Smooth walking on tile based map system

Hello,
I am developing a small game which requires the use of a map system. I chose to make that map system work upon a tile-based system. At the moment, each tile is 32x32, and I contain 24x20 tiles on my map.
A walking system is also required for this game I'm developing, so I ran into some issues with making the loaded sprite walk "smoothly". At the moment, it jumps from tile to tile in order to walk. This makes it seem very unrealistic. I have tried many different ways to make the walking "smoother", but it requires me to change my tile's size in order to accommodate the sprite's size. This would not be an issue if I only used the same sprite in the game, but since I load different sprites which contain different measurements, I do not know how to make my walking system accommodate all of the sprites in order to make the walking realistic.
I am not requesting any code whatsoever, simply ideas.
Thank you

If your image is opaque, then it may draw the edges around itself, but wouldn't this be a problem wether it were completely contained within a tile or not? If the image has transparency, then it doesn't matter if it's drawn as a rectangle, it would still appear to be contained only by its outline.
If you're using a back-buffer (which I highly recommend if there is going to be animation or movement onscreen), then you may need to specify the type for the BufferedImage that you use as a buffer, I always use TYPE_INT_ARGB to make sure I have Alpha values (transparency).

Similar Messages

  • Tile-based map and A-star help?

    I am working on a tower defense type game. A while ago I posted asking about maze logic and was kindly directed towards A-star pathfinding. It is perfect. I understand the concept and it makes sense. Now the problem I am having is how to do the tile-based map? I'm having a hard time wrapping my head around it. I just want to do a straight square map comprised of squares. I realize a 2D Array would probably be the best way just such as:
    int[][] map = new int[100][100]
    where there would be 100 x 100 tiles. I can then populate the array with numbers ie 0 = walkable, 1 = unwalkable. I can have my A* algorithm return the set of tiles to move to.
    My problem is that I don't want my game to be in pixels and I'm having a hard time understanding how to make the game appear tile based and large enough to be playable? ie. 1 tile = 30x30 pixels. If we are looking at it in terms of model and view, I understand the model part, but I am having a hard time translating to the view? How do I create a tile based view so that the user can only place towers on a tile(the mouse click location could be any point inside the tile)? Also, how would I keep the enemy units moving smoothly between tiles and not just jumping to the center of each tile?
    I got some great advice last time and any more advice or points in a good direction would be greatly appreciated.

    The reason to distribute your maze into nodes (tiles) is that pathfinding is slow, so you want to eliminate any notion of screen dimensions (pixels, inches, etc.) from A*. For all purposes, your maze is 100x100 pixels; any given object can choose between 100 horizontal and 100 vertical values.
    how would I keep the enemy units moving smoothly between tiles and not just jumping to the center of each tile?Although your units may only have 100x100 nodes to consider, you can still animate them walking between each adjacent node on the path. Remember that the pathfinding (per tier) will occur before anything actually moves.
    Still, this could look funny with only 100 nodes per axis. Units should use the shortest path that’s visible to them, and turning several degrees at each node will look choppy. So. I list three potential solutions here:
    • Increase the number of nodes (the “accuracy”). Speed may be an issue.
    • Use path smoothing algorithm. I haven’t seen your circumstance, but I would generally recommend this.
    • Use multi-tiered/hierarchical pathfinding. This is probably more complex to implement.
    Note that although the second and third options are distinct, they may coincide (some smoothing algorithms use multiple tiers). Googling for ‘pathfinding smoothing’ returned many results; this one in particular looked useful: [Toward More Realistic Pathfinding|http://www.gamasutra.com/features/20010314/pinter_01.htm]
    How do I create a tile based view so that the user can only place towers on a tile(the mouse click location could be any point inside the tile)?If objects can be placed at arbitrary points, then A* needs to deem nodes impassable (your array’s 1) based on the objects placed in them. You have to be careful here and decide whether entire nodes should be ignored based on tower’s partial presence; for instance:
    |====|====|====|====|====|
    |====|====|====|===+|+++=|
    |====|====|====|===+|+++=|
    |====|====|====|====|====|
    |0~0=|====|====|====|====|pixels: = ; node dividers: | (and line breaks for vertical) ; tower: +
    The tower only covers ¼ of the node at (3, 3); should you eliminate it? Five solutions are obvious:
    • Ignore any node with any chunk of a tower in it.
    • Ignore any node entirely covered by a tower.
    • Ignore any node whose center is covered by a tower. This won’t work with multi-tiered pathfinding.
    • Ignore any node that has a tower covering any point the units are required to pass through. This will work with multi-tiered pathfinding.
    • Using multi-tiered pathfinding, consider only consider the sub-nodes that aren’t covered by a tower.
    I realize a 2D Array would probably be the best way just such as
    int[][] map = new int[100][100]
    For starters, if only want two values—passable and impassible—then a boolean would be better. But I would recommend against this. I’d bet you could write some OO code specific to your situation. You might want to use terrain costs, where nodes exist that A* would prefer over others.
    I hope I answered some of your questions. Let me know if you have more—or if I didn’t.
    Good luck.
    —Douglas

