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  • Low Power Speed Monitoring

    - by user555584
    I am aware of speed detection via gps, however as a background app, I am concerned about high power drain. I am looking to detect speed, say over 5mph, but it does not have to be accurate, say like a speedometer. Is there a low power way to detect if the phone is in motion, say by triangulation, or tracking tower strength and new/recently lost towers? I have an app design that is dependent on running in the background upon launch and knowing if the phone is in a car or not. Thanks!

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  • Detect language of text

    - by Nikhil
    Is there any C# library which can detect the language of a particular piece of text? i.e. for an input text "This is a sentence", it should detect the language as "English". Or for "Esto es una sentencia" it should detect the language as "Spanish". I understand that language detection from text is not a deterministic problem. But both Google Translate and Bing Translator have an "Auto detect" option, which best-guesses the input language. Is there something similar available publicly, preferably in C#?

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  • Grouping rectangles (getting the bounding boxes of rects)

    - by hyn
    What is a good, fast way to get the "final" bounding boxes of a set of random (up to about 40, not many) rectangles? By final I mean that all bounding boxes don't intersect with any other. Brute force way: in a double for loop, for each rect, test for intersection against every other rect. The intersecting rects become a new rect (replaced), indicating the bounding box. Start over and repeat until no intersection is detected. Because the rects are random every time, and the rect count is relatively small, collision detection using spatial hashing seems like overkill. Is there a way to do this more effectively?

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  • iPhone Pong Advanced Deflection Angle

    - by CherryBun
    Hi, I am currently developing a simple Pong game for the iPhone. Currently using CGRectIntersectsRect for the collision detection and as for the deflection of the ball when it hits the paddle, I just multiply the ball velocity with -1 (therefore reversing the direction of the ball). What I am trying to do is to make it so that when the ball hits the paddle, it checks whether how far is the ball from the center of the paddle, and increases the deflection angle the further the ball is away from the center of the paddle. (E.g. In this case, the ball will be deflected back at 90 degrees no matter where it came from, as long as it hits the center of the paddle) How am I suppose to do that? Any help would be greatly appreciated. Thank you.

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  • How do I detect whether a browser supports mouseover events?

    - by Damovisa
    Let's assume I have a web page which has some onmouseover javascript behaviour to drop down a menu (or something similar) Obviously, this isn't going to work on a touch device like the iPad or smartphones. How can I detect whether the browser supports hover events like onmouseover or onmouseout and the :hover pseudotag in CSS? Note: I know that if I'm concerned about this I should write it a different way, but I'm curious as to whether detection can be done. Edit: When I say, "supports hover events", I really mean, "does the browser have a meaningful representation of hover events". If the hardware supports it but the software doesn't (or vice versa), there's no meaningful representation. With the exception of some upcoming tech, I don't think any touch devices have a meaningful representation of a hover event.

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  • How to create a 2D map of room by a few images/movie frames ?

    - by Nils
    I'd like to create a simple 2D map of a room by getting pictures (ceiling) of all directions (360° - e.g. movie frames), recognize the walls by edge detection, delete other unwanted objects, concat the images at the right position (cf. walls, panorama) and finally create the approximate 2D map (looking on it from above). Getting the scale would be another parameter, which might be useful. I have some own ideas at the moment, by using e.g. the Sobel algorithm, but it would be interesting if somebody out there knows some project or software (GPL,freeware prefered) doing this already, as I'm still looking for some examples, which might help me. Thanks.

