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  • How to deploy a rar file to jboss

    - by Joshua
    Refer original post here for a reference to the original issue. What plugin should I use to deploy the jackrabbit rar as a separate entity to the jboss installation. I tried the rar module within the maven-ear-plugin which was actually packaging this within the ear file and the rar plugin which seems to be used for packaging a rar. Currently I am using the antrun plugin to deploy the rar file and it's associated ds.xml, is there a different plugin to automate direct deployment.

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  • .exe is not created when using launch4j and maven

    - by Ismail Sen
    I'm trying to create an exe file for my JAVA project using launch4j and Maven. Here is my pom.xml <build> <pluginManagement> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-compiler-plugin</artifactId> <version>3.0</version> <configuration> <source>1.7</source> <target>1.7</target> </configuration> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-jar-plugin</artifactId> <version>2.3.2</version> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-assembly-plugin</artifactId> <version>2.4</version> <configuration> <descriptorRefs> <descriptortRef>jar-with-dependencies</descriptortRef> </descriptorRefs> <archive> <manifest> <mainClass>dev.main.App</mainClass> </manifest> </archive> </configuration> <executions> <execution> <id>make-assembly</id> <phase>package</phase> <goals> <goal>single</goal> </goals> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-shade-plugin</artifactId> <version>1.7.1</version> <executions> <execution> <phase>package</phase> <goals> <goal>shade</goal> </goals> </execution> </executions> <configuration> <shadedArtifactAttached>true</shadedArtifactAttached> <shadedClassifierName>shaded</shadedClassifierName> <transformers> <transformer implementation="org.apache.maven.plugins.shade.resource.ManifestResourceTransformer"> <mainClass>dev.main.App</mainClass> </transformer> </transformers> </configuration> </plugin> <plugin> <groupId>com.akathist.maven.plugins.launch4j</groupId> <artifactId>launch4j-maven-plugin</artifactId> <version>1.5.1</version> <executions> <execution> <id>l4j-clui</id> <phase>package</phase> <goals> <goal>launch4j</goal> </goals> <configuration> <headerType>console</headerType> <jar>${project.build.directory}/target/App-jar-with-dependencies.jar</jar> <outfile>${project.build.directory}/target/App.exe</outfile> <downloadUrl>http://java.com/download</downloadUrl> <classPath> <mainClass>dev.main.App</mainClass> </classPath> <jre> <minVersion>1.6.0</minVersion> <jdkPreference>preferJre</jdkPreference> </jre> <versionInfo> <fileVersion>1.0.0.0</fileVersion> <txtFileVersion>${project.version}</txtFileVersion> <fileDescription>${project.name}</fileDescription> <copyright>C</copyright> <productVersion>1.0.0.0</productVersion> <txtProductVersion>1.0.0.0</txtProductVersion> <productName>${project.name}</productName> <internalName>AppName</internalName> <originalFilename>App.exe</originalFilename> </versionInfo> </configuration> </execution> </executions> </plugin> </plugins> </pluginManagement> </build> I run : mvn clean compile assembly:single to create my jar app with all Maven dependencies. To create the .exe I do : mvn package but nothing is created under target folder. Am I missing a goal or a configuration ? Ismail

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  • Optimising movement on hex grid

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

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  • thread management in nbody code of cuda-sdk

    - by xnov
    When I read the nbody code in Cuda-SDK, I went through some lines in the code and I found that it is a little bit different than their paper in GPUGems3 "Fast N-Body Simulation with CUDA". My questions are: First, why the blockIdx.x is still involved in loading memory from global to share memory as written in the following code? for (int tile = blockIdx.y; tile < numTiles + blockIdx.y; tile++) { sharedPos[threadIdx.x+blockDim.x*threadIdx.y] = multithreadBodies ? positions[WRAP(blockIdx.x + q * tile + threadIdx.y, gridDim.x) * p + threadIdx.x] : //this line positions[WRAP(blockIdx.x + tile, gridDim.x) * p + threadIdx.x]; //this line __syncthreads(); // This is the "tile_calculation" function from the GPUG3 article. acc = gravitation(bodyPos, acc); __syncthreads(); } isn't it supposed to be like this according to paper? I wonder why sharedPos[threadIdx.x+blockDim.x*threadIdx.y] = multithreadBodies ? positions[WRAP(q * tile + threadIdx.y, gridDim.x) * p + threadIdx.x] : positions[WRAP(tile, gridDim.x) * p + threadIdx.x]; Second, in the multiple threads per body why the threadIdx.x is still involved? Isn't it supposed to be a fix value or not involving at all because the sum only due to threadIdx.y if (multithreadBodies) { SX_SUM(threadIdx.x, threadIdx.y).x = acc.x; //this line SX_SUM(threadIdx.x, threadIdx.y).y = acc.y; //this line SX_SUM(threadIdx.x, threadIdx.y).z = acc.z; //this line __syncthreads(); // Save the result in global memory for the integration step if (threadIdx.y == 0) { for (int i = 1; i < blockDim.y; i++) { acc.x += SX_SUM(threadIdx.x,i).x; //this line acc.y += SX_SUM(threadIdx.x,i).y; //this line acc.z += SX_SUM(threadIdx.x,i).z; //this line } } } Can anyone explain this to me? Is it some kind of optimization for faster code?

