your App Using Google App Engine cloud.google.com/appengine 3 Open a terminal window. The terminal window will be found under Applications - Utilities. 4 Change to the directory where your downloaded file was saved. cd Download 5 Install the libcurl3 library. sudo apt-get install libcurl3 6 Install the Flash Player. sudo dpkg --install install_flash_player__linux.deb Replace with the latest version number. 7 Restart Firefox. 8 Check that Flash Player was installed. Type about:plugins in a browser window, and look for the flash player MIME type. Read more: http://www.ehow.com/how_5068467_install-flash-player-ubuntu.html#ixzz2ixPj47qS what i dont is how the heck i change the directory and all that crap witch they say every one know

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Samba shares won't automount on boot from fstab

    - by kelvin
    This question seems to have been asked a few times, but doesn't seem anybody has really solved it yet, at least not for my specific circumstance. I have FSAT setup to mount a CIFs share, but on boot up the share never gets mounted. However, if i run mount -a after boot up, it mounts everything just fine. Here's what my fstab looks like. Ignore the commented ones... I just did a few for testing purposes right now. //192.168.1.97/media /mnt/samba cifs credentials=/home/xbmc/.smbcredentials,rw,file_mode=0777,dir_mode=0777,sec=ntlm,auto 0 0 #//192.168.1.97/media/TV\040Shows /home/xbmc/TV\040Shows cifs credentials=/home/xbmc/.smbcredentials,rw,file_mode=0777,dir_mode=0777,sec=ntlm,auto //192.168.1.97/media/Movies /home/xbmc/Movies cifs credentials=/home/xbmc/.smbcredentials,rw,file_mode=0777,dir_mode=0777,sec=ntlm,auto 0 0 //192.168.1.97/media/Music /home/xbmc/Music cifs credentials=/home/xbmc/.smbcredentials,rw,file_mode=0777,dir_mode=0777,sec=ntlm,auto 0 0 #//192.168.1.97/media/3\040-\040My\040Pictures /home/xbmc/Pictures cifs credentials=/home/xbmc/.smbcredentials,rw,file_mode=0777,dir_mode=0777,sec=ntlm,auto #//192.168.1.97/media/XBMC /home/xbmc/Admin cifs credentials=/home/xbmc/.smbcredentials,rw,file_mode=0777,dir_mode=0777,sec=ntlm,auto Have seen a few things on the internet where it was believed its because the share isn't available yet (i.e. wifi not connected yet, etc) when it's attempting to mount. 1) Is there anyway to confirm that's the problem, 2) IF so, is there a solution? Is there some way to put a delay in fstab? Or how might i write a script to run mount -a a certain amount of time after boot? Found the option _netdev from a little research, included that in fstab but still the same result. Thanks for your help.

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  • Negamax implementation doesn't appear to work with tic-tac-toe

    - by George Jiglau
    I've implemented Negamax as it can be found on wikipedia, which includes alpha/beta pruning. However, it seems to favor a losing move, which should be an invalid result. The game is Tic-Tac-Toe, I've abstracted most of the game play so it should be rather easy to spot an error within the algorithm. Here is the code, nextMove, negamax or evaluate are probably the functions that contain the fault: #include <list> #include <climits> #include <iostream> //#define DEBUG 1 using namespace std; struct Move { int row, col; Move(int row, int col) : row(row), col(col) { } Move(const Move& m) { row = m.row; col = m.col; } }; struct Board { char player; char opponent; char board[3][3]; Board() { } void read(istream& stream) { stream >> player; opponent = player == 'X' ? 'O' : 'X'; for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { char playa; stream >> playa; board[row][col] = playa == '_' ? 0 : playa == player ? 1 : -1; } } } void print(ostream& stream) { for(int row = 0; row < 3; row++) { for(int col = 0; col < 3; col++) { switch(board[row][col]) { case -1: stream << opponent; break; case 0: stream << '_'; break; case 1: stream << player; break; } } stream << endl; } } void do_move(const Move& move, int player) { board[move.row][move.col] = player; } void undo_move(const Move& move) { board[move.row][move.col] = 0; } bool isWon() { if (board[0][0] != 0) { if (board[0][0] == board[0][1] && board[0][1] == board[0][2]) return true; if (board[0][0] == board[1][0] && board[1][0] == board[2][0]) return true; } if (board[2][2] != 0) { if (board[2][0] == board[2][1] && board[2][1] == board[2][2]) return true; if (board[0][2] == board[1][2] && board[1][2] == board[2][2]) return true; } if (board[1][1] != 0) { if (board[0][1] == board[1][1] && board[1][1] == board[2][1]) return true; if (board[1][0] == board[1][1] && board[1][1] == board[1][2]) return true; if (board[0][0] == board[1][1] && board[1][1] == board[2][2]) return true; if (board[0][2] == board [1][1] && board[1][1] == board[2][0]) return true; } return false; } list<Move> getMoves() { list<Move> moveList; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board[row][col] == 0) moveList.push_back(Move(row, col)); return moveList; } }; ostream& operator<< (ostream& stream, Board& board) { board.print(stream); return stream; } istream& operator>> (istream& stream, Board& board) { board.read(stream); return stream; } int evaluate(Board& board) { int score = board.isWon() ? 100 : 0; for(int row = 0; row < 3; row++) for(int col = 0; col < 3; col++) if (board.board[row][col] == 0) score += 1; return score; } int negamax(Board& board, int depth, int player, int alpha, int beta) { if (board.isWon() || depth <= 0) { #if DEBUG > 1 cout << "Found winner board at depth " << depth << endl; cout << board << endl; #endif return player * evaluate(board); } list<Move> allMoves = board.getMoves(); if (allMoves.size() == 0) return player * evaluate(board); for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, -player); int val = -negamax(board, depth - 1, -player, -beta, -alpha); board.undo_move(*it); if (val >= beta) return val; if (val > alpha) alpha = val; } return alpha; } void nextMove(Board& board) { list<Move> allMoves = board.getMoves(); Move* bestMove = NULL; int bestScore = INT_MIN; for(list<Move>::iterator it = allMoves.begin(); it != allMoves.end(); it++) { board.do_move(*it, 1); int score = -negamax(board, 100, 1, INT_MIN + 1, INT_MAX); board.undo_move(*it); #if DEBUG cout << it->row << ' ' << it->col << " = " << score << endl; #endif if (score > bestScore) { bestMove = &*it; bestScore = score; } } if (!bestMove) return; cout << bestMove->row << ' ' << bestMove->col << endl; #if DEBUG board.do_move(*bestMove, 1); cout << board; #endif } int main() { Board board; cin >> board; #if DEBUG cout << "Starting board:" << endl; cout << board; #endif nextMove(board); return 0; } Giving this input: O X__ ___ ___ The algorithm chooses to place a piece at 0, 1, causing a guaranteed loss, do to this trap(nothing can be done to win or end in a draw): XO_ X__ ___ Perhaps it has something to do with the evaluation function? If so, how could I fix it?