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  • Similar code detector

    - by Let_Me_Be
    I'm search for a tool that could compare source codes for similarity. We have a very trivial system right now that has huge amount of false positives and the real positives can easily get buried in them. My requirements are: reasonably small amount of false positives good detection rate (yeah these are going against each other) ideally with a more complex output than just a single value usable for C (C99) and C++ (C++03 and optimally C++11) still maintained usable for comparing two source files against each other usable in non-interactive mode EDIT: To avoid confusion, the following two code snippets are identical and should be detected as such: for (int i = 0; i < 10; i++) { bla; } int i; while (i < 10) { bla; i++; } The same here: int x = 10; y = x + 5; int a = 10; y = a + 5;

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • Axis Aligned Billboard: how to make the object look at camera

    - by user19787
    I am trying to make an Axis Aligned Billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the Up,Right,and Look vectors. So far this is what I have: target = cam.pos look = norm( target - billboard.pos ) right = norm( Vector3(0,1,0)*look ) up = look*right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

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  • Browser Detection and Zend MVC

    - by Vincent
    I have a PHP application using Zend MVC framework. The entry point for every request to the application is in /public/index.php. I have a Browser class that has functions to check if the user's browser is compatible with application or not. My dilemma is, index.php is executed for every controller call. So there are chances that this file gets executed multiple times within the same page and hence redirection becomes an issue. What's the best way to solve the looping issue? Thanks

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  • How do I draw a border around a display object in Corona Lua?

    - by Greg
    What would be the easiest way to draw a thin border around a display object in Corona Lua? You could assume it's rectangular image display object. EDIT - re "this question shows no research effort. You should tell us what you've tried and how it didn't work" Reviewed API and could not find a "border" method/property on displayObject Have tried creating a black box slightly bigger behind object, however can not see how to place object behind an existing object hence question How do I move an existing display object behind another in Corona Lua? Google results for putting a border around a display object in corona didn't help

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  • Xpath Injection detection Tool

    - by preeti
    Hi, I am working on xpath Injection attack, so looking forward to build a tool to detect xpath Injection Tool in a website.Is web crawling and scanning be used for this? What can be the Logic to detect it? Are there any open source tools to detect it, so that i can develop it in Java by looking at logic used in that code. Thank You.

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  • Reflective Generic Detection

    - by Aren B
    Trying to find out if a provided Type is of a given generic type (with any generic types inside) Let me Explain: bool IsOfGenericType(Type baseType, Type sampleType) { /// ... } Such that: IsOfGenericType(typeof(Dictionary<,>), typeof(Dictionary<string, int>)); // True IsOfGenericType(typeof(IDictionary<,>), typeof(Dictionary<string, int>)); // True IsOfGenericType(typeof(IList<>), typeof(Dictionary<string,int>)); // False However, I played with some reflection in the intermediate window, here were my results: typeof(Dictionary<,>) is typeof(Dictionary<string,int>) Type expected typeof(Dictionary<string,int>) is typeof(Dictionary<string,int>) Type expected typeof(Dictionary<string,int>).IsAssignableFrom(typeof(Dictionary<,>)) false typeof(Dictionary<string,int>).IsSubclassOf(typeof(Dictionary<,>)) false typeof(Dictionary<string,int>).IsInstanceOfType(typeof(Dictionary<,>)) false typeof(Dictionary<,>).IsInstanceOfType(typeof(Dictionary<string,int>)) false typeof(Dictionary<,>).IsAssignableFrom(typeof(Dictionary<string,int>)) false typeof(Dictionary<,>).IsSubclassOf(typeof(Dictionary<string,int>)) false typeof(Dictionary<,>) is typeof(Dictionary<string,int>) Type expected typeof(Dictionary<string,int>) is typeof(Dictionary<string,int>) Type expected typeof(Dictionary<string,int>).IsAssignableFrom(typeof(Dictionary<,>)) false typeof(Dictionary<string,int>).IsSubclassOf(typeof(Dictionary<,>)) false typeof(Dictionary<string,int>).IsInstanceOfType(typeof(Dictionary<,>)) false typeof(Dictionary<,>).IsInstanceOfType(typeof(Dictionary<string,int>)) false typeof(Dictionary<,>).IsAssignableFrom(typeof(Dictionary<string,int>)) false typeof(Dictionary<,>).IsSubclassOf(typeof(Dictionary<string,int>)) false So now I'm at a loss because when you look at the base.Name on typeof(Dictionary) you get Dictionary`2 Which is the same as typeof(Dictionary<,>).Name