  • Best way to do a tile-based map

    Hello everybody-
    This should be a simple thing but I just can't get it to work. I'm making a tile-based top-down online rpg (application, not applet), and I pretty much have most of it done except I can't get the map to display and scroll right. i will admit that java graphics isn't really my thing, but i just can't get it. Its been so frustrating that i actually quite develpment on my game and quit for awhile, but i decided to try again. What I have is an array if images that make up the map, and then i manipulate the array depending where the character is so i only draw the tiles necessary. what i want to do is to combine all the tiles i need for the particular position, draw that image to the screen (so i don't have to draw each tile individually to the screen). then i could move that large image depending where the character moved, and add tiles to it depending on which way the character moves. I just can't get it to work however. I've looked at double-bufferning posts and that gave me some ideas, but not enough for my particular situation. if anybody has any experience in this i would be more than greatful. thank you

    I know exactly what you are talking about, I had your problem a while back when I was doing mobile phone games.
    To reduce the number of cell draws needed, cells were only drawn when at the edges of the view area. (all other cells were maintained from the previously drawn frame.)
    It gets pretty complicated, but it will work - stick with it.
    I would post some code - but I don't have it anymore - and it was pretty specific to J2ME MIDP API (java mobile phone).
    p.s. When I did it, I had to include several additional optimisation, these made it incredibly complex :(
    I will try to describe it, but without pictures, It will probably be in vain. (don't worry if you don't understand it :P)
    here is the summary of the logic :-
    the backbuffer had dimensions SCREEN_WIDTH+CELL_WIDTH*2, SCREEN_HEIGHT+CELL_HEIGHT*2 (I effectively had a border that was CELL_WIDTH wide, and CELL_HEIGHT tall.)
    this meant new cells only had to be drawn every time the view area passed over a cell boundary.
    however, doing this, meant it was super smooth until it hit a cell boundary, at which point it had to draw all the cells in the newly exposed column and/or row - which caused a jerk.
    To get around this, I devised a speculative rendering, where by the next column/row was pre-rendered over a series of game frames.
    (each column/row had its own buffer into which the pre-rendering was done)
    On average 2-4 times as many edge cells had to be rendered than needed, but, because the camera moved slowly, this could be distributed over approx. 10 game frames.
    By distributing the rendering of the edge cells over a number of game frames, I hoped to remove the jerk experienced as the camera crossed a cell boundary.
    The system worked... ish... but I never finished it :(
    basically, these were crazy optimisations that were only necessary because I was developing for mobile phones.
    On mobile phones the speed of rendering is relative to the number of draw calls, NOT the actual area of the screen being repainted.
    e.g.
    fillRect(0,0,50,50)
    fillRect(0,50,50,50)
    will take almost twice as long as
    fillRect(0,0,100,100)
    even though you are only painting 1/2 the area.

  • RPG Tile Based Map Programming

    Does anybody have any experience in this area? I have an online rpg type game that I'm working on and its going fine, the only problem is that the map scrolls too slow so your character moves too slowly. For my map I simply extended a JPanel. For every tile the character moves(one tile = 32 pixels) the screen is redrawn 8 times (each redraw basically moves the whole screen 4 pixels in the desired direction) in this way the screen moves very smoothly and character animation is smooth, but it is also pretty slow. Can anybody offer any suggestions? I would love to talk with people who have done this type of thing before becuase it is my first stab at it. thanks.

