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  • Wifi channel interference

    - by artfulrobot
    In my neighbourhood there are: 11 wifi signals on channel 1 2 wifi signals on channel 4 (including mine at the mo) 8 on channel 6 6 on channel 11 According to the diagram on wikipedia Mine on channel 4 will suffer interference from channel 1 and channel 6, so a total of 20 other networks(!). So would I be better to join channel 11, even though my network is then in direct competition with the 6 others? I suppose the question is: what's worse: direct interference (meaning that on the same channel) from 6 or fringe interference from many more networks?

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  • Does dual-channel work only with an even number of RAM sticks?

    - by iconiK
    I have noticed that on the ASUS P5QL Pro motherboard the BIOS says "Dual Channel Asymmetric Mode" during POST. The motherboard has three 2GB Kingston ValueRAM 800 MHz DIMMs populated in the first 3 slots from the CPU socket. I have not run any benchmarks to verify that dual-channel is somehow being used, but I believed that dual-channel has to have an even number of sticks (and for triple channel, a multiple of 3). Another example is the Intel DX58SO motherboard; it has four DIMM slots, yet it's an LGA 1366 motherboard which does triple-channel. Apparently triple-channel still works with four DIMMs, instead of falling back to dual-channel. What does the BIOS' POST message mean in those case? Is dual-channel really used for the first two DIMMs, with the other one being an odd one in single-channel mode?

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  • Detect Alpha Channel with ImageMagick

    - by brad
    Scenario I would like to save images with alpha transparency as .png and images without alpha transparency as .jpg (even if their original format is .png or .gif). How can I detect whether or not an image has alpha transparency using ImageMagick?

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  • channel interference in cisco wireless access points 1130ag

    - by baskaran
    hello all, i am working as a network admin . in our client company we are eabling more than 70 access point in these 5 are outdoor access points . in this outdoor access points i am getting channel interference is failed , i have changed the channel manually through wlc . at that time only i am getting passed ,after that again it will be failed . so wt should i do ,please help me.

