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  • get the path of moved directory/file (source path and destination path)

    - by Ghanshyam Rathod
    When one directory is moved to other destination path, then i want to log the entry of original source path and entry of the path where it moved. any command is already available ? or any other way of doing this task? Ex: D1 = /home/user/Documents/test D2 = /home/user/Documents/Data/test when i moved D1 directory to the destination path to D2 directory then i want to log, like "test" directory is moved from D1 to D2 path Thanks

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  • Using Traveling Salesman Solver to Decide Hamiltonian Path

    - by Firas Assaad
    This is for a project where I'm asked to implement a heuristic for the traveling salesman optimization problem and also the Hamiltonian path or cycle decision problem. I don't need help with the implementation itself, but have a question on the direction I'm going in. I already have a TSP heuristic based on a genetic algorithm: it assumes a complete graph, starts with a set of random solutions as a population, and works to improve the population for a number of generations. Can I also use it to solve the Hamiltonian path or cycle problems? Instead of optimizing to get the shortest path, I just want to check if there is a path. Now any complete graph will have a Hamiltonian path in it, so the TSP heuristic would have to be extended to any graph. This could be done by setting the edges to some infinity value if there is no path between two cities, and returning the first path that is a valid Hamiltonian path. Is that the right way to approach it? Or should I use a different heuristic for Hamiltonian path? My main concern is whether it's a viable approach since I can be somewhat sure that TSP optimization works (because you start with solutions and improve them) but not if a Hamiltonian path decider would find any path in a fixed number of generations. I assume the best approach would be to test it myself, but I'm constrained by time and thought I'd ask before going down this route... (I could find a different heuristic for Hamiltonian path instead)

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  • creating the nodes for path finding during run time - more like path making and more

    - by bigbadbabybear
    i'm making my 1st game. i'm using javascript as i currently want to learn to make games without needing to learn another language but this is more of a general game dev question its a 2d turn-based tile/grid game. you can check it here http://www.patinterotest.tk/ it creates a movable area when you hover a player and it implements the A* algo for moving the player. The Problem: i want to make the 'dynamic movable area creation' already implement a limited number of steps for a player. The Questions: what is a good way to do this? is there another algorithm to use for this? the A* algorithm needs a start and destination, with what i want to do i don't have a destination or should i just limit the iteration of the A* algo to the steps variable? hopefully you understand the problem & questions easily

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  • Apache Error Log - "Web Path" instead of Filesystem Path

    - by Craconia
    Hello everyone, I'm running Apache on Linux and I'm using OpenSSH to provide SFTP access to some customers so they can upload their pages and also look at their respective site logs (access & error). I'm using the new feature in OpenSSH to chroot their SFTP access and so far so good. My problem is that on the error_log, every reference for "File not found..." is given using the OS filesystem path as opposed to the "Web" path. I'd rather have the web path on the error log in order not to reveal the OS path. Since I'm already chrooting the users, I don't want to reveal WHERE on the OS their files are actually located... Is it possible to change this behaviour via any directive? I tried looking for it but couldn't find anything :( Thanks, Craconia

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  • How to get absolute path from path with system path variables?

    - by The_Fox
    Is there an easy way to translate a path with system path variables to an absolute path? So %ProgramFiles%\Internet Explorer\hmmapi.dll becomes C:\Program Files\Internet Explorer\hmmapi.dll I like to know if there is an API call that can do this, or do I have to do this the hard way and detect %..% sequences and replace them with the appropriate environment variable?

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  • Mapping Absolute / Relative (Local) Paths to Absolute URLs

    - by Alix Axel
    I need a fast and reliable way to map an absolute or relative local path (say ./images/Mafalda.jpg) to it's corresponding absolute URL, so far I've managed to come up with this: function Path($path) { if (file_exists($path) === true) { return rtrim(str_replace('\\', '/', realpath($path)), '/') . (is_dir($path) ? '/' : ''); } return false; } function URL($path) { $path = Path($path); if ($path !== false) { return str_replace($_SERVER['DOCUMENT_ROOT'], getservbyport($_SERVER['SERVER_PORT'], 'tcp') . '://' . $_SERVER['HTTP_HOST'], $path); } return false; } URL('./images/Mafalda.jpg'); // http://domain.com/images/Mafalda.jpg Seems to be working as expected, but since this is a critical feature to my app I want to ask if anyone can spot any problem that I might have missed and optimizations are also welcome since I'm going to use this function several times per each request.