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  • KeyNotFound Exception in Dictionary(of T)

    - by C Patton
    I'm about ready to bang my head against the wall I have a class called Map which has a dictionary called tiles. class Map { public Dictionary<Location, Tile> tiles = new Dictionary<Location, Tile>(); public Size mapSize; public Map(Size size) { this.mapSize = size; } //etc... I fill this dictionary temporarily to test some things.. public void FillTemp(Dictionary<int, Item> itemInfo) { Random r = new Random(); for(int i =0; i < mapSize.Width; i++) { for(int j=0; j<mapSize.Height; j++) { Location temp = new Location(i, j, 0); int rint = r.Next(0, (itemInfo.Count - 1)); Tile t = new Tile(new Item(rint, rint)); tiles[temp] = t; } } } and in my main program code Map m = new Map(10, 10); m.FillTemp(iInfo); Tile t = m.GetTile(new Location(2, 2, 0)); //The problem line now, if I add a breakpoint in my code, I can clearly see that my instance (m) of the map class is filled with pairs via the function above, but when I try to access a value with the GetTile function: public Tile GetTile(Location location) { if(this.tiles.ContainsKey(location)) { return this.tiles[location]; } else { return null; } } it ALWAYS returns null. Again, if I view inside the Map object and find the Location key where x=2,y=2,z=0 , I clearly see the value being a Tile that FillTemp generated.. Why is it doing this? I've had no problems with a Dictionary such as this so far. I have no idea why it's returning null. and again, when debugging, I can CLEARLY see that the Map instance contains the Location key it says it does not... very frustrating. Any clues? Need any more info? Help would be greatly appreciated :)

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  • KeyNotFound Exception in CSsharp

    - by C Patton
    I'm about ready to bang my head against the wall I have a class called Map which has a dictionary called tiles. class Map { public Dictionary<Location, Tile> tiles = new Dictionary<Location, Tile>(); public Size mapSize; public Map(Size size) { this.mapSize = size; } //etc... I fill this dictionary temporarily to test some things.. public void FillTemp(Dictionary<int, Item> itemInfo) { Random r = new Random(); for(int i =0; i < mapSize.Width; i++) { for(int j=0; j<mapSize.Height; j++) { Location temp = new Location(i, j, 0); int rint = r.Next(0, (itemInfo.Count - 1)); Tile t = new Tile(new Item(rint, rint)); tiles[temp] = t; } } } and in my main program code Map m = new Map(10, 10); m.FillTemp(iInfo); Tile t = m.GetTile(new Location(2, 2, 0)); //The problem line now, if I add a breakpoint in my code, I can clearly see that my instance (m) of the map class is filled with pairs via the function above, but when I try to access a value with the GetTile function: public Tile GetTile(Location location) { if(this.tiles.ContainsKey(location)) { return this.tiles[location]; } else { return null; } } it ALWAYS returns null. Again, if I view inside the Map object and find the Location key where x=2,y=2,z=0 , I clearly see the value being a Tile that FillTemp generated.. Why is it doing this? I've had no problems with a Dictionary such as this so far. I have no idea why it's returning null. and again, when debugging, I can CLEARLY see that the Map instance contains the Location key it says it does not... very frustrating. Any clues? Need any more info? Help would be greatly appreciated :)

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  • PPTP VPN connects via NM but goes down during SSH connection

