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  • Ruby: implementing alpha-beta pruning for tic-tac-toe

    - by DerNalia
    So, alpha-beta pruning seems to be the most efficient algorithm out there aside from hard coding (for tic tac toe). However, I'm having problems converting the algorithm from the C++ example given in the link: http://www.webkinesia.com/games/gametree.php #based off http://www.webkinesia.com/games/gametree.php # (converted from C++ code from the alpha - beta pruning section) # returns 0 if draw LOSS = -1 DRAW = 0 WIN = 1 @next_move = 0 def calculate_ai_next_move score = self.get_best_move(COMPUTER, WIN, LOSS) return @next_move end def get_best_move(player, alpha, beta) best_score = nil score = nil if not self.has_available_moves? return false elsif self.has_this_player_won?(player) return WIN elsif self.has_this_player_won?(1 - player) return LOSS else best_score = alpha NUM_SQUARES.times do |square| if best_score >= beta break end if self.state[square].nil? self.make_move_with_index(square, player) # set to negative of opponent's best move; we only need the returned score; # the returned move is irrelevant. score = -get_best_move(1-player, -beta, -alpha) if (score > bestScore) @next_move = square best_score = score end undo_move(square) end end end return best_score end the problem is that this is returning nil. some support methods that are used above: WAYS_TO_WIN = [[0, 1, 2], [3, 4, 5], [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8],[0, 4, 8], [2, 4, 6]] def has_this_player_won?(player) result = false WAYS_TO_WIN.each {|solution| result = self.state[solution[0]] if contains_win?(solution) } return (result == player) end def contains_win?(ttt_win_state) ttt_win_state.each do |pos| return false if self.state[pos] != self.state[ttt_win_state[0]] or self.state[pos].nil? end return true end def make_move(x, y, player) self.set_square(x,y, player) end

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  • Change alpha to a Frame in libgdx

    - by Rudy_TM
    I have this batch.draw(currentFrame, x, y, this.parent.originX, this.parent.originY, this.parent.width, this.parent.height, this.scaleX, this.scaleY,this.rotation); I want to apply the alpha that it gets from the method, but theres is not overload from the SpriteBatch class that takes the alpha value, is there some wey to apply it? (i did it this way, because this are animation, and i wanted to control them) in my static ones i apply sprite.draw(SpriteBatch, alpha) Thanks

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  • Edubuntu et kubuntu 13.04 disponibles en Alpha 1, Raring Ringtail adopte un nouveau cycle qui met fin aux versions Alpha pour Ubuntu

    Edubuntu et kubuntu 13.04 disponibles en Alpha 1 Raring Ringtail adopte un nouveau cycle qui met fin aux versions Alpha pour Ubuntu Canonical vient de publier la première Alpha de Raring Ringtail, qui marque le début du cycle des sorties des préversions d'Ubuntu 13.04, qui aboutira à la publication de la version finale l'année prochaine. Si Ubuntu 13.04 se distingue surtout par l'adoption d'une nouvelle méthode de développement à huis clos des nouvelles fonctionnalités, l'OS introduit également un nouveau cycle de sorties des préversions de l'OS. Ce nouveau cycle a essentiellement pour but de réduire le nombre d'é...

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  • How does Alpha Five Version 10 Rate for Web App Development

    - by Gary B2312321321
    I came across this RDMS via the advert on stackoverflow. Seems to be in the vein of MS Access / Filemaker / Apex database development tools but focused on web based applications. It quotes rave reviews from EWeek and a favourable mention from Dr Dobbs regarding its ability to create AJAX web applications without coding. The Eweek review, apparently written by an ASP.NET programmer, goes on to proclaim the ease at which apps can be extended using the inbuilt XBasic language and how custom javascript can easily be added without wading through code. Has anyone here built a web app with Alpha 5? Does anyone have comments on the development process, the speed of it or limitations they encountered along the way? To me it seems Oracle APEX comes closest to the feature set, has anyone programmed in both and have any comments?

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  • JPEG image with alpha channel on website

    - by mikez302
    I would like to make a JPEG image file with some pixels that are partially transparent or fully transparent, similar to a PNG file with an alpha channel. Is this possible? If so, how would I go about doing this? I would like to use the image on a website. If I try to do this, would it work in any or all of the popular browsers (IE 7+, Firefox, Safari)? Assuming it is possible, will it just work, or are there any tricks or hacks required to make it work?