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  • Convert your Hash keys to object properties in Ruby

    - by kerry
    Being a Ruby noob (and having a background in Groovy), I was a little surprised that you can not access hash objects using the dot notation.  I am writing an application that relies heavily on XML and JSON data.  This data will need to be displayed and I would rather use book.author.first_name over book[‘author’][‘first_name’].  A quick search on google yielded this post on the subject. So, taking the DRYOO (Don’t Repeat Yourself Or Others) concept.  I came up with this: 1: class ::Hash 2:  3: # add keys to hash 4: def to_obj 5: self.each do |k,v| 6: if v.kind_of? Hash 7: v.to_obj 8: end 9: k=k.gsub(/\.|\s|-|\/|\'/, '_').downcase.to_sym 10: self.instance_variable_set("@#{k}", v) ## create and initialize an instance variable for this key/value pair 11: self.class.send(:define_method, k, proc{self.instance_variable_get("@#{k}")}) ## create the getter that returns the instance variable 12: self.class.send(:define_method, "#{k}=", proc{|v| self.instance_variable_set("@#{k}", v)}) ## create the setter that sets the instance variable 13: end 14: return self 15: end 16: end This works pretty well.  It converts each of your keys to properties of the Hash.  However, it doesn’t sit very well with me because I probably will not use 90% of the properties most of the time.  Why should I go through the performance overhead of creating instance variables for all of the unused ones? Enter the ‘magic method’ #missing_method: 1: class ::Hash 2: def method_missing(name) 3: return self[name] if key? name 4: self.each { |k,v| return v if k.to_s.to_sym == name } 5: super.method_missing name 6: end 7: end This is a much cleaner method for my purposes.  Quite simply, it checks to see if there is a key with the given symbol, and if not, loop through the keys and attempt to find one. I am a Ruby noob, so if there is something I am overlooking, please let me know.

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  • elisp compile, add a regexp to error detection

    - by Gauthier
    I am starting with emacs, and don't know much elisp. Nearly nothing, really. I want to use ack as a replacement of grep. These are the instructions I followed to use ack from within emacs: http://www.rooijan.za.net/?q=ack_el Now I don't like the output format that is used in this el file, I would like the output to be that of ack --group. So I changed: (read-string "Ack arguments: " "-i" nil "-i" nil) to: (read-string "Ack arguments: " "-i --group" nil "-i --group" nil) So far so good. But this made me lose the ability to click-press_enter on the rows of the output buffer. In the original behaviour, compile-mode was used to be able to jump to the selected line. I figured I should add a regexp to the ack-mode. The ack-mode is defined like this: (define-compilation-mode ack-mode "Ack" "Specialization of compilation-mode for use with ack." nil) and I want to add the regexp [0-9]+: to be detected as an error too, since it is what every row of the output bugger includes (line number). I've tried to modify the define-compilation-modeabove to add the regexp, but I failed miserably. How can I make the output buffer of ack let me click on its rows? --- EDIT, I tried also: --- (defvar ack-regexp-alist '(("[0-9]+:" 2 3)) "Alist that specifies how to match rows in ack output.") (setq compilation-error-regexp-alist (append compilation-error-regexp-alist ack-regexp-alist)) I stole that somewhere and tried to adapt to my needs. No luck.

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  • Snap to object layout in SSIS

    - by simonsabin
    If you’ve ever used SSIS you will have found that getting a decent layout is a pain. It would be nice to have more features to help layout things nicely. Jamie has proposed such a suggestion to allow you to align objects to each other, a bit like what you get with reporting services. Have a look at Jamie’s suggestion and vote for it if you agree https://connect.microsoft.com/SQLServer/feedback/details/644668/ssis-snap-to...(read more)

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  • ruby/ruby on rails memory leak detection

    - by Josh Moore
    I wrote a small web app using ruby on rails, its main purpose is to upload, store, and display results from xml(files can be up to several MB) files. After running for about 2 months I noticed that the mongrel process was using about 4GB of memory. I did some research on debugging ruby memory leaks and could not find much. So I have two questions. Are there any good tools that can be used to find memory leaks in Ruby/rails? What type of coding patterns cause memory leaks in ruby?