    - by Andrea Olivato
    I setup a VPN PPTP connection via network manager and it connects correctly (I see the lock near the notification icon and the message "Vpn connection has been successfully...") As soon as I try to perform any SSH connection via the established tunnel the connection itself goes down with the message "Vpn connection failed". the SSH connection always fails at debug1: SSH2_MSG_KEXINIT sent I've looked into the system logs and this is the log Dec 12 12:25:00 ushuaia NetworkManager[1155]: <info> Starting VPN service 'pptp'... Dec 12 12:25:00 ushuaia NetworkManager[1155]: <info> VPN service 'pptp' started (org.freedesktop.NetworkManager.pptp), PID 7093 Dec 12 12:25:00 ushuaia NetworkManager[1155]: <info> VPN service 'pptp' appeared; activating connections Dec 12 12:25:00 ushuaia NetworkManager[1155]: <info> VPN plugin state changed: init (1) Dec 12 12:25:00 ushuaia NetworkManager[1155]: <info> VPN plugin state changed: starting (3) Dec 12 12:25:00 ushuaia NetworkManager[1155]: <info> VPN connection 'Redation' (Connect) reply received. Dec 12 12:25:05 ushuaia NetworkManager[1155]: <info> VPN connection 'Redation' (IP4 Config Get) reply received from old-style plugin. Dec 12 12:25:05 ushuaia NetworkManager[1155]: <info> VPN Gateway: 5.98.141.210 Dec 12 12:25:06 ushuaia NetworkManager[1155]: <info> VPN connection 'Redation' (IP Config Get) complete. Dec 12 12:25:06 ushuaia NetworkManager[1155]: <info> VPN plugin state changed: started (4) Dec 12 12:25:14 ushuaia NetworkManager[1155]: <info> VPN plugin state changed: stopping (5) Dec 12 12:25:14 ushuaia NetworkManager[1155]: <info> VPN plugin state changed: stopped (6) Dec 12 12:25:14 ushuaia NetworkManager[1155]: <info> VPN plugin state change reason: 0 Dec 12 12:25:15 ushuaia NetworkManager[1155]: <warn> error disconnecting VPN: Could not process the request because no VPN connection was active. Dec 12 12:25:20 ushuaia NetworkManager[1155]: <info> VPN service 'pptp' disappeared Please note that the same vpn is configured on my colleagues Windows 7 and works without problem when they use putty to connect via SSH

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  • IOGEAR GCS632U KVM casues Windows 7 Screensaver to not work

    - by ahsteele
    When my Windows 7 laptop is in its dock and connected to the IOGEAR GCS632U KVM switch the screensaver will not start. If connected directly to the mouse and keyboard while in the dock the screensaver starts normally. The screensaver also works when out of the dock. I need the screensaver to work when connected to the KVM. What's causing the screensaver not to start? Suggestions on how to remedy the problem?

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  • IOGEAR GCS632U KVM casues Windows 7 Screensaver to not work

    - by ahsteele
    When my Windows 7 laptop is in its dock and connected to the IOGEAR GCS632U KVM switch the screensaver will not start. If connected directly to the mouse and keyboard while in the dock the screensaver starts normally. The screensaver also works when out of the dock. I need the screensaver to work when connected to the KVM. What's causing the screensaver not to start? Suggestions on how to remedy the problem?

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  • What is a good way to store tilemap data?

    - by Stephen Tierney
    I'm developing a 2D platformer with some uni friends. We've based it upon the XNA Platformer Starter Kit which uses .txt files to store the tile map. While this is simple it does not give us enough control and flexibility with level design. Some examples: for multiple layers of content multiple files are required, each object is fixed onto the grid, doesn't allow for rotation of objects, limited number of characters etc. So I'm doing some research into how to store the level data and map file. This concerns only the file system storage of the tile maps, not the data structure to be used by the game while it is running. The tile map is loaded into a 2D array, so this question is about which source to fill the array from. Reasoning for DB: From my perspective I see less redundancy of data using a database to store the tile data. Tiles in the same x,y position with the same characteristics can be reused from level to level. It seems like it would simple enough to write a method to retrieve all the tiles that are used in a particular level from the database. Reasoning for JSON/XML: Visually editable files, changes can be tracked via SVN a lot easier. But there is repeated content. Do either have any drawbacks (load times, access times, memory etc) compared to the other? And what is commonly used in the industry? Currently the file looks like this: .................... .................... .................... .................... .................... .................... .................... .........GGG........ .........###........ .................... ....GGG.......GGG... ....###.......###... .................... .1................X. #################### 1 - Player start point, X - Level Exit, . - Empty space, # - Platform, G - Gem

