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  • Simulation in Java/C for AI design

    - by abhishekgupta92
    I want to conduct a contest, in which contestants are required to code in java/c and design AI or gameplay. The game should have a visual simulation so that the players could enjoy their designs (AI or gameplay) graphically as well. A possible example can be soccer, in which contestant have to design the ai of the players and decided upon the team-play. Also, they play over the network in such a game against some other player. How can i go about it?

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  • Prevent Xbox users from editing Media Library

    - by Patrick
    I am trying to watch some videos stored on my desktop computer on the Xbox, but they are in a format that the Xbox cannot decode, so I have to stream them through Windows Media Center. However, as soon as I set up Media Center on the Xbox, anyone can go in and browse the directory structure on my desktop. I would like to "lock" the media library so that only I can add and delete folders from my desktop computer. Is it possible?

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  • What You Said: Where Do You Find Your Next Game?

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your favorite places and tricks for finding new video games to play. It turns out the least of your problems was finding new games! From the comments it became apparent How-To Geek readers had absolutely no problem finding new games to add to their gaming stable. Buzz writes: I have quite an elaborate procedure in finding my next game:For free games i simply follow the feeds on a few websites like Freegamer, LinuxGames, HappyPenguin and Penguspy. Every now and them i browse Wikipedia articles on free/FOSS games. For commercial games the procedure depends on what i enjoyed the most in that game:- If i enjoyed the story or the general feel: i usually start with a game i like and look for sequels, prequels, mods or spinoffs. I even go out on a limb and give other platforms (than a PC) a try, even if it usually means emulation. If you really enjoy a game series/saga it’s usually worth the effort.- If i enjoy the producer/gaming company then i seek out more of their games.- If i enjoy the technical achievements that went into making the game or if i am concerned for the system requirements of my gear i try to play games that are built on the same engine(s) as one of the games i ran smooth and enjoyed.- If i feel like playing a particular genre i usually start with a title i enjoyed and look for alternatives or similar games- You can always try searching for Game of The Year winners for a particular time period or other similar accomplishments. They usually yield great results. How to Make Your Laptop Choose a Wired Connection Instead of Wireless HTG Explains: What Is Two-Factor Authentication and Should I Be Using It? HTG Explains: What Is Windows RT and What Does It Mean To Me?

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  • Should I go with OpenGL to see my future in Game Development industry? [closed]

    - by Priyank
    Possible Duplicate: Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry? I tried Google but found quite old articles, so I am in search of an answer in context to year 2012. Hi all, I don't know if you will consider this question appropriate for this community but I am constantly searching for a perfect answer. What I have seen is that most of the games that are released these days are DirectX 1x based. Except for few games like Starcraft or Diablo which don't have high end graphics are using OpenGL. So I have few questions to ask. The platforms i would like to target are PC (windows), Xbox 360 and PS3 (must). Should I go with learning OpenGL to see my future in game development industry? Or should I shift to Directx? If I learn OpenGL first, will it be difficult to learn direcx then? Which API is most suitable for indie development? Which one of the two API's are better from coder's (programmer's) point of view? Like OOP and style of coding. Is openGL being cross platform should be the only reason to choose it over Directx? Even when vendors are not providing enough stable drivers for it. Thanks in advance. I have read this post, but I have few questions. Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry?

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  • What's a good entity hierarchy for a 2D game?

    - by futlib
    I'm in the process of building a new 2D game out of some code I wrote a while ago. The object hierarchy for entities is like this: Scene (e.g. MainMenu): Contains multiple entities and delegates update()/draw() to each Entity: Base class for all things in a scene (e.g. MenuItem or Alien) Sprite: Base class for all entities that just draw a texture, i.e. don't have their own drawing logic Does it make sense to split up entities and sprites up like that? I think in a 2D game, the terms entity and sprite are somewhat synonymous, right? But I do believe that I need some base class for entities that just draw a texture, as opposed to drawing themselves, to avoid duplication. Most entities are like that. One weird case is my Text class: It derives from Sprite, which accepts either the path of an image or an already loaded texture in its constructor. Text loads a texture in its constructor and passes that to Sprite. Can you outline a design that makes more sense? Or point me to a good object-oriented reference code base for a 2D game? I could only find 3D engine code bases of decent code quality, e.g. Doom 3 and HPL1Engine.

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • Picking a suitable resolution for a modern low-res game?