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  • Javascript A* path finding ENEMY MOVEMENT in 3D environment

    - by faiz
    iam trying to implement pathfinding algorithm using PATHFINDING.JS in 3D world using webgl. iam have made a matrix of 200x200. and placed my enemy(swat) in it .iam confused in implmenting the path. i have tried implementing the path by compparing the value of each array value with swat's position . it works ! but ** THE ENEMY KEEPS GOING FROM THE UNWALKABLE AREA OF MY MATRIX....like the enemy should not move from 119,100(x=119,z=100) but its moving from that co-ordinate too ..... can any one help me out in this regard .. *prob facing :* enemy (swat character keeps moving from the wall /unwalkable area) wanted solution : enemy does not move from the unwalkable path.. ** function draw() { grid = new PF.Grid(200, 200); grid.setWalkableAt( 119,100, false); grid.setWalkableAt( 107,100, false); grid.setWalkableAt( 103,104, false); grid.setWalkableAt( 103,100, false); grid.setWalkableAt( 135,100, false); grid.setWalkableAt( 103,120, false); grid.setWalkableAt( 103,112, false); grid.setWalkableAt( 127,100, false); grid.setWalkableAt( 123,100, false); grid.setWalkableAt( 139,100, false); grid.setWalkableAt( 103,124, false); grid.setWalkableAt( 103,128, false); grid.setWalkableAt( 115,100, false); grid.setWalkableAt( 131,100, false); grid.setWalkableAt( 103,116, false); grid.setWalkableAt( 103,108, false); grid.setWalkableAt( 111,100, false); grid.setWalkableAt( 103,132, false); finder = new PF.AStarFinder(); f1=Math.abs(first_person_controller.position.x); f2=Math.abs(first_person_controller.position.z); ff1=Math.round(f1); ff2=Math.round(f2); s1=Math.abs(swat.position.x); s2=Math.abs(swat.position.z); ss1=Math.round(s1); ss2=Math.round(s1); path = finder.findPath(ss1,ss2,ff1,ff2, grid); size=path.length-1; Ai(); } function Ai(){ if (i<size) { if (swat.position.x >= path[i][0]) { swat.position.x -= 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } else if(swat.position.x <= path[i][0]) { swat.position.x += 0.3; if(Math.floor(swat.position.x) == path[i][0]) { i=i+1; } } } if (j<size) { if((Math.abs(swat.position.z)) >= path[j][1]) { swat.position.z -= 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } else if((Math.abs(swat.position.z)) <= path[j][1]) { swat.position.z += 0.3; if(Math.floor(Math.abs(swat.position.z)) == path[j][1]) { j=j+1; } } } }

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  • Enumerating all hamiltonian paths from start to end vertex in grid graph

    - by Eric
    Hello, I'm trying to count the number of Hamiltonian paths from a specified start vertex that end at another specified vertex in a grid graph. Right now I have a solution that uses backtracking recursion but is incredibly slow in practice (e.g. O(n!) / 3 hours for 7x7). I've tried a couple of speedup techniques such as maintaining a list of reachable nodes, making sure the end node is still reachable, and checking for isolated nodes, but all of these slowed my solution down. I know that the problem is NP-complete, but it seems like some reasonable speedups should be achievable in the grid structure. Since I'm trying to count all the paths, I'm sure that the search must be exhaustive, but I'm having trouble figuring out how to prune out paths that aren't promising. Does anyone have some suggestions for speeding the search up? Or an alternate search algorithm?

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  • How to format a dos path to a unix path on cygwin command line

    - by Jennette
    When using Cygwin, I frequently copy a Windows path and manually edit all of the slashes to Unix format. For example, if I am using Cygwin and need to change directory I enter: cd C:\windows\path then edit this to cd C:/windows/path (Typically, the path is much longer than that). Is there a way to use sed, or something else to do this automatically? For example, I tried: echo C:\windows\path|sed 's|\|g' but got the following error sed: -e expression #1, char 7: unterminated `s' command My goal is to reduce the typing, so maybe I could write a program which I could call. Ideally I would type: conversionScript cd C:/windows/path and this would be equivalent to typing: cd C:\windows\path

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  • How to proceed on the waypoint path?

    - by Alpha Carinae
    I'm using Dijkstra algorithm to find shortest path and I'm drawing this path on the screen. As the character object moves on, path updates itself(shortens as the object approaches the target and gets longer as the object moves away from it.) I tried to visualize my problem. This is the beginning state. 'A' node is the target, path is the blue and the object is the green one. I draw this path, from object to the closest node. In this case my problem occurs. Because 'D' node is more closer to the object than 'C' node, something like this happens: So, how can i decide that the object passed the 'D' node? Path should be look like this: One thing comes to my mind is that I use some distance variables between the two closest nodes in the route path. (In this example these are 'C' and 'D' nodes.) As the object approaches 'C' and moves away from the 'D' node at the same time, this means character passed the 'D'. However, I think there are some standardized and easy ways to solve this. What approach should I take?