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  • Keeping player aligned to grid in Pacman

    - by user17577
    I am making a Pacman game using XNA. The game is tile based, with each tile being 32 pixels. As the player moves, I need to know whenever it is perfectly on a tile (ie position of 32, 64, etc...) so that I can check to see if the next tile is free. I am using the following logic to test this. if (position.X % 32 == 0 && position.Y %32 == 0) { onTile = true; } I figure that I need to make the player's speed evenly divide 32. Everything works fine if I make the player's speed an integer such as 4 or 8. But if I make the speed something like 6.4, I end up with positions such as 64.00001, and my if statement no longer works correctly. How can I keep the player aligned with the grid, while allowing a wider range of player speeds than 1, 2, 4, 8, 16, and 32? Or is there some better way to go about this? Thanks

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  • How to create a thread in XNA for pathfinding?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work? Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • Create a thread in xna Update method to find path?

    - by Dan
    I am trying to create a separate thread for my enemy's A* pathfinder which will give me a list of points to get to the player. I have placed the thread in the update method of my enemy. However this seems to cause jittering in the game every-time the thread is called. I have tried calling just the method and this works fine. Is there any way I can sort this out so that I can have the pathfinder on its own thread? Do I need to remove the thread start from the update and start it in the constructor? Is there any way this can work. Here is the code at the moment: bool running = false; bool threadstarted; System.Threading.Thread thread; public void update() { if (running == false && threadstarted == false) { thread = new System.Threading.Thread(PathThread); //thread.Priority = System.Threading.ThreadPriority.Lowest; thread.IsBackground = true; thread.Start(startandendobj); //PathThread(startandendobj); threadstarted = true; } } public void PathThread(object Startandend) { object[] Startandendarray = (object[])Startandend; Point startpoint = (Point)Startandendarray[0]; Point endpoint = (Point)Startandendarray[1]; bool runnable = true; // Path find from 255, 255 to 0,0 on the map foreach(Tile tile in Map) { if(tile.Color == Color.Red) { if (tile.Position.Contains(endpoint)) { runnable = false; } } } if(runnable == true) { running = true; Pathfinder p = new Pathfinder(Map); pathway = p.FindPath(startpoint, endpoint); running = false; threadstarted = false; } }

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  • Collision detection with non-rectangular images

    - by Adam Smith
    I'm creating a game and I need to detect collisions between a character and some parts of the environment. Since my character's frames are taken from a sprite sheet with a transparent background, I'm wondering how I should go about detecting collisions between a wall and my character only if the colliding parts are non-transparent in both images. I thought about checking only if part of the rectangle the character is in touches the rectangle a tile is in and comparing the alpha channels, but then I have another choice to make... Either I test every single pixel against every single pixel in the other image and if one is true, I detect a collision. That would be terribly ineficient. The other option would be to keep a x,y position of the leftmost, rightmost, etc. non-transparent pixel of each image and compare those instead. The problem with this one might be that, for instance, the character's hand could be above a tile (so it would be in a transparent zone of the tile) but a pixel that is not the rightmost could touch part of the tile without being detected. Another problem would be that in different frames, the rightmost, leftmost, etc. pixels might not be at the same position. Should I not bother with that and just check the collisions on the rectangles? It would be simpler, but I'm afraid people.will feel that there are collisions sometimes that shouldn't happen.

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  • Javascript Isometric draw optimization

