user's clicking path - statistics

I'm trying to program some user-behavior-monitoring functionality and it's a bit tricky. For example how do you go about recording a user's clicking path to be used in future analysis? Am I trying to reinvent the wheel? is it easy? is it harder than what I'm thinking?

You can add additional listeners for mouse clicks and insert event and some useful data in DB.
Than you can analyze them.
If you are going to monitor program and you can't change source code, than it's quit hard or maybe impossible.

ClickHeat can track clicks and generate heatmaps.
Freetale tracks mouse movements and scrolling and can generate replays ala the commercial ClickTale.
Both of these are open source, so you can find plenty of answers by looking at the source.

Related

Where can I find documentation for the preview() and show() function for VideoClips?

I just want to see how exactly they work, and I can't seem to find them in either moviepy or pygame's websites. Basically I just want to see at what time a user presses a specific key during a clip, and record that time/possibly insert an image at that time while the movie is playing. I know moviepy does that already to some extent, but it's only for mouse clicks.
Thank you for your time.
I found the source code but no answer. I ended up editing the source code, and while that works, I would much rather do something else than that if possible.
To have a more elaborate answer to the rest of my question, basically it's not something I think is feasible to directly edit the video file WHILE it's playing. I also don't know if it would be a good idea to save every single and just combine them. I was able to find an extremely efficient, but niche solution by modifying the preview frame while it plays, and having that persist across every new frame. Then I saved JUST the overlay to a file, and can use that however else I feel.
I have seen no other threads/users actually deal with moviepy in this way, so feel free to PM me or ask on the thread if you want more info.
Source code here

When playing tours authored in KML, is it possible to dynamically to control the camera?

Using the Google Earth plugin AI, I want to play a tour authored in KML with the touring capability, but let the user modify the camera controls during the play.
Is it possible?
It depends on how much modification you want to allow.
Tour playback is designed to work with the user changing the orientation of the view (via dragging or the camera controls), but not the position. If the user stops changing the view for long enough, the camera will smoothly snap back to the default orientation for that point in the tour. The zoom and panning controls disappear during the tour, but if the user tries to change the camera position via other methods (like the keyboard), the tour will typically be paused.
The Earth API, however, allows you to absorb or change any of those event behaviors, since you can add a listener for mouse and keyboard events and prevent them from processing as usual or act on them in a completely different way.
If you haven't tried it, there's a tour example in the Google Code Playground where you can see what happens with different interactions based on the default event responses.
Finally, if you want really custom tour behavior -- like allowing certain kinds of movement of the camera away from the tour path even as the tour continues -- you will most likely need to write your own camera movement code. Getting the basics of this working isn't too difficult, but getting the right intuitive feel for that kind of interaction is difficult, and probably dataset-dependent. To get started, you can parse the KML directly, find the tour and the tour primitives it contains, and then use the regular camera controls you cited to move between those primitives, adding offsets for any user-supplied movements.
edit: the Earth API tour page cited in the question has an example of getting started with parsing the KML file by getting the plugin to do it for you. You can use this to implement the above suggestion by using the KML DOM walking code to find all the tour primitives (instead of halting as soon as a Tour element is found).
This isn't always the most efficient approach (plugin function calls have overhead, and meanwhile browsers have built-in XML parsing capabilities), but it may be the most straightforward way to start. For many tours, this approach would be perfectly sufficient.
It is possible, but pretty hard to implement and even harder to control well. I have been playing around with trying to do this for quite a while now. I have not had much success myself, but here are two example by others who have made some progress.
Firstly, the underlying principle they are using is based upon the TICK - a simple example of it is here
http://earth-api-samples.googlecode.com/svn/trunk/examples/event-frameend.html
The two example are :
http://maps.myosotissp.com/
and
http://racemyrace.com/race.php
Also, here is an example that used to work up until recently, I am not sure why it has stopped but it appears you can still read the JS being used. It is made by the same person who created the racemyrace website
http://www.thekmz.co.uk/GEPlugin/pathtour/v3/path_tour_v3.htm
If you happen to work something out, I would appreciate you creating a simple example page and sharing the link. It will probably take a while so if you could look up my email via profile and notify me that would be even better.
Good Luck!