    the reason your drawing is slow, is because you are redrawing every cell, every frame. This is unnecessary, as you can reuse the cells you drew in the previous frame, by simply shifting them by the appropriate amount.
    let me clarify:
    I will use some real numbers to demonstrate the optimisation.
    screenWidth=800, screenHeight=640, cellWidth=32, cellHeight=32;
    scrollSpeed=8; // << the number of frames it takes to move by 1 complete cell
    just to render the background, your current approach calls drawImage this many times every frame
    (screenWidth/cellWidth+1)*(screenHeight/cellHeight+1)
    e.g. (800/32 +1)*(640/32+1) = 546 cell redraws/frame
    There are several approaches you can use to fix this, all require the use of a cellBuffer to cache the previously drawn cells.
    1) draw the cellBuffer onto itself, and redraw all the cells that have become corrupt.
    Approach will require (screenWidth/cellWidth+1)+(screenHeight/cellHeight+1) cell redraws
    e.g. 800/32+1 +640/32+1 = 47 cell redraws/frame
    2) have an oversized cellBuffer (with dimensions of screenWidth+cellWidth*2 by screenHeight+cellHeight*2).
    With this method, redraw of exposed cells is only necessary every time you cross a cell boundary, not every frame rendered.
    Assuming you are moving at a constant 4 pixels/frame as you describe in your question, that will mean
    e.g. 800/32+1 +640/32+1 = 47 cell redraws every 8th frame (an average of 5.9 celldraws/frame)
    This method has the lowest number of celldraws per frame. However, because you draw all newly exposed cells, in 1 go, you end up with choppy scrolling.
    3) This method attempts to solve the problem of choppy scrolling, by using predictive edge cell drawing, and distributing the cell rendering over multiple frames. (giving a more consistant frame rate)
    using this method, requires you to have 4 additional buffers (1 for each edge of the screen)
    into these buffers, the predicted cells will be cached.
    This algorithm has 2 important factors deciding its efficiency, if the viewport scrolls quickly, its efficiency will drop massively.
    The accuracy to which you can predict which edge buffer to fill up first also greatly influences the algorithms efficiency - therefor it is better suited to use in an environment where the direction of scrolling doesn't change rapidly.
    Best case performance is ((screenWidth/cellWidth+1)+(screenHeight/cellHeight+1))/scrollSpeed (assumes you are moving in both axis, if only moving in 1 axis, the performance would be even better)
    e.g. ((800/32+1)+ (640/32+1))/8= 5.9 cells/frame
    Worst case performance is ((screenWidth/cellWidth+1)*2 + (screenHeight/cellHeight+1)*2) /scrollSpeed
    e.g. ((800/32+1)*2 + (640/32+1)*2)/8 = 52+42/8 = 11.8 cells/frame.
    So, as long as you scroll at a constant 1 cell every 8 frames, this algorithm will give you a performance per frame of between
    5.9 and 11.8 cells/frame.
    As you can see, even the simple method highlighted in method 1) is approx. 9 times faster than your current method.
    and, if the choppy scrolling of method 2), or the limitations imposed by method 3) are acceptable for your implementation, you can get an algorithm that will run approx. 50-100 times faster than your current method.