    - by hustlerinc
    I'm having trouble with isometric tiles drawing. At the moment I got an array with the tiles i want to draw. And it all works fine until i increase the size of the array. Since I draw ALL tiles on the map it really affects the game performance (obviously) :D. My problem is I'm no genius when it comes to javascript and I haven't managed to just draw what is in viewport. Should be fairly simple for an expert though because its fixed sizes etc. Canvas is 960x480 pixels, each tile 64x32. This gives 16 tiles on first row, 15 on the next etc. for a total of 16 rows. Tile 0,0 is in the top-right corner. And draws X up to down and Y right to left. Going through the tiles on the first row from left to right as +X -Y. Here is the relevant part of my drawMap() function drawMap(){ var tileW = 64; // Tile Width var tileH = 32; // Tile Height var mapX = 960-32; var mapY = -16; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile = map[i][j]; var drawObj = objectMap[i][j]; var xpos = (i-j)*tileH + mapX; var ypos = (i+j)*tileH/2 + mapY; // Place the tiles isometric. ctx.drawImage(tileImg[drawTile],xpos,ypos); if(drawObj){ ctx.drawImage(objectImg[drawObj-1],xpos,ypos-(objectImg[drawObj- 1])); } } } } Could anyone please help me how to translate this to just draw the relevant tiles? It would be deeply appreciated.

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  • How can you easily determine the textureRect for tiled maps in SFML 2.0?

    - by ThePlan
    I'm working on creating a 2d map prototype, and I've come across the rendering bit of it. I have a tilesheet with tiles, each tile is 30x30 pixels, and there's a 1px border to delimitate them. In SFML the usual method of drawing a part of a tilesheet is declaring an IntRect with the rectangle coordinates then calling the setTextureRectangle() method to a sprite. In a small game it would work, but I have well over 45 tiles and adding more every day, I can't declare 45 intRects for every material, the map is not optimized yet, it would get even worse if I would have to call the setTextureRect() method, aside from declaring 45 rectangleInts. How could I simplify this task? All I need is a very simple and flexible solution for extracting a region of the tilesheet. Basically I have a Tile class. I create multiple instances of tiles (vectors) and each tile has a position and a material. I parse a map file and as I parse it I set the materials of the map according to the parsed map file, and all I need to do is render. Basically I need to do something like this: switch(tile.getMaterial()) { case GRASS: material_sprite.setTextureRect(something); window.draw(material_sprite); break; case WATER: material_sprite.setTextureRect(something); window.draw(material_sprite); break; // handle more cases }

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  • Deploying a PHP Library project with Maven