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  • Alpha Beta Search

    - by Becky
    I'm making a version of Martian Chess in java with AI and so far I THINK my move searching is semi-working, it seems to work alright for some depths but if I use a depth of 3 it returns a move for the opposite side...now the game is a bit weird because when a piece crosses half of the board, it becomes property of the other player so I think this is part of the problem. I'd be really greatful if someone could look over my code and point out any errors you think are there! (pls note that my evaluation function isn't nearly complete lol) MoveSearch.java public class MoveSearch { private Evaluation evaluate = new Evaluation(); private int blackPlayerScore, whitePlayerScore; public MoveContent bestMove; public MoveSearch(int blackScore, int whiteScore) { blackPlayerScore = blackScore; whitePlayerScore = whiteScore; } private Vector<Position> EvaluateMoves(Board board) { Vector<Position> positions = new Vector<Position>(); for (int i = 0; i < 32; i++) { Piece piece = null; if (!board.chessBoard[i].square.isEmpty()) { // store the piece piece = board.chessBoard[i].square.firstElement(); } // skip empty squares if (piece == null) { continue; } // skip the other players pieces if (piece.pieceColour != board.whosMove) { continue; } // generate valid moves for the piece PieceValidMoves validMoves = new PieceValidMoves(board.chessBoard, i, board.whosMove); validMoves.generateMoves(); // for each valid move for (int j = 0; j < piece.validMoves.size(); j++) { // store it as a position Position move = new Position(); move.startPosition = i; move.endPosition = piece.validMoves.elementAt(j); Piece pieceAttacked = null; if (!board.chessBoard[move.endPosition].square.isEmpty()) { // if the end position is not empty, store the attacked piece pieceAttacked = board.chessBoard[move.endPosition].square.firstElement(); } // if a piece is attacked if (pieceAttacked != null) { // append its value to the move score move.score += pieceAttacked.pieceValue; // if the moving pieces value is less than the value of the attacked piece if (piece.pieceValue < pieceAttacked.pieceValue) { // score extra points move.score += pieceAttacked.pieceValue - piece.pieceValue; } } // add the move to the set of positions positions.add(move); } } return positions; } // EvaluateMoves() private int SideToMoveScore(int score, PieceColour colour) { if (colour == PieceColour.Black){ return -score; } else { return score; } } public int AlphaBeta(Board board, int depth, int alpha, int beta) { //int best = -9999; // if the depth is 0, return the score of the current board if (depth <= 0) { board.printBoard(); System.out.println("Score: " + evaluate.EvaluateBoardScore(board)); System.out.println(""); int boardScore = evaluate.EvaluateBoardScore(board); return SideToMoveScore(boardScore, board.whosMove); } // fill the positions with valid moves Vector<Position> positions = EvaluateMoves(board); // if there are no available positions if (positions.size() == 0) { // and its blacks move if (board.whosMove == PieceColour.Black) { if (blackPlayerScore > whitePlayerScore) { // and they are winning, return a high number return 9999; } else if (whitePlayerScore == blackPlayerScore) { // if its a draw, lower number return 500; } else { // if they are losing, return a very low number return -9999; } } if (board.whosMove == PieceColour.White) { if (whitePlayerScore > blackPlayerScore) { return 9999; } else if (blackPlayerScore == whitePlayerScore) { return 500; } else { return -9999; } } } // for each position for (int i = 0; i < positions.size(); i++) { // store the position Position move = positions.elementAt(i); // temporarily copy the board Board temp = board.copyBoard(board); // make the move temp.makeMove(move.startPosition, move.endPosition); for (int x = 0; x < 32; x++) { if (!temp.chessBoard[x].square.isEmpty()) { PieceValidMoves validMoves = new PieceValidMoves(temp.chessBoard, x, temp.whosMove); validMoves.generateMoves(); } } // repeat the process recursively, decrementing the depth int val = -AlphaBeta(temp, depth - 1, -beta, -alpha); // if the value returned is better than the current best score, replace it if (val >= beta) { // beta cut-off return beta; } if (val > alpha) { alpha = val; bestMove = new MoveContent(alpha, move.startPosition, move.endPosition); } } // return the best score return alpha; } // AlphaBeta() } This is the makeMove method public void makeMove(int startPosition, int endPosition) { // quick reference to selected piece and attacked piece Piece selectedPiece = null; if (!(chessBoard[startPosition].square.isEmpty())) { selectedPiece = chessBoard[startPosition].square.firstElement(); } Piece attackedPiece = null; if (!(chessBoard[endPosition].square.isEmpty())) { attackedPiece = chessBoard[endPosition].square.firstElement(); } // if a piece is taken, amend score if (!(chessBoard[endPosition].square.isEmpty()) && attackedPiece != null) { if (attackedPiece.pieceColour == PieceColour.White) { blackScore = blackScore + attackedPiece.pieceValue; } if (attackedPiece.pieceColour == PieceColour.Black) { whiteScore = whiteScore + attackedPiece.pieceValue; } } // actually move the piece chessBoard[endPosition].square.removeAllElements(); chessBoard[endPosition].addPieceToSquare(selectedPiece); chessBoard[startPosition].square.removeAllElements(); // changing piece colour based on position if (endPosition > 15) { selectedPiece.pieceColour = PieceColour.White; } if (endPosition <= 15) { selectedPiece.pieceColour = PieceColour.Black; } //change to other player if (whosMove == PieceColour.Black) whosMove = PieceColour.White; else if (whosMove == PieceColour.White) whosMove = PieceColour.Black; } // makeMove()

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  • How to programmatically alpha fade a textured object in OpenGL ES 1.1 (iPhone)

    - by PewterSoft
    I've been using OpenGL ES 1.1 on the iPhone for 10 months, and in that time there is one seemingly simple task I have been unable to do: programmatically fade a textured object. To keep it simple: how can I alpha fade, under code control, a simple 2D triangle that has a texture (with alpha) applied to it. I would like to fade it in/out while it is over a scene, not a simple colored background. So far the only technique I have to do this is to create a texture with multiple pre-faded copies of the texture on it. (Yuck) As an example, I am unable to do this using Apple's GLSprite sample code as a starting point. It already textures a quad with a texture that has its own alpha. I would like to fade that object in and out.

