Recommendations for a programmable drivers license scanner? [closed] - ocr

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Our motor pool wants to scan drivers’ licenses and have the data imported into our custom system. We're looking for something that will allow us to programmatically get the data from the scanner (including the picture) and let us insert it into our application. I was wondering if anyone has had experience with this type of system and could recommend one or tell us which ones to avoid. Our application is written in PowerBuilder and uses a DB2 database.

Try solutions by idScan.net (www.idScan.net)
There is SDK that will allow drivers license parsing for all states in the USA and Canadian provinces. You can also purchase hardware such as ID scanner E-seek m250 that reads both 2D barcode and magnetic stripes (software is included).
Good luck!

We support something similar in our records management software. Our application is designed to work with a wedge reader, since they are the easiest to get up and running (no special drivers needed). When a card is swiped, the reader sends keystrokes to the OS for each character that is encoded on the magnetic stripe, with a simulated Enter keypress between each track (an AAMVA-compliant license has 3 data tracks).
It's slightly annoying because it behaves exactly as if someone was typing out the data by hand, so there is no easy way to tell when you have all the data (you could just wait to get 3 lines of information, but then it's difficult to detect invalid cards, such as when someone tries to swipe a student ID card, which might have fewer than 3 tracks encoded; in this case, the application hangs forever waiting for the non-existent third track to be received). To deal with this, we use a "fail-fast" approach: each time we get an Enter keypress, we immediately process the current line, keeping a record of which track we are expecting at that point (1, 2, or 3). If the current track cannot be processed (for example, a different start character appears on the track that what is documented for an AAMVA format driver's license), we assume the user must have swiped something other than a driver's license.
I'm not sure if the reader we use supports reading image data or not. It can be programmed to return a subset of the data on the card, but we just use the factory default setting, which appears to return only the first three data tracks (and actually I believe image data is encoded in the 2D barcode found on some licenses, not on the magnetic stripe, but I could be wrong).
For more on the AAMVA track format that is used on driver's license magstripes, see Annex F in the current standard.
The basic approach we use is:
Display a modal dialog that has a hidden textbox, which is given focus. The dialog box simply tells the user to swipe the card through the reader.
The user swipes the card, and the reader starts sending keydown events to the hidden textbox.
The keydown event handler for the textbox watches for Enter keypresses. When one is detected, we grab the last line currently stored in the textbox, and pass it to a track parser that attempts to parse the track according to the AAMVA format.
If this "fail-fast" parsing step fails for the current track, we change the dialog's status message to a message telling the user the card could not be read. At this point, the textbox will still receive additional keydown events, but it's OK because subsequent tracks have a high enough chance of also failing that the user will still see the error message whenever the reader stops sending data.
If the parsing is successful, we increment a counter that tells the parser what track it should process next.
If the current track count is greater than 3, we know we've processed 3 tracks. At this point we parse the 3 tracks (which have already split most of the fields up but everything is still stored as strings at this point) into a more usable DriversLicense object, which does additional checks on the track data, and makes it more consumable from our application (converting the DOB field from a string into a real Date object, parsing out the subfields in the AAMVA Name field into first name, middle name, last name, name suffix, etc.). If this second parsing phase fails, we tell the user to reswipe the card. If it succeeds, we close the dialog and pass the DriversLicense object to our main application for further processing.

If your scanner is "twain compliant", You will then be able to manage it from your app through an ActiveX control you can buy on the net like this one. You'll be able to manage your basic scan parameters (quality, color, single/multiple pages can, output format, etc), start the scan from your app, save the result as a file and transfer this file wherever needed. We have been using it with VB code for the last 2 years. It works.

Maybe you want to use magnetic stripe reader, to get driver license info from the card. As I remember most of the Driver licenses just have the data in plain text on those stripes, so it is relatively stright forward programming-wise.
MagStripe readers are also cheap now days.

You can try something from this list: http://www.adams1.com/plugins.html
I have not used them myself, though.

I wrote a parser in C#, and while it's "ok" it's still far from perfect.
I can't seem to find it but a Wikipedia entry used to exist that has the patterns to look for (trust me, parsing this yourself is a pain without any help).
Be aware that different states have different laws for what you can and can't use government issued ID's for. Texas has one.
We use a dell card reader and it inputs it exactly as though it were being typed through a keyboard, followed by the enter key. This made programming /very/ easy because then you just send focus to the text box and wait for enter. The main keys which break it in to chunks is the carrot '^'. Break that and you'll have your basic chunks.

You can also use InfoScan SDK. You can find it on www.scan-monitor.com the system allows you to use any scanner and does not make you purchase a specific scanner.