    - by Marco
    Hi, I've created a PHP Library project using Maven, and I'm now ready for its deployment. Following the instructions at http://www.php-maven.org/deploy.html, something went wrong. The configuration is set to: <descriptorRef>php-lib</descriptorRef> During the execution of mvn deploy I get a list of errors for unfound dependencies in the repository: [INFO] [jar:jar {execution: default-jar}] [INFO] Building jar: /home/marco/projects/php/my-app/target/my-app-1.0-SNAPSHOT.jar [INFO] [plugin:addPluginArtifactMetadata {execution: default-addPluginArtifactMetadata}] Downloading: http://repo1.php-maven.org/release/org/phpmaven/maven-php-plugin/2.2-beta-2/maven-php-plugin-2.2-beta-2.pom [INFO] Unable to find resource 'org.phpmaven:maven-php-plugin:pom:2.2-beta-2' in repository release-repo1.php-maven.org (http://repo1.php-maven.org/release) Downloading: http://repo1.maven.org/maven2/org/phpmaven/maven-php-plugin/2.2-beta-2/maven-php-plugin-2.2-beta-2.pom [INFO] Unable to find resource 'org.phpmaven:maven-php-plugin:pom:2.2-beta-2' in repository central (http://repo1.maven.org/maven2) Downloading: http://repo1.php-maven.org/release/org/phpmaven/maven-php-plugin/2.2-beta-2/maven-php-plugin-2.2-beta-2.pom [INFO] Unable to find resource 'org.phpmaven:maven-php-plugin:pom:2.2-beta-2' in repository release-repo1.php-maven.org (http://repo1.php-maven.org/release) Downloading: http://repo1.maven.org/maven2/org/phpmaven/maven-php-plugin/2.2-beta-2/maven-php-plugin-2.2-beta-2.pom [INFO] Unable to find resource 'org.phpmaven:maven-php-plugin:pom:2.2-beta-2' in repository central (http://repo1.maven.org/maven2) Downloading: http://repo1.php-maven.org/release/org/apache/maven/wagon/wagon-http-shared/1.0-beta-6/wagon-http-shared-1.0-beta-6.pom [INFO] Unable to find resource 'org.apache.maven.wagon:wagon-http-shared:pom:1.0-beta-6' in repository release-repo1.php-maven.org (http://repo1.php-maven.org/release) Downloading: http://repo1.php-maven.org/release/org/apache/maven/wagon/wagon-http-shared/1.0-beta-6/wagon-http-shared-1.0-beta-6.pom [INFO] Unable to find resource 'org.apache.maven.wagon:wagon-http-shared:pom:1.0-beta-6' in repository release-repo1.php-maven.org (http://repo1.php-maven.org/release) Downloading: http://repo1.maven.org/maven2/org/apache/maven/wagon/wagon-http-shared/1.0-beta-6/wagon-http-shared-1.0-beta-6.pom Downloading: http://repo1.php-maven.org/release/nekohtml/xercesMinimal/1.9.6.2/xercesMinimal-1.9.6.2.pom [INFO] Unable to find resource 'nekohtml:xercesMinimal:pom:1.9.6.2' in repository release-repo1.php-maven.org (http://repo1.php-maven.org/release) Downloading: http://repo1.php-maven.org/release/nekohtml/xercesMinimal/1.9.6.2/xercesMinimal-1.9.6.2.pom [INFO] Unable to find resource 'nekohtml:xercesMinimal:pom:1.9.6.2' in repository release-repo1.php-maven.org (http://repo1.php-maven.org/release) Downloading: http://repo1.maven.org/maven2/nekohtml/xercesMinimal/1.9.6.2/xercesMinimal-1.9.6.2.pom And this is my settings.xml file: <settings> <profiles> <profile> <id>profile-php-maven</id> <pluginRepositories> <pluginRepository> <id>release-repo1.php-maven.org</id> <name>PHP-Maven 2 Release Repository</name> <url>http://repo1.php-maven.org/release</url> <releases> <enabled>true</enabled> </releases> </pluginRepository> <pluginRepository> <id>snapshot-repo1.php-maven.org</id> <name>PHP-Maven 2 Snapshot Repository</name> <url>http://repo1.php-maven.org/snapshot</url> <releases> <enabled>false</enabled> </releases> <snapshots> <enabled>true</enabled> </snapshots> </pluginRepository> </pluginRepositories> <repositories> <repository> <id>release-repo1.php-maven.org</id> <name>PHP-Maven 2 Release Repository</name> <url>http://repo1.php-maven.org/release</url> <releases> <enabled>true</enabled> </releases> </repository> <repository> <id>snapshot-repo1.php-maven.org</id> <name>PHP-Maven 2 Snapshot Repository</name> <url>http://repo1.php-maven.org/snapshot</url> <releases> <enabled>false</enabled> </releases> <snapshots> <enabled>true</enabled> </snapshots> </repository> </repositories> </profile> </profiles> <activeProfiles> <activeProfile>profile-php-maven</activeProfile> </activeProfiles> </settings> For every step I've followed the documentation (which is poor, though). Any tips? Thanks

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  • Strategy and AI for the game 'Proximity'

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal strategy then b) how to build an AI Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the high branching factor (starts out at 120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Good jquery pagination plugin to use with json Data...