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  • Action script 3 bitmap glitch, alpha fade in out

    - by user150946
    I have actually solved this problem but it was a weird one so I will post it and my solution. I had a movie clip with several children each of which had it's own alpha settings. It also had a bitmap child object with a masked movie clip sitting on top of it. I was fading in and out the parent movie clip and was getting some odd results all of the alpha settings of the children were being removed and the bitmap was glitching and showing the contents of the masked object that was above it. The problem was that my alpha value for fully opaque was 100 (as in AS2) not 1 (as per AS3). It took me ages to work this out so hopefully this helps someone else.

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  • Mirth: Transforming a response message in a separate Channel and returning it to original channel

    - by Ryan H
    I have a channel that takes HL7v2 message and converts it to HL7v3. It invokes a SOAP web service and receives a response in HL7v3. I need to convert that response back to HL7v2. Currently: I "Send Response to:" my second channel. That can convert it fine back to HL7v2, but it doesn't seem to return a response message. I want that second transformation to be the response to the initiator which is an LLP Listener.

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  • Channel Revenue Management and General Ledger Integration

    - by LuciaC-Oracle
    Back in February of this year, we told you about the EBS Business Process Advisor: CRM Channel Revenue Management document which has detailed information about the Channel Revenue Management application business flow and explains integration points with other applications.  But we thought that you might like to have even more information on exactly how Channel Revenue Management passes data to General Ledger. Take a look at Integration Troubleshooting: Oracle Channel Revenue Management to GL via Subledger Accounting (Doc ID 1604094.2).  This note includes comprehensive information about the data flow between Channel Revenue Management and GL, offers troubleshooting tips and explains some key setups. Let us know what you think - start a discussion in the My Oracle Support Channel Revenue Management Community!

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  • D3D9 Alpha Blending on the surfaces

    - by Indeera
    I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is (D3DFMT_A8R8G8B8). Surface and Backbuffer are different dimensions. Filtering is set to D3DTEXF_NONE. Just after creating the d3d device I've set following RenderState settings D3DRS_ALPHABLENDENABLE -> TRUE D3DRS_BLENDOP -> D3DBLENDOP_ADD D3DRS_SRCBLEND -> D3DBLEND_SRCALPHA D3DRS_DESTBLEND -> D3DBLEND_INVSRCALPHA But I see no alpha blending happening. I've verified that alpha is specified in pixels. I've done a simple test by creating a vertex buffer and drawing a triangle (DrawPrimitive) which displays with alpha blending. In this test surface was StretchRect first and then DrawPrimitive, and the surface content displays without alpha blending and the triangle displays with alpha blending. What am I missing here? Thanks

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  • configuring a Fibre Channel switch

    - by lindenb
    Hi all, (I'm asking this for a friend and I'm don't know most of this technical stuff, so I'm sorry in advance if I'm not clear enough to describe the problem) Where can i find any information about how to configure a Fibre Channel switch ( QLocic , Mini GBic, QME2572 ) to make it communicate with a Dell R905 and a Dell M905 Blade Server ? Many thanks in advance Pierre

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  • Alpha animation bug on button

    - by RaiderJ
    I have animations that fade in a Button (alpha from 0 to 1) and fade out a button (alpha from 1 to 0). This part is all working fine. Button A triggers the fade in of Button B. Button B triggers the fade out of itself. Button B totally covers up Button A. The idea is that Button B contains an image that is used like an information popup. Button A is touched and Button B fades in on top. When Button B is touched it fades itself out again. Initially, Button B's visibility is set INVISIBLE and when the fade in animation is complete, it is set to VISIBLE. When Button B is clicked it fades out and then I set the visibility to INVISIBLE. The problem is that after Button B has faded out, and it is set INVISIBLE, it is still clickable and even though it is not visible, and touches are not received by Button A. I have tried removing Button B from the parent and re-adding it after the animation is completed, and this allows for touches to reach Button A, but only once. After that button B is not longer touchable.