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Barcode using Ms Access [closed]

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I am planning to use an HID barcode reader to spool data then it will be read as a data source for Microsoft Access? Is this possible? Can I do it in the background? Thanks.
To answer your question, if you have a barcode reader that creates a .CSV or .TXT file with a list of barcodes, yes, you should be able to import the list into Access. (Any valid .CSV file, and most well-structured .TXT files.)
This Stack Overflow post shows how to load a CSV file using VBA.
And here's how to do it manually.
Questions about the specific model are off-topic for this site but since I was the one that asked for that information, I did look into it quickly...
Symcode MJ2090
It looks like this product is made specifically for sale on Amazon/eBay, and every page I clicked has the identical copy/pasted description.
It raises an alarm for me that the "standard description" doesn't specify how the data is output to the computer other than "USB, No Driver Required".
Also, the Chinese manufacturer's sketchy site gave me browser security warning, and then doesn't even list this product in their list of BCR's. Perhaps it was a failed product that they unloaded cheap to resellers.
I've bought cheap USB electronics in the past (recent example: SIM Card reader/writer) which, while one would assume include the software necessary to use the product, that's not always the case, and since the description didn't actually say it includes software, they didn't break any rules and the item is now nonreturnable due to delay, etc.
Technically, if I was so inclined (and skilled in the correct areas) I could write software to communicate with my device, but that would be the equivalent of writing a printer driver from scratch.
My point is, be 100% sure how the device send the data to the computer before purchasing, or else shell out a few extra bucks for a known brand name instead of a no-name product.
I didn't look very closely but when searched eBay for USB barcode reader, sorted by "lowest price + shipping", the first result was this one is $18 USD (free shipping) and specifically says:
Supported Interfaces: RS232 / PS2 keyboard / USB
...although it's wired.
Or this one is $25 USD (free shipping) is wireless and says it:
Supports instant upload mode and storage mode(store 200 barcodes).
..which sounds promising, but "supports" doesn't mean it "does it"... however it's easy to contact the seller and find out.
Price aside, looking at a reputable store, I think this $80 USD model would work for you, but you'll need to check the documentation from the [reputable] manufacturer (Motorola) into it further to confirm. (I've never bought one.)
Or, I betcha this $10000 model will work too. :-)

How does Chrome update URL bar completions?

I really enjoy using Chrome's URL bar because it remembers commonly-visited sites and often suggests a good completion based on what I've typed and/or visited before. So, for example, I can type t in the URL bar and Chrome will automatically fill it in with twitter.com, or I can type maps and Chrome will fill in the .google.com. This gives me the convenience of data-driven domain name shortcuts without having to maintain an explicit list.
What I'm wondering, though, is how Chrome determines that an old shortcut should be replaced with a new one. For example, if I visit twitter.com often, then that becomes the completion when I type t. But if I then start visiting twilio.com often enough, then, after some time, Chrome will start to fill that in as the default completion for t. What I can't figure out is how or when that transition takes place. It also seems that there are (at least) two cases involved : one for domain names, and another for path strings, because if I visit a certain full URL often, and then want to get to the root of the same domain, I end up having to type the entire domain name out to get Chrome to ignore the full-URL completion.
If I had to guess, I'd imagine that Chrome stores the things that I type in the URL bar in a trie whose values are the number of times that a particular string has been typed (and/or visited ?). Then I'd imagine it has some sort of exponential decay model for the "counts" in the trie. But this is just a guess. Does anyone know how this updating process happens ?
Well, I ended up finding some answers by having a look at the Chromium source code ; I'd imagine that Chrome itself uses this code without too much modification.
When you type something into the search/URL bar (which is apparently called the "Omnibox"), Chrome starts looking for suggestions and completions that match what you've typed. To do this, there are several "providers" registered with the browser, each of which knows how to make a particular type of suggestion. The URL history provider is one of these.
The querying process is pretty cool, actually. It all happens asynchronously, with particular attention paid to which activity happens in which thread (the main thread being especially important not to block). When the providers find suggestions, they call back to the omnibox, which appears to merge and sort things before updating the UI widget.
History provider
It turns out that URLs in Chrome are stored in at least one, and probably two, sqlite databases (one is on disk, and the second, which I know less about, seems to be in memory).
This comment at the top of HistoryURLProvider explains the lookup process, complete with multithreaded ASCII art !
Sqlite lookup
Basically, typing in the omnibox causes sqlite to run this SQL query for looking up URLs by prefix. The suggestions are ordered by the number of visits to the URL, as well as by the number of times that a URL has been typed.
Interestingly, this is not a trie ! The lookup is indeed based on prefix, but the scoring of those lookups does not appear to be aggregated by prefix, like I'd imagined.
I had a little less success in determining how the scores in the database are updated. This part of the code updates a URL after a visit, but I haven't yet run across where the counts are decremented (if at all ?).
Updating suggestions
What I think is happening regarding the updating of suggestions -- and this is still just a guess right now -- is that the in-memory sqlite database essentially has priority over the on-disk DB, and then whenever Chrome restarts or otherwise flushes the contents of the in-memory DB to disk, the visit and typed counts for each URL get updated at that time. Again, just a guess, but I'll keep looking as I get time.
The code is really nice to read through, actually. I definitely recommend it if you have similar questions about Chrome.