  • Tile Based Movement in AS3

    Hello i am still trying to create tile based movement. What i mean by that is the character can move smoothly but will always end up in the middle of a tile (just like the pokemon games). I have managed to make it work if the player uses only one key, however in combination with other keys it does not work. I was hoping someone could give me advise how to fix the code or perhaps some better/easier way to do it.
    Here is my code so far (this is only for left and right key) my character movieclip has the instance name char
    import flash.ui.Keyboard;
    import flash.events.KeyboardEvent;
    import flash.events.Event;
    import fl.transitions.easing.*;
    import com.greensock.*;
    var pixelsMoved:Number = 0;
    var pixelsLeft:Number = 0;
    var tweening:Boolean = false;
    var rightKeyDown:Boolean = false;
    var leftKeyDown:Boolean = false;
    addEventListener(Event.ENTER_FRAME,Loop);
    stage.addEventListener(KeyboardEvent.KEY_DOWN,KeyPress);
    stage.addEventListener(KeyboardEvent.KEY_UP,KeyRelease);
    function Loop(event:Event):void
        if (tweening == false)
            if (rightKeyDown == true)
                char.x += 1;
                pixelsMoved += 1;
            else if (leftKeyDown == true)
                char.x -= 1;
                pixelsMoved += 1;
            if (pixelsMoved >= 25)
                pixelsMoved = 0;
                pixelsLeft = 25;
    function KeyPress(event:KeyboardEvent):void
        if (event.keyCode == Keyboard.RIGHT)
            rightKeyDown = true;
        if (event.keyCode == Keyboard.LEFT)
            leftKeyDown = true;
    function KeyRelease(event:KeyboardEvent):void
        pixelsLeft = 25 - pixelsMoved;
        if (event.keyCode == Keyboard.RIGHT)
            if (tweening == false)
                var moveRight:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x + pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
            rightKeyDown = false;
            tweening = true;
        if (event.keyCode == Keyboard.LEFT)
            if (tweening == false)
                var moveLeft:TweenLite = new TweenLite(char,pixelsLeft,{x:char.x - pixelsLeft,ease:None.easeNone,useFrames: true,onComplete: resetVars});
            leftKeyDown = false;
            tweening = true;
    function resetVars():void
        tweening = false;
        pixelsLeft = 0;
        pixelsMoved = 0;
    Any help is much apreciated!

    I am not sure I understand all the requirements. Also I guess you refer to pacman game - not pokemon.
    In any case, here is something that works pretty smooth at 60fps. Note there are no ENTER_FRAME handlers - all animations are handled by TweenLite.
    Just dump the code on a timeline in a new FLA - it is not meant to be injected into your existing code. So, this is just an independent fully functional concept. All objects are created dynamically by the script - you don't have to do anything to view/test this example.
    Read comments.
    import com.greensock.easing.Ease;
    import com.greensock.easing.Linear;
    import com.greensock.easing.Sine;
    import com.greensock.TweenLite;
    import flash.display.Graphics;
    import flash.display.Shape;
    import flash.display.Sprite;
    import flash.events.KeyboardEvent;
    import flash.geom.Point;
    import flash.ui.Keyboard;
    var board:Sprite;
    var tileSide:Number = 40;
    var numRows:int = 10;
    var numCols:int = 14;
    var char:Shape;
    var _currentKey:uint = 0;
    var tween:TweenLite;
    init();
    function init():void
              drawBoard();
              configStage();
    function configStage():void
              stage.scaleMode = StageScaleMode.NO_SCALE;
              stage.align = StageAlign.TOP_LEFT;
              stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyPress);
              stage.addEventListener(KeyboardEvent.KEY_UP, onKeyRelease);
    function onKeyRelease(e:KeyboardEvent):void
              // if the latest processed key was not release - we block the latest pressed key
              if (e.keyCode == _currentKey)
                        _currentKey = 0;
    function onKeyPress(e:KeyboardEvent):void
              currentKey = e.keyCode;
    function get tile():Shape
              var shape:Shape = new Shape();
              shape.cacheAsBitmap = true;
              var color:uint = 0x808080;
              var g:Graphics = shape.graphics;
              g.lineStyle(1, color);
              g.beginFill(0xEBEBEB);
              g.drawRect(-tileSide / 2, -tileSide / 2, tileSide, tileSide);
              return shape;
    function moveChar(targetX:int = 0, targetY:int = 0):void
              tween = TweenLite.to(char, 0.45, {x: targetX, y: targetY, ease: Linear.easeNone, onComplete: onTweenComplete});
    function onTweenComplete():void
               * need to do that
               * a. if key is kept pressed
               * c. to override situations when another key is pressed simulataneously
              currentKey = _currentKey;
    function set currentKey(value:uint):void
              var targetPosition:Number = 0;
               * key value is proccessed if
               * a. key is allowed - via switch
               * b. there is no key pressed before or ptreviously pressed key _currentKey is the same as new value
               * c. tween in not active
              if ((!_currentKey || _currentKey == value) && !tween._active)
                        switch (value)
                                  case Keyboard.RIGHT:
                                            targetPosition = char.x + tileSide;
                                            if (targetPosition < tileSide * numCols)
                                                      moveChar(targetPosition, char.y);
                                                      charRotation = 0;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.LEFT:
                                            targetPosition = char.x - tileSide;
                                            if (targetPosition >= 0)
                                                      moveChar(targetPosition, char.y);
                                                      charRotation = 180;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.UP:
                                            targetPosition = char.y - tileSide;
                                            if (targetPosition >= 0)
                                                      moveChar(char.x, targetPosition);
                                                      charRotation = -90;
                                            _currentKey = value;
                                            break;
                                  case Keyboard.DOWN:
                                            targetPosition = char.y + tileSide;
                                            if (targetPosition < tileSide * numRows)
                                                      moveChar(char.x, targetPosition);
                                                      charRotation = 90;
                                            _currentKey = value;
                                            break;
    function set charRotation(value:Number):void
              if (char.rotation == -180)
                        char.rotation = 180;
              if (char.rotation == 180 && value == -90)
                        char.rotation = -180;
              else if (char.rotation == -90 && value == 180)
                        value = -180;
              TweenLite.to(char, 0.2 * (Math.abs((char.rotation - value) / 90) || 1), {rotation: value});
    function drawBoard():void
              board = new Sprite();
              var numTiles:int = numRows * numCols;
              for (var i:int = 0; i < numTiles; i++)
                        var t:Shape = tile;
                        t.x = tileSide * (i % numCols);
                        t.y = tileSide * int(i / numCols);
                        board.addChild(t);
              board.addChild(addChar);
              addChild(board);
              board.x = board.y = 20 + tileSide / 2;
    function get addChar():Shape
              var radius:Number = tileSide / 2 - 4;
              char = new Shape();
              var g:Graphics = char.graphics;
              g.lineStyle(1);
              g.beginFill(0xff0000);
              g.drawCircle(0, 0, radius);
              g.endFill();
              g.lineStyle(2);
              g.moveTo(0, 0);
              g.lineTo(radius, 0);
              g.beginFill(0x000000);
              g.moveTo(radius, 0);
              g.lineTo(radius - 10, 4);
              g.lineTo(radius - 10, -4);
              g.endFill();
              tween = new TweenLite(char, 1, null);
              char.cacheAsBitmap = true;
              return char;