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  • Concepts: Channel vs. Stream

    - by hotzen
    Hello, is there a conceptual difference between the terms "Channel" and "Stream"? Do the terms require/determine, for example, the allowed number of concurrent Consumers or Producers? I'm currently developing a Channel/Stream of DataFlowVariables, which may be written by one producer and read by one consumer as the implementation is destructive/mutable. Would this be a Channel or Stream, is there any difference at all? Thanks

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  • Cisco ASA bonding/teaming/port-channel capabilities

    - by Antoine Benkemoun
    Hello, This seemed to me like a really simple question that I would be able to answer by myself but I have not been able to find any info on this subject. I have a Cisco ASA 5510 which has 4 FastEthernet interfaces. I was wondering if it would be possible to use 2 or 3 of these interfaces as a port-channel in order to agregate bandwidth for multiple VLANs. I have found no info on the Cisco website nor on Google. Is this just a stupid/crazy idea or am I missing something ? Thank you in advance for your help, Antoine

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  • Restart Fibre channel controller after blade bootup IBM HS bladecentre

    - by Spence
    I have a remote system that needs to resume on startup. If the system is simply powered on then the blades boot before the SAN is online and then the only thing you can do is restart the systems. Is it possible to restart the fibre channel controller? That way I could have a system restart the controller after boot, connect to the SAN and then restart all servers requiring SAN information? Please note that I'm not a sys admin, just shooting for ideas to get a clean startup to work, apologies if my terminology is wrong.

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  • Virtual fiber channel HBA in Solaris

    - by Phil
    We are trying to set up some virtual Fibre Channel HBA's in Solaris. This seems to be possible with NPIV. Creating NPIV's in a Solaris global zone works fine, but passing that NPIV to a zone didn't work at all. We tried to pass the NPIV as following: # zonecfg -z zone1 'info' zonename: studentz1 [...] device: match: /devices/pci@0,0/pci8086,25f9@6/pci8086,350c@0,3/pci1077,140@4/fp@1,0:devctl allow-partition not specified allow-raw-io not specified Wat we want to do is, set up an environment for SAN exercises. We don't have a physical host per student, so we try to virtualise that in some way (Solaris zones or VMware). It should be possible to display the WWN of the virtual HBA and mount the storage presented by the disk subsystem. Any ideas to pass the NPIV to a solaris zone or to virtualise this with vmware?

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  • Solaris Fibre Channel target - Configure QLogic QLA2340

    - by growse
    I'm currently trying to set up a small storage system as a fibre channel target. This is for testing, so I'm currently using Solaris (Nexenta) and a QLogic QLA2340 HBA. For some reason, the qlc and qlt drivers don't support the QLA2340, so I'm using the qla2300 driver from QLogic's website. I've also got the scli utility installed for configuration. The HBA is detected by the system. That said, it's not clear how I get from this point to a point where I have a ZFS volume being exposed as an FC target. I was originally following this guide (http://www.youtube.com/watch?v=yzEBd3l7Qn4) but it seems that without the qlc/qlt drivers, Sun's configuration tools won't work. Does that also imply that COMSTAR also won't work? What's the best way to expose an FC target with this setup? Most of the options I'm seeing in scli complain that the port state is LinkDown (it is, I've not plugged anything in yet). Do I have to have my FC client plugged up and working before I can configure the target? Apologies for the slight vagueness of the question, but I'm not overly familiar with the terminology.