Creating a quick entry feature in Microsoft Access

I have a pretty good project task management system going in Microsoft Access, but one feature I'm still missing is some type of 'quick entry' like facility often found in many good productivity applications.
This is how it would work:
Scenario 1:
You're in another application, working on a few things, and you just remember something that needs to get done. You hit your predefined shortcut: CTRL + ALT + T (again, from outside Microsoft Access) and it brings up a small access form with a text box in to which you can type what needs to get done, e.g.
Inform key stakeholders of concerns regarding timeline
you hit return and that gets saved as a record in Microsoft Access instantly.
An alternative, and slightly more complex scenario...
Scenario 2:
As above, but you want to add further details besides the task name, such as the person you need to speak to, and a due date. The input in to the text box could look like this:
Inform #Sally of concerns regarding timeline >+3
Where '#' tells access to populate a field called 'Contact' with 'Sally' (unless it already exists) and '>+3' is interpreted by access to mean a due date 3 days from today.
How difficult are Scenario 1 and Scenario 2 to perform? What level of VBA/programming knowledge would be required?
Thanks,
I would say it requires a fair amount of confidence in VBA.
You need to register a global hot-key; that is, a keyboard-combination that can be captured from outside the Access application. It requires win-api calls. Here is some code.
You need to know where to place these calls. I believe you have to put them in a standard module, not in the form's class module. (I haven't double-checked this, it's late.)
You need to have a little understanding about what this code is doing. NEVER attempt to type this api-code - copy it from a reliable source, exactly as it is!! You don't need to fully understand the code, but you need to know how (and when) to call each function.
Once you've registered the hot-key then your VBA needs to bring your application to the front and display your form, and focus it. Reliably bringing the application to the front may also require api-calls.
Once your form is opened (and focused) you can have a button on it to parse the information in its textbox. However, if you are designing the form anyway, I would add checkboxes, comboboxes, etc., rather than trying to parse a complex sentence/ statement.

Synchronize Changes To A Textfield

I'm experimenting with P2P on Flash, and I've come across a little hurdle that I'd like to clarify before moving forward. The technology itself (Flash) doesn't matter for this problem, as I think this problem occurs in other languages.
I'm trying to create a document that can be edited "live" by multiple people. Just like Google Docs pretty much. But I'm wondering, how would you suggest synchronizing everyone's text? I mean, should I message everyone with all the text in the text field every time someone makes a change? That seems very inefficient.
I'm thinking there has to be a design pattern that I can learn and implement, but I'm not sure where to start.
Optimally, the application should send the connected clients only the changes that have occurred to the document, and have some sort of buffer or error correction that can be used for retrieving earlier changes that may have been missed. Is there any established design pattern that deals with this type of issue?
Thanks,
Sandro
I think your "Optimally" solution is actually the one you should go for.
each textfield has a model, the model has a history (a FILO storing last, let's say, 10 values).
every time you edit that textfield you push the whole text into the model and send the delta to other connected clients.
as other clients receive the data they just pick the last value from the model and merge it to the received data.
you can refine the mechanism by putting an idle timer in the middle: as a user types something in the textfield you flag that model as "toBeSentThroughTheNet" and you start a timer. as the timer "ticks" (TimerEvent.TIMER) you stop it, collect the flagged data and send it to other clients. just remember to reset the timer everytime the user is actually typing (a semplification coul be keydown = reset, keyup = start).
one more optimization could be send the data packed in a compressed bytearray, but this requires you write your own protocol and may be not so an easy and quick path :)
If the requirement is that everyone can edit the document at the same time and the changes should be propagated to everyone and no changes should be lost, then it is a non-trivial problem. There are few different approaches out there, but one that is quite robust is Operational Transformation. This is the same algorithm that Google Docs uses for collaborative editing.
Understanding and Applying Operational Transformation and the attendant hacker news discussion are probably other good places to start.
The Wave Protocol was released as open source so you can take a look on how it is implemented.
You could of course forgo the tricky synchronization and just allow people to take turns and only one person can edit the document at a time and this person just pushes the changes to the remainder of the group.