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  • IE7,8 Alpha PNG fade

    - by dclowd9901
    Does anyone know what is causing this issue? http://i.imgur.com/z1pzh.png The div in question has a solid 1x1 alpha opaque png repeating in its background-image property, and it's supposed to be all one bg color, not that fading effect. It doesn't appear in FF, Opera or Chrome. If you need more details, I can provide some CSS, but I assure you the CSS is in order. If someone doesn't just out-and-out know why this is happening, they more than likely won't find an answer looking in the code.

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  • Making alpha PNGs with PHP GD

    - by WiseDonkey
    Hello, I've got a problem making alpha PNGs with PHP GD. I don't have imageMagik etc. Though the images load perfectly well in-browser and in GFX programs, I'm getting problems with Flash AS3 (actionscript) understanding the files. It complains of being an unknown type. But, exporting these files from Fireworks to the same spec works fine. So I'm suggesting it's something wrong with the formatting in PHP GD. There seems to be a number of ways of doing this, with several similar functions; so maybe this isn't right? $image_p = imagecreatetruecolor($width_orig, $height_orig); $image = imagecreatefrompng($filename); imagealphablending($image_p, false); ImageSaveAlpha($image_p, true); ImageFill($image_p, 0, 0, IMG_COLOR_TRANSPARENT); imagealphablending($image_p, true); imagecopyresampled($image_p, $image, 0, 0, 0, 0, $width_orig, $height_orig, $width_orig, $height_orig); imagepng($image_p, "new2/".$filename, 0); imagedestroy($image_p); This just takes files it's given and puts them into new files with a specified width/height - for this example it's same as original but in production it resizes, which is why I'm resampling.

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  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • reverse colortransform alpha AS3

    - by Chris Porter
    I'm fading out a Bitmap in AS3 by repeatedly applying a ColorTransform every frame to its BitmapData; _bitmap.colorTransform(_bitmap.rect, new ColorTransform(1, 1, 1, .9, 0, 0, 0, 1)); When applying the apparent reverse to fade it back in I get a discoloured image. _bitmap.colorTransform(_bitmap.rect, new ColorTransform(1, 1, 1, 1.1, 0, 0, 0, 1)); The problem appears to occur only to fully faded-out images. If I only go part way it is recoverable. fading out: faded back

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  • Creating an OpenGL texture with alpha using NSBitmapImageRep

    - by BROK3N S0UL
    I am loading a PNG using: theImage = [NSBitmapImageRep imageRepWithContentsOfFile:imagePath]; from which I can successfully create a gl texture and render correctly without any transparency. However, when I switch blending on using: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); The texture renders with the correct transparent background, but the image colours are incorrect. I have tried several options in the blend function, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_DST_ALPHA, etc. I was taught maybe I need to reorder the bits in the image data, maybe the channels have been mixed up, but I would not expect it to render correctly when blending is off in that case. Alternatively, I could use libPNG I guess, but I would like to try using a NSBitmapImageRep if it is possible.

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  • Mobile 3D engine renders alpha as full-object transparency

    - by Nils Munch
    I am running a iOS project using the isgl3d framework for showing pod files. I have a stylish car with 0.5 alpha windows, that I wish to render on a camera background, seeking some augmented reality goodness. The alpha on the windows looks okay, but when I add the object, I notice that it renders the entire object transparently, where the windows are. Including interior of the car. Like so (in example, keyboard can be seen through the dashboard, seats and so on. should be solid) The car interior is a seperate object with alpha 1.0. I would rather not show a "ghost car" in my project, but I haven't found a way around this. Have anyone encountered the same issue, and eventually reached a solution ?

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  • EntitySpaces 2008 Alpha Released

    - by Editor
    From the EntitySpaces Team: EntitySpaces 2008 Persistence Layer and Business Objects for Microsoft .NET We are very excited to offer this Alpha release for those who want to get a head start with EntitySpaces 2008 (ES2008). This Alpha release supports only C# class generation from within CodeSmith, and only supports Microsoft SqlServer. A subsequent [...]

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  • Use alpha or opacity on a table row using CSS [migrated]

    - by mserin
    I have a CSS stylesheet for a webpage. The webpage has a table with a background color of white (set in the rows, not the table). I would like to set the opacity or alpha to 50%. I have tried so many variations, but come up with no luck. A typical row in the HTML file is: <tr> <td>&nbsp;</td> <td>Twitter</td> </tr> The CSS settings for table rows (which works perfectly) is: tr { font-family: Arial, Helvetica, sans-serif; background:rgb(255,255,255); } To get the alpha, I tried tr { font-family: Arial, Helvetica, sans-serif; background-color:rgba(255,255,255,0.5); } I have also tried background-color-opacity: 0.5; Any other suggestions?