  • How to animate from a png tile based image file

    Hi all,
    I would like to know is there any way to animate from a tile based .png image file? I have multiple images in 1 png file having slight changes in each image, which if cropped and put into layers one over the other, will give the feel of animation or a character moving or walking etc...
    I want to know can we do that kind of animation in flash as we do it in C++ or Java and how can we do it.
    Any help will be highly appreciated.
    Thank you
    Shanz - Iceheros

    I want to use action script to externally call/access  the png file with url request and url loader and animate the images from the tile based png image file.
    Anybody know how to do this in flash with as3.
    Here is the image for example:
    i want to animate this images and call it externally and access each tile 1 after another.
    Any Help???
    Thanks,
    Shanz - Iceheros

  • Tile Based Collision Detection

    I am following Tonypa's Tile Based Tutorials and I have to
    say, they are great. He covers everything needed, except for one
    thing I am troubled on - Refering to Tutorial 9,
    http://www.tonypa.pri.ee/tbw/tut09.html,
    Stupid Enemy, instead of an enemy I want to make this a NPC who
    walks around in a village. So what do I do to make it so that I, or
    the char, doesn't walk right over the enemy/NPC? I am trying to
    develop an RPG, and it would look silly to have the character walk
    on top of the NPC. Can someone provided a snippet on how to make a
    collision detection with the NPC and not walk on top/under the NPC?
    One last favor to ask: What if I want to talk to the NPC if I
    am within a half tile? Would anyone be willing to share info on how
    this as well?
    Thanks a bunch in advance

    Ok, let me see if I get the read correct here: you have your scenery objects as tiles and when moving your players/NPC's through the scenery you are not scrolling the background as you go, but when you get to s certain point you want to scroll the tiles of the background also, so you can have new scenery cycle in as needed an still have the tiled background objects and new tiled background objects work for collision detection.
    If my take on your project is correct, then you have to make your tiles addressed with relative addressing formulas as you'll probably need to do with your sprites also.
    So the way this will go is that you have to make an offset and add them into your formula based on your character position. Then based on your character position you can choose to scroll your tiles left, right, up, down or what ever you choose to support. As a tile falls fully off the screen, you can dispose of it or cycle back through depending on how you implement your background.