J2ME app menu develop

I'm developing a small j2me game and i want to create a menu for this application. I imagine the menu as a vertical list of items with a cursor on the left or right side that i can move from item to item, something like this menu example but as a main menu.
What elements should i use to obtains such effects? I need only advices or links, i will develope it myself.
Thanks in advance!
import java.util.Vector;
import javax.microedition.lcdui.Canvas;
import javax.microedition.lcdui.Font;
import javax.microedition.lcdui.Graphics;
import javax.microedition.lcdui.Image;
What you plan looks doable. Can't give much links because don't recall any that could help on stuff like you're doing. Actually, most useful link for you will probably be MIDP (JSR 118) API reference - your part is going to be mostly lcdui package, and especially Graphics API.
As for advice, no problem. First thing to note is that there will be more coding and more (much more) testing/debugging than it was in your prior experiment with implicit list. If you can think of some possible deadline / timing requirements that may become a problem - just keep in mind that prior design with implicit list as a fallback. It won't look as fancy but it'll work work safe and correct.
Another important thing is to decide what kind devices you are going to target. For menu like one you are going to develop, it may be rather difficult to get consistent look and feel both at 160x200 basic phone with ITU-T keypad and on 400x600 touchscreen smartphone. Below I am going to assume you'll try to target as wide variety of devices as possible - note the narrower you can get it, the easier it will be to code and test.
When targeting lots of different devices it is helpful to use an emulator that can be configured to simulate various display sizes and resolution, presense or absence of touchscreen input etc. Keep in mind though that emulator alone won't fully simulate real device. To keep your feets on the ground, consider also some regular smoke testing of your application with real device, preferable using over-the-air (OTA) installation.
Here are some particular API tips that I can think of now.
Use Canvas.getGameAction to handle pressed key code - that is likely the most reliable/portable way to figure up/down and select actions for menu.
Use Canvas.hasPointerEvents to figure if there's touch screen support. Users with touch screen devices may get disappointed if it turns out that your fancy menu can't react when they tap on screen.
Use Font.getHeight and Font.stringWidth to figure how much space is occupied by menu item text.
Use Image.getGraphics if you want to draw something over the image object.
As I mentioned, you most likely will do a lot of stuff using lcdui.Graphics API. It's mostly rather simple, but you will probably need to understand somewhat tricky stuff about clipping. Good luck.