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  • User directory in path in zsh: not working

    - by Yar
    I'm doing this in my .zshrc PATH="~/scripts:$PATH" and if I do echo $PATH it appears as the first thing in the path. Yet this directory isn't included in the executable path (nor for tab-completion). What am I doing wrong? ls ~/scripts shows the directory as expected. Edit: This works, though... I guess ~ doesn't work in the path? #PATH="~/scripts:$PATH" PATH="/Users/yar/scripts:$PATH"

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  • User directory in PATH in zsh: ~ Does Not Work

    - by Yar
    I'm doing this in my .zshrc PATH="~/scripts:$PATH" and if I do echo $PATH it appears as the first thing in the path. Yet this directory isn't included in the executable path (nor for tab-completion). What am I doing wrong? ls ~/scripts shows the directory as expected. Edit: This works, though... I guess ~ doesn't work in the path? #PATH="~/scripts:$PATH" PATH="/Users/yar/scripts:$PATH"

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  • Javascript A* path finding

    - by Veyha
    I am trying to learn A* path finding. I am using this library - https://github.com/qiao/PathFinding.js But there is one thing I don't understand how to do. To find a path from player.x/player.y (player.x and player.y are both 0) to 10/10 I use this code var path = finder.findPath(player.x, player.y, 10, 10, grid); This gives an array of where I need to move, but how do I apply this array to my player.x and player.y? The path structure looks like this path = [[0, 0], [1, 0], [1, 1], ..., [10, 10]]

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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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  • PHP convert external relative path to absolute path

    - by CMC
    Hello, I am trying to figure out how to convert an "external relative path" to an absolute one: I'd really like a function that will do the following: $path = "/search?q=query"; $host = "http://google.com"; $abspath = reltoabs($host, $path); And have $abspath equal to "http://google.com/search?q=query" The problem is that it is not guaranteed to be in that format, and it could already be absolute, or be pointing to a different host entirely, and I'm not quite sure how to approach this. Thanks.

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  • $PATH is not updated

    - by matr0sk1n
    It seems all about this was already discussed, but I can't resolve my problem. I have all necessary strings in /etc/paths /usr/bin /bin /usr/sbin /sbin /usr/local/bin in ~/.bash_profile export PATH=$PATH:/usr/local/mysql/bin export PATH=$PATH:$HOME/.rvm/bin export PATH="$(brew --prefix php54)/bin:$PATH" export PATH="$(brew --prefix)/bin:$PATH" But every time I execute echo $PATH in terminal, I get only /usr/local/bin if I put .bash_profile strings to .profile or .bashrc I have no effect.

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  • A* navigational mesh path finding

    - by theguywholikeslinux
    So I've been making this top down 2D java game in this framework called Greenfoot [1] and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world realistically so I soon realized, amongst a couple of other things, I would need some kind of pathfinding. I have made two A* prototypes. One is grid based and then I made one that works with waypoints so now I need to work out a way to get from a 2d "map" of the obstacles/buildings to a graph of nodes that I can make a path from. The actual pathfinding seems fine, just my open and closed lists could use a more efficient data structure, but I'll get to that if and when I need to. I intend to use a navigational mesh for all the reasons out lined in this post on ai-blog.net [2]. However, the problem I have faced is that what A* thinks is the shortest path from the polygon centres/edges is not necessarily the shortest path if you travel through any part of the node. To get a better idea you can see the question I asked on stackoverflow [3]. I got a good answer concerning a visibility graph. I have since purchased the book (Computational Geometry: Algorithms and Applications [4]) and read further into the topic, however I am still in favour of a navigational mesh (See "Managing Complexity" [5] from Amit’s Notes about Path-Finding [6]). (As a side note, maybe I could possibly use Theta* to convert multiple waypoints into one straight line if the first and last are not obscured. Or each time I move back check to the waypoint before last to see if I can go straight from that to this) So basically what I want is a navigational mesh where once I have put it through a funnel algorithm (e.g. this one from Digesting Duck [7]) I will get the true shortest path, rather than get one that is the shortest path following node to node only, but not the actual shortest given that you can go through some polygons and skip nodes/edges. Oh and I also want to know how you suggest storing the information concerning the polygons. For the waypoint prototype example I made I just had each node as an object and stored a list of all the other nodes you could travel to from that node, I'm guessing that won't work with polygons? and how to I tell if a polygon is open/traversable or if it is a solid object? How do I store which nodes make up the polygon? Finally, for the record: I do want to programme this by myself from scratch even though there are already other solutions available and I don't intend to be (re) using this code in anything other than this game so it does not matter that it will inevitably be poor quality. http://greenfoot.org http://www.ai-blog.net/archives/000152.html http://stackoverflow.com/q/7585515/ http://www.cs.uu.nl/geobook/ http://theory.stanford.edu/~amitp/GameProgramming/MapRepresentations.html http://theory.stanford.edu/~amitp/GameProgramming/ http://digestingduck.blogspot.com/2010/03/simple-stupid-funnel-algorithm.html