  • Tile based pathfinding

    Allright i am about to start working on something that i have never tried before. I am making a tile based game which is set up with a two-dimensional array.
    0 in the array represents wall tiles which aren't walkable.
    1 in the array represents path tiles which can be walked on.
    I would like to add some enemies to the game which i want to have following the character. The enemies must follow the character by walking on the shortest route possibly. I have tried looking into path-finding but it seems quite complex. If anyone has some advice on how i would go about doing this, i would very much love to hear. Maybe if someone can recommend a good tutorial that would be nice.
    Thanks in advance!

    Here's your typical A* pathfinding explained:
    http://www.raywenderlich.com/4946/introduction-to-a-pathfinding

  • Error while trying to send a file through XI to SAP R/3 based OLTP system

    Hi all,
    I encountered with an error in the runtime workbench for the below mentioned scenario
    ERROR message
    <b>Unknown error: javax.ejb.CreateException: Neither messager server nor application server are defined for system IXI</b>
    SCENARIO
    The manufacturing system triggers an equipment failure. The failure message is sent through SAP Exchange Infrastructure (SAP XI) to the SAP R/3 based OLTP system,
    changing the equipment status to a failure state. This is achieved by triggering the execution of Remote Function Call (RFC) present in the OLTP system from the SAP XI integration server.
    Thanks and regards
    Jishi

    Hi Jishi,
    Please check the Receiver RFC communication channel in your integration directory.
    Check the logon parameters provided. From the error message, I guess there is no application server or message server provided, which is mandatory for XI to logon to the target backend R/3 system.

  • WEB BASED MAPPING APPLICATION TO DEVELOP QUERY UTILITY USING MAPVIEWER

    Dear Sir,
    please any one can answer me as soon as possible its very urgent
    WEB BASED MAPPING APPLICATION TO DEVELOP QUERY UTILITY USING MAPVIEWER
    I     As oracle mapviewer Chapter 8 (Oracle Maps) says generating our own Web based mapping application we are trying to generate our own maps for our own data contains in our layers like example boundary lines and roads and etc. and we are following complete example as described in Oracle Mapviewer Document Chapter 8.
    Before this step we tried with demo data downloaded from OTN mvdemo. And we downloaded latest demo today itself from the OTN and imported into our database schema called mvdemo. And we copied all three jar files mvclient and mvconnection and mvpalette into our jdeveloper .
    II.     We created a jsp to execute the following code from oracle mapviewer chapter 8 documents
    <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
    "http://www.w3.org/TR/html4/loose.dtd">
    <%@ page contentType="text/html;charset=windows-1252"%>
    <%@ taglib uri="http://java.sun.com/jsf/html" prefix="h"%>
    <%@ taglib uri="http://java.sun.com/jsf/core" prefix="f"%>
    <%@ taglib uri="http://xmlns.oracle.com/adf/faces" prefix="af"%>
    <%@ taglib uri="http://xmlns.oracle.com/adf/faces/customizable" prefix="cust"%>
    <%@ taglib uri="http://xmlns.oracle.com/j2ee/jsp/tld/ojsp/jwcache.tld"
    prefix="jwcache"%>
    <%@ taglib uri="http://xmlns.oracle.com/adf/faces/html" prefix="afh"%>
    <%@ taglib uri="http://xmlns.oracle.com/j2ee/jsp/tld/ojsp/fileaccess.tld"
    prefix="fileaccess"%>
    <%@ taglib uri="http://xmlns.oracle.com/j2ee/jsp/tld/ojsp/jesitaglib.tld"
    prefix="JESI"%>
    <f:view>
    <html>
    <head>
    <META http-equiv="Content-Type" content="text/html" charset=UTF-8>
    <TITLE>A sample Oracle Maps Application</TITLE>
    <script language="Javascript" src="jslib/loadscript.js"></script>
    <script language=javascript>
    var themebasedfoi=null
    function on_load_mapview()
    var baseURL = " http://localhost:8888/mapviewer/omserver";
    // Create an MVMapView instance to display the map
    var mapview = new MVMapView(document.getElementById("map"), baseURL);
    // Add a base map layer as background
    mapview.addBaseMapLayer(new MVBaseMap("mvdemo.demo_map"));
    // Add a theme-based FOI layer to display customers on the map
    themebasedfoi = new MVThemeBasedFOI('themebasedfoi1','mvdemo.customers');
    themebasedfoi.setBringToTopOnMouseOver(true);
    mapview.addThemeBasedFOI(themebasedfoi);
    // Set the initial map center and zoom level
    mapview.setCenter(MVSdoGeometry.createPoint(-122.45,37.7706,8307));
    mapview.setZoomLevel(4);
    // Add a navigation panel on the right side of the map
    mapview.addNavigationPanel('east');
    // Add a scale bar
    mapview.addScaleBar();
    // Display the map.
    mapview.display();
    function setLayerVisible(checkBox){
    // Show the theme-based FOI layer if the check box is checked and
    // hide the theme-based FOI layer otherwise.
    if(checkBox.checked)
    themebasedfoi.setVisible(true) ;
    else
    themebasedfoi.setVisible(false);
    </script>
    </head>
    <body onload= javascript:on_load_mapview() >
    <h2> A sample Oracle Maps Application</h2>
    <INPUT TYPE="checkbox" onclick="setLayerVisible(this)" checked/>Show customers
    <div id="map" style="width: 600px; height: 500px"></div>
    </body>
    </html>
    </f:view>
    <!--
    <html>
    <head>
    <meta http-equiv="Content-Type"
    content="text/html; charset=windows-1252"/>
    <title>mapPage</title>
    </head>
    <body><h:form binding="#{backing_mapPage.form1}" id="form1"></h:form></body>
    </html>
    -->
    <%-- oracle-jdev-comment:auto-binding-backing-bean-name:backing_mapPage--%>
    III.     When we run this jsp it’s giving us following Two errors
    1     Error:     ‘MVMapView’ is undefined
         Code:     0
         URL:     http://192.168.100.149:8988/MapViewerApp-WebProj-context-root/faces/mapPage.jsp
    2     Error:     ‘themebasedfoi’ is null or not an object
         Code:     0
         URL:     http://192.168.100.149:8988/MapViewerApp-WebProj-context-root/faces/mapPage.jsp
    Please let us know what could be problem as soon as possible. Very urgent
    Please let us know where we can find Mapviewer AJAX API’s for Jdeveloper Extention
    Thanks
    Kabeer