    - by bala3569
    I am looking for a good jquery pagination plugin to use in my aspx page.... I have the following parameters currentpage,pagesize,TotalRecords,NumberofPages... I would like my plugin to same as stackoverflow paging .... EDIT: It should paginate through json data.... similar to this I use my json data and iterating with jquery var jsonObj = jQuery.parseJSON(HfJsonValue); for (var i = jsonObj.Table.length - 1; i >= 0; i--) { var employee = jsonObj.Table[i]; $('<div class="resultsdiv"><br /><span class="resultName">' + employee.Emp_Name + '</span><span class="resultfields" style="padding-left:100px;">Category&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.Desig_Name + '</span><br /><br /><span id="SalaryBasis" class="resultfields">Salary Basis&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.SalaryBasis + '</span><span class="resultfields" style="padding-left:25px;">Salary&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.FixedSalary + '</span><span style="font-size:110%;font-weight:bolder;padding-left:25px;">Address&nbsp;:</span>&nbsp;<span class="resultfieldvalues">' + employee.Address + '</span></div>').insertAfter('#ResultsDiv'); } There are 25 divs in my page as a result i want to show first five divs in page 1 and so on... Any suggestion... My HfJsonValue contains the following json data {"Table" : [{"Emp_Id" : "3","Identity_No" : "","Emp_Name" : "Jerome","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Supervisior","Desig_Description" : "Supervisior of the Construction","SalaryBasis" : "Monthly","FixedSalary" : "25000.00"},{"Emp_Id" : "4","Identity_No" : "","Emp_Name" : "Mohan","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Acc ","Desig_Description" : "Accountant","SalaryBasis" : "Monthly","FixedSalary" : "200.00"},{"Emp_Id" : "5","Identity_No" : "","Emp_Name" : "Murugan","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Mason","Desig_Description" : "Mason","SalaryBasis" : "Weekly","FixedSalary" : "150.00"},{"Emp_Id" : "6","Identity_No" : "","Emp_Name" : "Ram","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Mason","Desig_Description" : "Mason","SalaryBasis" : "Weekly","FixedSalary" : "120.00"},{"Emp_Id" : "7","Identity_No" : "","Emp_Name" : "Raja","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Mason","Desig_Description" : "Mason","SalaryBasis" : "Weekly","FixedSalary" : "135.00"},{"Emp_Id" : "8","Identity_No" : "","Emp_Name" : "Raja kumar","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Mason Helper","Desig_Description" : "Mason Helper","SalaryBasis" : "Weekly","FixedSalary" : "105.00"},{"Emp_Id" : "9","Identity_No" : "","Emp_Name" : "Lakshmi","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Mason Helper","Desig_Description" : "Mason Helper","SalaryBasis" : "Weekly","FixedSalary" : "100.00"},{"Emp_Id" : "10","Identity_No" : "","Emp_Name" : "Palani","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Carpenter","Desig_Description" : "Carpenter","SalaryBasis" : "Weekly","FixedSalary" : "200.00"},{"Emp_Id" : "11","Identity_No" : "","Emp_Name" : "Annamalai","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Carpenter","Desig_Description" : "Carpenter","SalaryBasis" : "Weekly","FixedSalary" : "220.00"},{"Emp_Id" : "12","Identity_No" : "","Emp_Name" : "David","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Steel Fixer","Desig_Description" : "Steel Fixer","SalaryBasis" : "Weekly","FixedSalary" : "220.00"},{"Emp_Id" : "13","Identity_No" : "","Emp_Name" : "Chandru","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Steel Fixer","Desig_Description" : "Steel Fixer","SalaryBasis" : "Weekly","FixedSalary" : "220.00"},{"Emp_Id" : "14","Identity_No" : "","Emp_Name" : "Mani","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Steel Helper","Desig_Description" : "Steel Helper","SalaryBasis" : "Weekly","FixedSalary" : "175.00"},{"Emp_Id" : "15","Identity_No" : "","Emp_Name" : "Karthik","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Wood Fixer","Desig_Description" : "Wood Fixer","SalaryBasis" : "Weekly","FixedSalary" : "195.00"},{"Emp_Id" : "16","Identity_No" : "","Emp_Name" : "Bala","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Wood Fixer","Desig_Description" : "Wood Fixer","SalaryBasis" : "Weekly","FixedSalary" : "185.00"},{"Emp_Id" : "17","Identity_No" : "","Emp_Name" : "Tamil arasi","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Wood Helper","Desig_Description" : "Wood Helper","SalaryBasis" : "Weekly","FixedSalary" : "185.00"},{"Emp_Id" : "18","Identity_No" : "","Emp_Name" : "Perumal","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Cook","Desig_Description" : "Cook","SalaryBasis" : "Weekly","FixedSalary" : "105.00"},{"Emp_Id" : "19","Identity_No" : "","Emp_Name" : "Andiappan","Address" : "Madurai","Date_Of_Birth" : "","Desig_Name" : "Watchman","Desig_Description" : "Watchman","SalaryBasis" : "Weekly","FixedSalary" : "150.00"}]}

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  • Speech recognition plugin Runtime Error: Unhandled Exception. What could possibly cause it?