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  • How to CompareTo two Object without known about their real type

    - by Kamil
    I have to implement a one linked list but it should put object in appropriate position. Everything was OK when I use it in conjunction with specific class, but when I tried make it universal and argument of method insert was Object some problem appeared. When I want to input Object in right position I should use CompareTo method, but there isn't method in Object class! The problem is how to compare two object elements without known about their real types. Maybe I should use generic class type? But what about CompareTo? Or maybe combine with Element class and place CompareTo there? I suppose it is feasible. :) public void insert(Object o) { Element el = new Element(o); // initializing and setting iterators while(!it.isDone() && ((it.current().getValue())).CompareTo(o)<0) // it.current() returns Element of List { //move interators } //... }

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  • Detection of page refresh / F5 key in ASP.NET MVC 2

    - by Michael
    How would one go about detecting a page refresh / F5 key push on the controller handling the postback? I need to distinguish between the user pressing one of two buttons (e.g., Next, Previous) and when the F5 / page refresh occurs. My scenario is a single wizard page that has different content shown between each invocation of the user pressing the "Next" or "Previous" buttons. The error that I am running into is when the user refreshes the page / presses the F5 key, the browser re-sends the request back to the controller, which is handled as a post-back and the FormCollection type is used to look for the "submitButton" key and obtain its value (e.g., "Next," "Send"). This part was modeled after the post by Dylan Beattie at http://stackoverflow.com/questions/442704/how-do-you-handle-multiple-submit-buttons-in-asp-net-mvc-framework. Maybe I'm trying to bend MVC 2 to where it isn't meant to go but I'd like to stay with the current design in that the underlying database drives the content and order of what is shown. This allows us to add new content into the database without modifying the code the displays the content. Thanks, Michael

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  • very slow bridge detection

    - by deddihp
    hello everyone, I have setup some bridge interface with 4 ethernet port. My problem is, when they detect some network topology change, the bridge really need a lot of time to have done it. Is there any solution, so the bridge can detect topology change faster ? thanks.

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  • Kink detection in drawn polylines

    - by David Rutten
    Users can sketch in my app using a very simple tool (move mouse while holding LMB). This results in a series of mousemove events and I record the cursor location at each event. The resulting polyline curve tends to be rather dense, with recorded points almost every other pixel. I'd like to smooth this pixelated polyline, but I don't want to smooth intended kinks. So how do I figure out where the kinks are? The image shows the recorded trail (red pixels) and the 'implied' shape as a human would understand it. People tend to slow down near corners, so there is usually even more noise here than on the straight bits.

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  • Best practise when using httplib2.Http() object

    - by tomaz
    I'm writing a pythonic web API wrapper with a class like this import httplib2 import urllib class apiWrapper: def __init__(self): self.http = httplib2.Http() def _http(self, url, method, dict): ''' Im using this wrapper arround the http object all the time inside the class ''' params = urllib.urlencode(dict) response, content = self.http.request(url,params,method) as you can see I'm using the _http() method to simplify the interaction with the httplib2.Http() object. This method is called quite often inside the class and I'm wondering what's the best way to interact with this object: create the object in the __init__ and then reuse it when the _http() method is called (as shown in the code above) or create the httplib2.Http() object inside the method for every call of the _http() method (as shown in the code sample below) import httplib2 import urllib class apiWrapper: def __init__(self): def _http(self, url, method, dict): '''Im using this wrapper arround the http object all the time inside the class''' http = httplib2.Http() params = urllib.urlencode(dict) response, content = http.request(url,params,method)

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