    I currently use parameters, and they are passed from the form to the report. Report is then generated based on a function returning ‘strongly typed’ cursor. The ‘strongly typed’ cursor in my case returns a record consisting of an orderly collection of fields.
    This collection of fields is returned by another function that relies on the IF … THEN logic.
    However, the number of IF ... THEN statements is quite large (currently 64 covering all possible combinations of 6 parameters available in the form).
    I would like to avoid the large number of IF … THEN statements, and hope that there is a way of passing a string to a query, where the Dynamic SQL would in Select close and Where close reflect parameters passed by the form.
    In addition to this I would like to avoid creating and populating a table or a view dedicated to the report, because this may lead to a conflict in case of multiple users concurrently generating reports with different choice of parameters.
    Edited by: user6883574 on May 28, 2009 9:16 PM

  • Can a 128 ssd storage still effectively work if I install windows 8.1 plus msoffice and a window-based proposal system? I plan to buy a macbook air entry level with 1.7 gh i5 processor.

    Can a 128 ssd storage still effectively work if I install windows 8.1 plus msoffice and a window-based proposal system? I plan to buy a macbook air entry level with 1.7 gh i5 processor.

    If you are going to use Mac OS X and its associated applications, and a BootCamp partition with Windows 8, and MS Office and all of the work created there, you will more than likely run out of space on a 128 GB SSD pretty quickly...especially if you put any music, photos or videos on it.  Those things take a lot of space so you will have to be very, very careful about what you want to put on a 128 GB storage space.  You would be better off going for 512 GB with what you plan on doing with it.

  • Problem while determining receivers using interface mapping: "SYSTEM FAILURE" during JCo call. Bean SMPP_CALL_JAVA_RUNTIME3 not found

    We have a SOAP to PROXY scenario Which is in Production.
    We keep getting the Error:
    " Problem while determining receivers using interface mapping: "SYSTEM FAILURE" during JCo call. Bean SMPP_CALL_JAVA_RUNTIME3 not found on host XXXXXX, ProgId =AI_RUNTIME_XXX.
    We are using Standard Receiver Determination with single receiver without any condition. And no mapping being used in interface determination.
    What are all the possible situation where we face such as this issue in Production.