online trading bot

I want to code a trading bot for Magic: The Gathering Online. This bot should wait until someone offers to trade, accept, look through the cards available from the other trader (the information is shown on screen), and perform other similar functions. I have several questions:
How can it know that someone is offering a trade?
How can it know that the other trader has some card (the informaion is stored in pictures)?
I just cannot imagine right now how to do it, I have no experience with it, until now I've been coding only console programs for my physics neсessities.
First, you should note that some online games forbid bots, as they can give certain players unfair advantages. The MTGO Terms of Service do not seem to say anything about this, though they do put restrictions on anything that might negatively impact the service. They have also said that there is a possibility they will add an API in the future, so they don't seem to be against the idea of automation, but are not supporting it at the moment. Tread carefully here, but it looks like it should be OK to write a bot as long as it is not harmful or abusive. This is not legal advice, and it would be a good idea to ask the folks who run MTGO for permission. edit since I wrote this, it has been pointed out that there are lots of bots already, so there should be no problems writing bots.
Assuming that it is not forbidden by the terms of service, but they do not have an API, you will have to find a way to detect what's going on, and control the game automatically. There's a pretty good series of articles on writing poker bots (archived copy), which has some good information on how to inject a DLL into an application, scrape the screen, and control the application. That might provide you with a starting point for doing this sort of thing.
You might also want to look for tools that other people have already written for doing this. It looks like there are several existing MTGO bots, but they all seem a bit sketchy (there have been some reports of them stealing passwords), so be careful there.
Edit
Since this answer still seems to be getting upvotes, I should probably update it with some more useful information. Since writing this, I have found a great UI automation system called Sikuli. It allows you to write programs in Python that automate a GUI. It includes image recognition features which make it very easy to recognize buttons, cards, and other UI elements; you just take a screenshot, crop it down to include just the thing you're interested in, and do fuzzy image matching (so that changing backgrounds and the like doesn't cause the match to fail). It even includes a custom IDE that allows you to embed those screenshots directly in your source code, so you can see exactly what the code is looking for. Here's an example from the documentation (apologies for the code formatting, doing images inline in code is not easy given StackOverflow's restricted subset of HTML):
def resizeApp(app, dx, dy):
switchApp(app)
corner = find(Pattern().targetOffset(3,14))
drop_point = corner.getTarget().offset(dx, dy)
dragDrop(corner, drop_point)
resizeApp("Safari", 50, 50)
This is much easier to get started with than the techniques mentioned in the article linked above, of injecting a DLL into the process you are debugging. Sikuli runs entirely at the UI level, so you never have to modify the program you are automating or worry about changes to the internals breaking your script.
One thing it is a bit poor at is handling text; it has OCR features, but they aren't all that good. If the text is selectable, however, you can select the text, copy it, and then look directly at the clipboard.
If I were to write a bot to automate something without a good API or text-based interface, Sikuli is probably the first tool I would reach for.
This answer is constructed from my comments.
What you are trying to do is hard, any way you try and do it.
Arguably the easiest way to do it is to totally mimic the user. So the application presses buttons, moves the mouse etc. The downside with this is that it is dependant on being able to recognise the screen.
This is easier if you can alter the games files as you can then just skin ( changing the image (texture)) the required cards to a single unique colour.
The major down side is you have to have the game as the top level window or have the game running in a virtual machine. Neither of which is ideal.
Another method is to read the processes memory. You may be able to find a list of memory locations, which would make things simpler, otherwise it involves a lot of hardwork, a debugger to deduce the memory addresses. It also helps (a lot) to be able to understand assembly.
The third method is to intercept the packets, and alter them. This is easier that the method above as it (at least for me) is easier to reverse engine the protocol as you have less information to deal with. It is just a matter of setting up a packet sniffer and preforming a action with one variable different (for example, the card) and comparing the differences.
The thing you need to check are that you are not breaking the EULA. I don't know how the game works, but most of the games I have come across have a EULA that prohibits (i.e. You get banned) doing any of the things I have mentioned.

A different captcha approach

Reformatted into a question....
Is drag and drop a good catcha method? I.e. would it be a good way of allowing only humans to submit a form?
Original text:
You can start voting down but i am a
newbie and here is my captcha version!
The captcha will be based on drag and
drop...
a human being could implement drag and
drop. A bot?
Just a thought!
Per my comment, it's already been done, one example here :)
Drag and drop what? The thing here is not the behavior. A computer can drag and drop programmatically. The issue here is things computers cannot do, or do well. For instance, recent ideas have suggested orienting images right-side up. Like a dog upside down needing to be flipped vertically, or a stop sign needing to be oriented 45 degrees clock-wise. More complicated images would be children hanging upside down on monkey-bars, etc.
Drag-and-drop won't cut it alone. What will you be dragging, and where will you be dropping it ;)
Another issue to address is how a drag and drop system would work if the user has JavaScript disabled. (You'd need to fallback to something and that something would also need to be hard to fake.)
Then again, HTML5 might resolve this issue as long as you don't need mainstream browser support any time this century.
Any javascript-based CAPTCHA will do (no need to do fancy stuff like drag and drop). The only problem is accessibility and support for browsers without decent javascript (hello IE Mobile?)
Is drag and drop a good catcha method? I.e. would it be a good way of allowing only humans to submit a form?
This is nice idea in correct direction.
One should prevent passing captcha to 3d party human solvers sweatshops (which do not directly interact with web-boards being cracked)
But the mentioned
http://www.webdesignbeach.com/beachbar/ajax-fancy-captcha-jquery-plugin
is 100% passable by bots in 5 guessing, while bots have 15-20 before being locked.
The spambot devs I asked about it just called it "a masqueraded trap".
I am making survey of spam and anti-spam techniques and would recommend to look into KeyCAPTCHA plugin.
See my another answer on it for more details.

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