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  • Discovering path through unknown territory

    - by TravisG
    Let's say all the AI knows about it's surroundings is a pixel-map that it has which clearly shows walkable terrain and obstacles. I want the AI to be able to traverse this terrain until it finds an exit point. There are some restrictions: There is always a way to the exit in the entire map that the AI walks around in, but there may be dead ends. The path to the exit is always pretty random, meaning that if you stand at crossroads, nothing indicates which direction would be the right one to go. It doesn't matter if the AI reaches a dead end, but it has to be able walk back out of it to a previously not inspected location and continue its search there. Initially, the AI starts out knowing only the starting area of the whole map. As it walks around, new points will be added to the pixel-map as the AI corresponding to the AIs range of sight (think of it like the AI is clearing the fog of war) The problem is in 2D space. All I have is the pixel map. There are no paths in the pixel map which are "too narrow". The AI fits through everything. It shouldn't be a brute force solution. E.g. it would be possible to simply find a path to each pixel in the pixel map that is yet undiscovered (with A*, for example), which will lead to the AI discovering new pixels. This could be repeated until the end is reached. The path doesn't have to be the shortest path (this is impossible without knowing the entire map beforehand), but when movements within the visible area are calculated, the shortest and from a human standpoint most logical path should be taken (e.g. if you can see a way out of your room into a hallway, you would obviously go there instead of exploring the corner of your current room). What kind of approaches to solve this problem are there?

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • How display path ball will bounce?

    - by boolean
    I'm trying to figure out a way to show the path a ball will travel, so that the player can line up a shot before they fire the ball. I can't think of a way to calculate this path in advance and show it to the player, especially if it involves collision detection. At first I thought I would run the game at a super high speed for one update, plot the path with some dotted lines where the ball bounced, and then in the next frame hide the 'tracer' ball. This seems to have two issues - Calculating collision detection without actually updating the frames and collision detection getting less reliable at high speeds. If they were straight lines I think I could figure this out in a while loop, but trying to take into account the speed of the ball, the curve of the path, the reflecting from other objects..it all seems a bit much. I'm not looking for any code and this isn't a platform specific question, more just help trying to figure out conceptually how this would work. Can this be done? Are there techniques to achieve this?

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  • What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm?

    - by momboco
    What alternatives exist of how an agent can follow the path calculated by a path-finding algorithm? I've seen that the most easy form is go to one point and when the agent has reached this point, discard it and go to the next point. I think that this approach has problems when the game has physics with dynamic objects that can block the travel between point A and point B, then the agent is taken from his original trayectory and sometimes go to the last destiny point is not the most natural behavior. In the literature always I have read that the path is only a suggestion of where the agent has to go, but I don't know how this suggested path must be followed. Thanks.

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  • Can I set the base path outside of my application directory when binding an image source path to a r

    - by zimmer62
    So I'm trying to display an image that is ouside the path of my application. I only have a relative image path such as "images/background.png" but my images are somewhere else, I might want to choose that base location at runtime so that the binding maps to the proper folder. Such as "e:\data\images\background.png" or "e:\data\theme\images\background.png" <Image Source="{Binding Path=ImagePathWithRelativePath}"/> Is there any way to specify either in XAML or code behind a base directory for those images?

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  • Compose path (with boost::filesystem)

    - by ypnos
    I have a file that describes input data, which is split into several other files. In my descriptor file, I first give the path A that tells where all the other files are found. The originator may set either a relative (to location of the descriptor file) or absolute path. When my program is called, the user gives the name of the descriptor file. It may not be in the current working directory, so the filename B given may also contain directories. For my program to always find the input files at the right places, I need to combine this information. If the path A given is absolute, I need to just that one. If it is relative, I need to concatenate it to the path B (i.e. directory portion of the filename). I thought boost::filesystem::complete may do the job for me. Unfortunately, it seems it is not. I also did not understand how to test wether a path given is absolute or not. Any ideas?

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