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  • Alpha blending without depth writing

    - by teodron
    A recurring problem I get is this one: given two different billboard sets with alpha textures intended to create particle special effects (such as point lights and smoke puffs), rendering them correctly is tedious. The issue arising in this scenario is that there's no way to use depth writing and make certain billboards obey depth information as they appear in front of others that are clearly closer to the camera. I've described the problem on the Ogre forums several times without any suggestions being given (since the application I'm writing uses their engine). What could be done then? sort all individual billboards from different billboard sets to avoid writing the depth and still have nice alpha blended results? If yes, please do point out some resources to start with in the frames of the aforementioned Ogre engine. Any other suggestions are welcome!

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  • OVH démarre l'alpha-test en Amérique du Nord, 1 000 serveurs livrés en 24h

    OVH démarre l'alpha-test en Amérique du Nord 1 000 serveurs livrés en 24h « OVH veut mettre tout en oeuvre pour s'attaquer, vite et bien, au marché américain », nous avait confirmé en fin d'année dernière le directeur Marketing d'OVH. L'implantation sur le marché américain semble se concrétiser pour la société. Après la mise en route de son premier datacentre nord-américain fin mars, l'hébergeur lance la phase d'Alpha test de ses services. 1 000 serveurs dédiés ont donc été mis à la disposition des testeurs jusqu'au 31 juillet 2012, le temps pour OVH.com d'affiner les réglages du réseau et d'optimiser le routage. Il faut noter que les 1000 serveurs ont été c...

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  • Flex: Create custom stroke on LineSeries?

    - by John Isaacks
    You can easily set a stroke on a line series like this: <mx:LineSeries yField="apple"> <mx:lineStroke> <mx:Stroke color="0x6699FF" weight="4" alpha=".8" /> </mx:lineStroke> </mx:LineSeries> This will set alpha for the entire stroke to .8 But I want to be able to set a different alpha on the stoke for each plot based on something in the dataProvider. For example the yField in the lineSeries is "Apple" which is how it knows where to plot for the lineSeries. I want to be able to add something like alphaField which tells it what to set the stroke alpha for each plot. so if my dataProvider was: <result month="Jan-04"> <apple>81768</apple> <alpha>1</alpha> </result> <result month="Feb-04"> <apple>51156</apple> <alpha>1</alpha> </result> <result month="Mar-04"> <apple>51156</apple> <alpha>.5</alpha> </result> And I set alphaField="alpha" then I would have a solid stroke from plot 0 to plot 1 and then a 50% alpha stroke from plot 1 to plot 2. How can I do this??? I am looking in the commitProperties() and updateDisplayList() methods of LineSeries and have no idea what would need to be added/changed to make this? I am pretty sure, this class has to use Graphics.lineTo() to draw each plot, so basically it would need to "get" the current alphaField value somehow, and apply a Graphics.lineStyle() with the correct alpha before drawing each line. Thanks!! UPDATE I have gotten much closer to my answer. When I extend LineRenderer I override updateDisplayList() which calls GraphicsUtilities.drawPolyLine() I extend GraphicsUtilities and override the method drawPolyLine() as this is where the line is actually drawn. I can call lineStyle() in here and change the alpha of the line... I still have 1 thing I cannot figure out, from within the drawPolyLine() method how can I access that data that dictates what the alpha should be? Thanks!!!!

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Fedora 13 Alpha released

    <b>Test-Announce:</b> " The Fedora 13 "Goddard" Alpha release is available! What's next for the free operating system that shows off the best new technology of tomorrow? You can see the future now..."

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  • Change UIView alpha value

    - by Ask
    I'm trying to create an UIView and change its alpha property to simulate backlight change. Here is my code if (TransparentView == nil) { TransparentView = [[UIView alloc] initWithFrame:self.view.bounds]; TransparentView.backgroundColor = [UIColor whiteColor]; self.view = TransparentView; } start=start+appDelegate.OnOffTime; TransparentView.alpha = 0.2; float step = 1.0 / ( appDelegate.OnOffTime * 100); for (float f = 0; f < 1; f=f+step) { TransparentView.alpha = (CGFloat)(1 - f); [NSThread sleepForTimeInterval:0.01]; } Both TransparentView.alpha = 0.2 and TransparentView.alpha = (CGFloat)(1 - f) do change TransparentView.alpha, but only TransparentView.alpha = 0.2 changes real device "brightness'. What am I doing wrong?

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