How do the protocols of real time strategy games such as Starcraft and Age of Empires look? [closed]

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I'm interested in how the protocols (and game loop) work for these type of games; any pointers or insights are appreciated.
I guess the main loop would have a world state which would be advanced a few "ticks" per second, but how are the commands of the players executed? What kind of data needs to go back and forth?
I can go into a lot of detail about this but first, go read "1500 archers" http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php and this will answer many of your questions. Here's a summary:
First, most games use UDP due to the real-time nature of the game. THe game loop looks something like this:
read network data
do client-side predictions and compare with where the network says
your objects should actually be
mess with physics to fudge what the network says with what your
local game state is
send data back out onto the network based on what you did this
frame (if anything)
render
That's vastly simplified and "messing with physics" could easily be a 200 page book on its own but it involves predicting client-side where something is likely to be, getting data from the server that is old but tells exactly where an object was/should be, and then interpolating those values somehow to make the object appear "close enough" to where it's actually supposed to be that no one notices. This is super-critical in first person shooters but not as much for real-time strategy.
For real-time strategy, what typically happens is a turn-based system where time is divided into discreet chunks called "turns" that happen sequentially and each turn has a number generated by a monotonic function that guarantees ever increasing values in a particular order without duplicates. On any given turn n, each client sends a message to all other clients with their intended action on turn n + m, where m is an arbitrary number that is usually fairly small and can be best determined through trial and error as well as playtesting. Once all the clients have sent their intended action, each client executes all actions that were sent on turn n + m. This introduces a tiny delay in when an action is ordered by the user and when it executes, however this is usually not noticable.
There are several techniques which can be used to fudge the time as well. For example, if you highlite a unit and then tell it to move, it will make a sound and have an animation when it starts moving but won't actually move right away. However, the network message of an intent to move that unit is sent immediately so by the time the screen responds to the player's input, the network messages have already been sent and acknowledged. You can fudge it further by introducing a small delay (100ms or so) between the mouse click and the game object's response. This is usually not noticable by the player but 100ms is an eternity in a LAN game and even with a broadband connection on a home computer the average ping is probably around 15-60ms or so, which gives you ample time to send the packet prior to the move.
As for data to send, there are two types of data in games: deterministic and non-deterministic. deterministic actions are grounded in game physics so that when the action starts, there is a 100% guarantee that I can predict the result of that action. This data never needs to be sent accross the network since I can determine what it will be on the client based on the initial state. Note that using a random number generator with the same seed on every client turns "random" events into deterministic behavior. Non-deterministic data is usually user input but it is possible to predict what a user's input is likely to be in many cases. The way these pair in a real-time strategy game is that the non-deterministic event is some sort of order to one of my game objects. Once the game object has been ordered to move, the way in which it moves is 100% deterministic. Therefore, all you need to send on the network is the ID of the object, the command given (make this an enum to save bandwidth), and the target of the command (if any, so a spell may have no target if it's an area of affet but a move command has an end-destination). If the user clicks like 100 times to make a unit move, there is no need to send a separate move command for each click since they're all in the same general area so be sure to filter this out as well since it will kill your bandwidth.
One final trick for handling a possible delay between a command and its execution is something called a local perception filter. If I get a move order some time t after the order was given, I know when the unit should have started moving and I know its end destination. Rather than teleporting the unit to get it where it's supposed to be, I can start its movement late and then mess with physics to speed it up slightly so that it can catch up to where it's supposed to be, and then slow it back down to put it in the correct place. The exact value you need to speed it up is also relative and playtesting is the only way to determine the correct value because it just has to "feel right" in order for it to be correct. You can do the same thing with firing bullets and missiles as well and it's highly effective for that. The reason this works is that humans aren't horribly good at seeing subtle changes in movement, particularly if an object is heading directly towards them or away from them, so they just don't notice.
The next thing to think about is cutting down on bandwidth. Don't send messages to clients that couldn't possible see or interact with a unit that is moving. Don't send the same message over and over again because the user clicks. Don't send messages immediately for events that have no immediate affect. Finally, don't require an acknowledgement for events that will be stale should they fail to be received. If I don't get a movement update, by the time I re-transmit that update, its value will be so old that it's no longer relevant so it's better to just send another move and use a local perception filter to catch up or use a cubic spline to interpolate the movement so that it looks more correct or something of that nature. However, an event that's critical, such as a "you're dead" or "your flag has been taken" should be acknowledged and re-transmitted if needed. I teach network game programming at Digipen so feel free to ask any other questions about this as I can probably provide you with an answer. Network game programming can be quite complicated but ultimately it's all about making choices in your implementation and understanding the consequences of your choice.
Check out Battle for Wesnoth.
http://www.wesnoth.org/
It's free, open source, and totally awesome. You can learn a lot from digging into its source.
Discussion of Age of Empires network architecture here
IMHO, that style of peer-to-peer duplicated-replay-based architecture is impressive, but a bit of a dead end for anything more than 8 or so players.