    - by manuel
    I'm writing a plugin (dll file) for speech recognition, and I'm creating a WinForm as its interface/dialog. When I run the plugin and click a button to start the initialization, I get an unhandled exception. Below is the complete details of it. See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ***** Exception Text ******* System.ArgumentException: Value does not fall within the expected range. at System.Speech.Internal.SapiInterop.SapiProxy.MTAThread.Invoke2(VoidDelegate pfn) at System.Speech.Internal.SapiInterop.SapiRecognizer.SetInput(Object input, Boolean allowFormatChanges) at System.Speech.Recognition.RecognizerBase.SetInputToDefaultAudioDevice() at System.Speech.Recognition.SpeechRecognitionEngine.SetInputToDefaultAudioDevice() at gen_myplugin.Dialog.init() at gen_myplugin.Dialog.btnSpeak_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ***** Loaded Assemblies ******* mscorlib Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3603 (GDR.050727-3600) CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll ---------------------------------------- gen_speechquery Assembly Version: 1.0.3755.878 Win32 Version: CodeBase: file:///C:/Program%20Files/Winamp/Plugins/gen_speechquery.dll ---------------------------------------- msvcm90 Assembly Version: 9.0.30729.1 Win32 Version: 9.00.30729.1 CodeBase: file:///C:/WINDOWS/WinSxS/x86_Microsoft.VC90.CRT_1fc8b3b9a1e18e3b_9.0.30729.1_x-ww_6f74963e/msvcm90.dll ---------------------------------------- System.Windows.Forms Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Drawing Assembly Version: 2.0.0.0 Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Speech Assembly Version: 3.0.0.0 Win32 Version: 3.0.6920.1109 (lh_tools_devdiv_wpf.071009-1109) CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Speech/3.0.0.0__31bf3856ad364e35/System.Speech.dll ***** JIT Debugging ******* To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box.

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  • Rails. How to extend controller class from plugin without any modification in controller file?

    - by potapuff
    I'm use Rails 2.2.2. Rails manual said, the way to extend controller from plug-in is: Plugin: module Plug def self.included(base) base.extend ClassMethods base.send :include, InstanceMethods base.helper JumpLinksHelper end module InstanceMethods def new_controller_metod ... end end module ClassMethods end end app/controller/name_controller.rb class NameController < ApplicationController include Plug ... end Question: is any way to extend controller from plug-in, without any modification of controller file, if we know controller name.

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  • jQuery CSS plugin that returns computed style of element to pseudo clone that element?

    - by Keith Bentrup
    I'm looking for a way using jQuery to return an object of computed styles for the 1st matched element. I could then pass this object to another call of jQuery's css method. For example, with width, I can do the following to make the 2 divs have the same width: $('#div2').width($('#div1').width()); It would be nice if I could make a text input look like an existing span: $('#input1').css($('#span1').css()); where .css() with no argument returns an object that can be passed to .css(obj). (I can't find a jQuery plugin for this, but it seems like it should exist. If it doesn't exist, I'll turn mine below into a plugin and post it with all the properties that I use.) Basically, I want to pseudo clone certain elements but use a different tag. For example, I have an li element that I want to hide and put an input element over it that looks the same. When the user types, it looks like they are editing the element inline. I'm also open to other approaches for this pseudo cloning problem for editing. Any suggestions? Here's what I currently have. The only problem is just getting all the possible styles. This could be a ridiculously long list. jQuery.fn.css2 = jQuery.fn.css; jQuery.fn.css = function() { if (arguments.length) return jQuery.fn.css2.apply(this, arguments); var attr = ['font-family','font-size','font-weight','font-style','color', 'text-transform','text-decoration','letter-spacing','word-spacing', 'line-height','text-align','vertical-align','direction','background-color', 'background-image','background-repeat','background-position', 'background-attachment','opacity','width','height','top','right','bottom', 'left','margin-top','margin-right','margin-bottom','margin-left', 'padding-top','padding-right','padding-bottom','padding-left', 'border-top-width','border-right-width','border-bottom-width', 'border-left-width','border-top-color','border-right-color', 'border-bottom-color','border-left-color','border-top-style', 'border-right-style','border-bottom-style','border-left-style','position', 'display','visibility','z-index','overflow-x','overflow-y','white-space', 'clip','float','clear','cursor','list-style-image','list-style-position', 'list-style-type','marker-offset']; var len = attr.length, obj = {}; for (var i = 0; i < len; i++) obj[attr[i]] = jQuery.fn.css2.call(this, attr[i]); return obj; } Edit: I've now been using the code above for awhile. It works well and behaves exactly like the original css method with one exception: if 0 args are passed, it returns the computed style object. As you can see, it immediately calls the original css method if that's the case that applies. Otherwise, it gets the computed styles of all the listed properties (gathered from Firebug's computed style list). Although it's getting a long list of values, it's quite fast. Hope it's useful to others.

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