    Please check the SAP note
    # 1706936 - messages fails with error java.lang.RuntimeException Bean SMPP_CALL_JAVA_RUNTIME3 not found
    1944248 - PI unstable due to JCO_SYSTEM_FAILURE mapping issues

  • AMD based Windows systems

    The "Windows Offline Download and Installation Instructions for Java Runtime Environment" has the following : -
    "Note: For AMD based Windows systems, the installation file is
    jre-1_5_0_11-windows-amd64.exe"
    Does this apply only to 64 bit systems?
    I have an older system with an ATHLON XP 2200 PLUS Socket A (1800mhz) CPU running Windows XP.
    I am having trouble running some JAVA applets with Firefox and want to make sure I have the correct version of JAVA installed
    Thanks
    Tarras

    You should just download the "normal" download. The AMD64 one is just for people running a 64bit system with a 64 bit Windows OS. That's a very limited number and if you're in there you definitely know it.
    So just grab the "normal" download (I can't remember but it will be marked with one of "x86", "i586" or just "intel").

  • Wireless Client PING-Based monitor system question

    Hi:
    I joined this forums because i need to recopilate info about a monitor system.
    So, i have a relative big wireless network and due to legal instances I MUST use a ping-based monitor system to see the status of my network devices and the final clients on wireless station.
    We developed a php linux-based system to make pings every 5 minutes to see if there is a host UP or DOWN. Everything works fine, the server is making the pings to the clients and MRTG generates graphic statistics.
    Reference image -> http://img103.imageshack.us/img103/9125/pingred0xq.jpg
    The problem is now I have received a notification to make a change on this system to send the pings FROM the clients TO the server and generate statistics.
    Is there any difference between making pings from the Client side to the server and viceversa? Does round-trip time is different maybe?
    What are the technicals issues on this system?
    I accept every critic, advice, suggestion, information, etc.
    PS: Sorry my poor english

    That's interesting. It sounds as if you may have a good reason for implementing this, but it would also seem to be an inefficient monitoring scheme. A polling interval of 5 minutes does not give that much granularity for statistics even if you are able to make it work from the client side. Also, you would need to centrally collect the statistics in some way. If it were me I would stick to a centrally based monitoring system. I make heavy use of the syslog capabiliy on Cisco access points since they log just about everything. You can even have a syslog monitoring system page you for something as small as dropped wireless connection if you want to go that far.
    Sorry if that's not much help, but I would definately have some people look at the big picture before implementing the proposed solution.
    Good luck with it.
    R Duke

  • Trying to view a linux based dvr system on my mac

    Im trying to remote view a linux based dvr system on my mac, I can log into the system, and use the controls, however I cannot view the video on any of the cameras, in windows it requires an active x control installed anyone know what the mac equivalent is?
    Thanks

    ...it requires an active x control installed...
    Simple answer: no.  ActiveX plug-ins are usually Internet Explorer only.  Thus you would not be able to view this on OSX.  You could install Windows on your Mac using Boot Camp or a virtual machine, but that's still viewing using Windows.

Maybe you are looking for

  • Error while creating the generic datasource

    Hi gurus, i am creating the generic data source by using the table KONP when i am saving the data source at RSO2 it is giving the error like Field KBETR with reference field KONWA: reference table RV13A is replaced by ZOXTRD0145. Then giving the erro

  • How to get virtual window in macbook air

    i have purchased macbook sir 6 days back . i am finding it difficult to work on macbook . Mostly i need to use ms office and another designing softwares like adobe photoshop and adobe flash etc . Please tell me the procedure of creating a virtual win

  • Can I save a transparent psd file as a JPEG keeping trancparency?

    I have an Image of a chair which it was extracted from its back ground in CS3 and I want to be able to save it as a Jpeg preserving transparency.Like an object. Thanks for your attention.

  • Case statement for States

    Hi All, I am trying to populate a text field based on what the user chooses in a drop down that contains the 50 United States of America. So...let's say for now that I want the text field to say "Birmingham" if the user chooses "Alabama". The only th

  • Mass Maintenance- Purchase Requisition block

    Dear All, Our client want to block hundreds of PR thru Mass maintenance tcode. Manually we block in status tab in PR. As lot of PR's are there, how to block with Mass maintenance tcode. Kindly advice how to do. Regards