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  • Quad channel memory and compatibility

    - by balteo
    My motherboard has quad channel memory compatibility. There are 8 memory slots in all: 4 slots are black the other 4 slots are white. I currently have 4 memory modules of 1 GB each in the 4 white slots. That leaves me with 4 free memory slots. My question is: can I put 4 memory modules of 2 GB each in the 4 remaining slots or do I have to use modules of 1 GB all over? FYI here is the output of lshw: alpha description: Ordinateur Tour produit: Precision WorkStation 690 *-cpu:0 description: CPU produit: Intel(R) Xeon(R) CPU X5355 @ 2.66GHz *-memory description: Mémoire Système identifiant matériel: 1000 emplacement: Carte mère taille: 4GiB *-bank:0 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 0 numéro de série: 56737501 emplacement: DIMM 1 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:1 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 1 numéro de série: 48115124 emplacement: DIMM 2 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:2 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 2 numéro de série: 48115523 emplacement: DIMM 3 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:3 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) produit: HYMP512F72CP8N3-Y5 fabriquant: Hynix Semiconductor (Hyundai Electronics) identifiant matériel: 3 numéro de série: 48115424 emplacement: DIMM 4 taille: 1GiB bits: 64 bits horloge: 667MHz (1.5ns) *-bank:4 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 4 numéro de série: FFFFFFFF emplacement: DIMM 5 bits: 64 bits horloge: 667MHz (1.5ns) *-bank:5 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 5 numéro de série: FFFFFFFF emplacement: DIMM 6 bits: 64 bits horloge: 667MHz (1.5ns) *-bank:6 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 6 numéro de série: FFFFFFFF emplacement: DIMM 7 bits: 64 bits horloge: 667MHz (1.5ns) *-bank:7 description: FB-DIMM DDR2 FB-DIMM Synchrone 667 MHz (1,5 ns) [vide] fabriquant: FFFFFFFFFFFF identifiant matériel: 7 numéro de série: FFFFFFFF emplacement: DIMM 8 bits: 64 bits horloge: 667MHz (1.5ns) *-pci:0 description: Host bridge produit: 5000X Chipset Memory Controller Hub fabriquant: Intel Corporation identifiant matériel: 100 information bus: pci@0000:00:00.0 version: 12 bits: 32 bits horloge: 33MHz

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  • WWNs,WWPNs and Fibre Channel addresses

    - by user238230
    Lots of contradictory on these subjects and I don't know why. My first question is about the 64 bit WWN. One reference claims the terms WWN and WWPN are synonymous. An online source seems to refute this. They say: A WWPN (world wide port name) is the unique identifier for a fibre channel port where a WWN (world wide name) the unique identifier for the node itself. A good example is a dual port HBA. There will be two WWPN's (one for each port) and only a single WWN for the card itself. Question #1: Which is correct? I’m almost positive I read that every “Port” has a WWN. My next question is about the 24 bit FC address that is dynamically allocated to a port when it is introduced to the switch. The Domain ID field is defined as: "a unique number provided to each switch in the fabric." Question #2: Do Domain IDs only apply to switch ports? For example what would the Domain ID be for a HBA? None? The same as the switch port it is connected to? Question #3: My last question is about the Name Server of a switch. A book example shows the routing of a message through the switch. It uses the WWNs of the source and destination ports to route the message. I am assuming that the Name Server must associate the WWN and the FC address in some way in order to route the message, correct?

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  • The best algorithm enhancing alpha-beta?

    - by Risa
    I'm studying AI. My teacher gave us source code of a chess-like game and asked us to enhance it. My exercise is to improve the alpha/beta algorithm implementing in that game. The programmer already uses transposition tables, MTD(f) with alpha/beta+memory (MTD(f) is the best algorithm I know by far). So is there any better algorithm to enhance alpha-beta search or a good way to implement MTD(f) in coding a game?

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  • Alpha interpolation in a pixel shader

    - by c4sh
    How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so that I'll have the position interpolated in between in the pixel shader. But I want to know what happens with the alpha parameter when that position is blocked by another polygon. For instance, if alpha is 1.0 at the left end of my segment and 0.0 at the other one. What is the value of alpha in the middle, 0.5? Or does it depend on the visibility at that point (meaning it could be, for instance, 1.0 OR 0.0 depending on if that part of the segment is hidden by a poolygon?

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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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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