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  • Synchronous vs. asynchronous for publish subscribe communication between JavaScript objects

    - by natlee75
    I implemented the publish subscribe pattern in a JavaScript module to be used by entirely client-side oriented JavaScript objects. This module has nothing to do with client-server communications in any way, shape or form. My question is whether it's better for the publish method in such a module to be synchronous or asynchronous, and why. As a very simplified example let's say I'm building a custom UI for an HTML5 video player widget: One of my modules is the "video" module that contains the VIDEO element and handles the various features and events associated with that element. This would probably have a namespace something like "widgets.player.video." Another is the "controls" module that has the various buttons - play, pause, volume, scrub, fullscreen, etc. This might have a namespace along the lines of "widgets.player.controls." These two modules are children of a parent "player" module ("widgets.player" ??), and as such would have no inherent knowledge of each other when instantiated as children of the "player" object. The "controls" elements would obviously need to be able to effect some changes on the video (click "Play" and the video should play), and vice versa (video's "timeUpdate" event fires and the visual display of the current time in the controls should update). I could tightly couple these modules and pass references to each other, but I'd rather take a more loosely coupled approach by setting up a pubsub type module that both can subscribe to and publish from. SO (thanks for bearing with me) in this kind of a scenario is there an advantage one way or another for synchronous publication versus asynchronous publication? I've seen some solutions posted online that allow for either/or with a boolean flag whereas others automatically do it asynchronously. I haven't personally seen an implementation that just automatically goes with synchronous publication... is this because there's no advantage to it? I know that I can accomplish this with features provided by jQuery, but it seems that there may be too much overhead involved here. The publish subscribe pattern can be implemented with relatively lightweight code designed specifically for this particular purpose so I'd rather go with that then a more general purpose eventing system like jQuery's (which I'll use for more general eventing needs :-).

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  • A* Start path finding in HTML5 Canvas

    - by gyhgowvi
    I'm trying implement A* Start path finding in my games(which are written with JavaScript, HTML5 Canvas). Library for A* Start found this - http://46dogs.blogspot.com/2009/10/star-pathroute-finding-javascript-code.html and now I'm using this library for path finding. And with this library, I'm trying write a simple test, but stuck with one problem. I'm now done when in HTML5 canvas screen click with mouse show path until my mouse.x and mouse.y. Here is a screenshot - http://oi46.tinypic.com/14qxrl.jpg (Pink square: Player, Orange squares: path until my mouse.x/mouse.y) Code how I'm drawing the orange squares until my mouse.x/mouse.y is: 'http://pastebin.com/bfq74ybc (Sorry I do not understand how upload code in my post) My problem is I do not understand how to move my player until path goal. I've tried: 'http://pastebin.com/nVW3mhUM But with this code my player is not beung drawn.(When I run the code, player.x and player.y are equals to 0 and when I click with the mouse I get the path player blink and disappear) Maybe anyone know how to solve this problem? And I'm very very very sorry for my bad English language. :)

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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