Do you know any chess move validation library for ActionScript 3 ?
I have searched in google but I can not find anything.
Please tell me if you know.
If there isn't any library, I think that I have to port from Java to AS3.
I think I'd just write it because it is going to end up very tightly bound to your game/position representation.
Think about it: ust legal moves, or move validation in game context (50-move rule, 3-time repeated position, en-passant, promoted pieces, castling availability...?).
You might even have to pass the entire move history for the game.
It is not that much work if you think about it.
http://code.google.com/p/osas3cf/updates/list
That one has code included for a chess move validator. Check it out
Related
The title is my direct question, but I will elaborate to provide context, or detail what is needed for a helpful workaround if the answer is: You can't, log Radar with Apple
Use case is simple: Have a behavior driven GKAgent3D avoid a plane in my ARKit/SceneKit/GameKit app.
This requires I add a 'toAvoid' GKGoal as a behavior of the agent. Apple currently provides two things to avoid, other GKAgents or GKObstacles. The problem I am having is that I see no way to create a GKAgent3D or GKObstacle for use in SceneKit that is not a sphere. GKAgent3D only has a .radius property to define it's "occupied space" and GKObstacle only has one 3D concrete subclass (GKSphereObstacle) and the obstacles(from:) functions use SpriteKit objects.
I have many agents that all have complex behaviors and there are many planes I'd like them to avoid (ARKit detected). I would rather not resort to manual collision detection, since the goal is to have the agents alter their behavior driven path as a result of the object being in the way. It is not enough to just know that the agent is going to hit the object, I need to have that fact influence it's movement considering all the other goals it has in it's behavior.
I am hoping I am missing something and there is a way to do this, or that someone has a clever workaround. The only workaround I have thought of (but hate for performance reasons) is creating a massive number of small sphere obstacles in a regular array to approximate the surface of the plane.
I'm working on a patch in Pure Data which uses an 8 number scale to decide which chords can be played. E.g. if a chord uses a note that is not in the scale, re-roll. Obviously this isn't the most musical soultion as we usually expect accidentals and such, but here we are looking at a primitive method for procedural music. Here is the problem patch:
CreateChords patch
As soon as I attempt to use a new scale, pure data freezes and requires an immediate restart.
Any suggestions would be greatly appreciated.
Thanks,
Liam
It would be massively more efficient and easier to use an object like [coll] or [textfile] to store your chord patterns. Instead of having each pattern in a message object, which you then need to feed individually through all of the processing, you would just have one object, and feed your random number generator into it, which will then spit out the corresponding code. something like this
your patch reworked
there you have it. A spaghetti mess of wires and boxes reduced to 11 objects and 11 cables. There are several other ways to accomplish similar things, but this was the first to come to mind. If this one works for your purpose, cool, or else lemme know and I'll show you other ways.
Ah, yea, I suspected a stack overflow as the cause of the crash. It's easy to make that mistake with so many wires so close together, as it's hard to see what all has been connected or mis-connected. Accomplishing this idea using only vanilla objects is quite a bit more challenging, now that you mention it. Here's something that could possibly work.
Is it possible to detect body parts such as head, shoulder, hand, leg, foot from a single image with OpenCV or other image processing libraries?
Front
Side
If possible please provide examples or tutorials, thanks in advance.
Human body part detection is an open field in research. Therefore it is not as easy as adding some magic method from opencv. However there are some approaches that work reasonably well.
Here are some examples: http://202.118.75.4/lu/Paper/T-IP/Pose%20Estimation%20with%20Segmentation%20Consistency.pdf, http://www.wineyard.in/Abstract/mtech/DIP/2015/bp/15D013.pdf,
https://lirias.kuleuven.be/bitstream/123456789/511304/2/3962_postprint.pdf
Anyways it is definitely tricky to get this right and it will certainly fail in some cases.
i've been with this problem for some time.. I want to make a diagram, made on runtime with the data that user enters in the other forms etc etc.
My first and actual option, was making cycles and then create the shapes / labels, and applying the shape.top to a variable and increasing it every cycle for like 120. this works great, but if i turn this into a more complex thing, it will give me a lot of work to create the shapes and controlling if they are in top of each other, and more, to connect them with a line.
So, there isn't a component that can help me with this? By the way, is there any component to connect with a simple line 2 objects visually? This would be a nice help too !
Thanks.
DelphiArea has a component called Simple Graph that does this type of thing.
I have never used it myself, but I found it today and was impressed with the demo application.
While reading delphifeeds yesterday I discovered delQuery, which allows one to get some nice animation on his form very simply.
I would like to know if there are any other libraries of that kind out there and what experience you had with them ?
(I'm trying to find a way to make my application more alive in terms of GUI; buttons that grow when you hover them, that kind of animations but with a nice programmatic interface)
Do you mean something like Billenium Effects?
(source: billeniumsoft.com)
There is CrossGL at http://www.crossgl.com/