    - by MrKatSwordfish
    I'm working on a 2D game project right now (using SFML+OpenGL and C++) and I'm trying to figure out how to go about choosing a resolution. I want my game to have a pixel resolution that is around that of classic '16bit' era consoles like the Super Nintendo or Neo Geo. However, I'd also like to have my game fit the 16:9 aspect ratio that most modern PC monitors use. Finally I'd like to be able to include an option for running full screen. I know that I could create my own low-res 16:9 resolution that is more-or-less around the size of SNES or NeoGeo games. However, the problem seems to be that doing so would leave me with a non-standard resolution that my monitor would not be able to support in fullscreen mode. For example, if i divide the common 16:9 resolution 1920x1080 by 4, I would get a 16:9 resolution that is relatively close to the resolution used by 16bit era games; 480x270. That would be fine in a windowed mode, but I don't think that it would be supported in fullscreen mode. How can I choose a resolution that suits my needs? Can I use something like 480x270? If so, how would I go about getting fullscreen mode to work with such a non-standard resolution? (I'm guessing OpenGL/SFML might have a way of up-scaling...but..)

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  • My game seems to be incompatible with recording software. What could be causing this?

    - by Lewis Wakeford
    I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at all when FRAPS or Bandicam attempts to attach to it, I get a black screen and a stream of GL INVALID OPERATION messages from my error reporting code. Dxtory can't seem to hook into it correctly at all, it doesn't display it's FPS counter or anything. My game logic appears to be running correctly from the debug traces, it just seems like all the gl library calls break. I don't know a huge amount about how these programs operate so I don't really know what I could be doing to cause this. I've heard they read from the OpenGL frame buffers so maybe I'm doing something wrong there? I'm letting GLFW and GLEW do all the low level initialization, but I have successfully recorded projects with the same setup and recording software. Essentially, has anyone ever run into something like this before or do you know anything about how these programs work that could give a clue as to the cause of the issue?

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  • Persisting high score table in flash game without a network. (Featuring: HttpListenerException)

    - by bearcdp
    Hi everyone, this question is very programming-centric, but it's for a game so I figured I might as well post it here. I'm doing polishing work on a GGJ '11 game because it will be shown at an indie arcade tomorrow afternoon, and they're expecting our final build in the morning. We'd like to have a high score table that displays during attract mode, but since it's Flash (Flixel) it would require some networking, Mochi, or something to keep a record of these scores. Only problem is the machine we'd be running on probably won't have network access. As a quick solution, I thought I'd just write up a dinky little high score server in C#/.NET that could take basic GET requests for submitting scores and getting the score list. We're talking REAL basic, like blocking while waiting for an incoming request, run & forget console app, etc. There's no guarantee that our .swf won't get reloaded, and we'd like the scores to persist, so this server would pretty much exists to keep a safe copy of the scores that the game can add to and request, and occasionally the server will write the scores to a flat text file. But, HttpListener is giving me Error Code 87 'The parameter is incorrect.' Have any idea what I'm doing wrong? Or better yet, am I barking up the wrong tree and missing an obviously simpler solution? This is all I've got so far in my Main(): HttpListener listener = new HttpListener(); listener.Prefixes.Add("http://localhost:66666/"); listener.Start(); The exception happens at listener.Start(); and the stack trace is: at System.Net.HttpListener.AddAllPrefixes() at System.Net.HttpListener.Start() at WOSEBCE_ScoreServer.Program.Main(String[] args) in C:\Users\Michael\Documents\Visual Studio 2010\VS2010 Projects\WOSEBCE_ScoreServer\WOSEBCE_ScoreServer\Program.cs:line 24 at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • extjs - center a formPanel on a normal panel

    - by Ben
    Hi there, I'm using extjs and just trying to solve a simple problem: I have a form with a fixed width. I want to Center this form within a normal Ext.Panel. I'm trying to achieve this the 'css-way' - setting the left and right margin to 'auto'. But this doesn' work, it seems the margins are just ignored. The Code: var curStateForm = new Ext.FormPanel({ title:'test', width:300, bodyStyle:'margin:5px auto 0 auto', items: [edIst, edAdjust, edSumme] }); var testPanel = new Ext.Panel({ width: '100%', frame:true, items:[curStateForm] }); Thx to all!

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  • Uiscrollview displayed with focus at its center iphone sdk

    - by neha
    Hi all, I'm having a scrollview and a view over it both of which I'm creating through interface builder. But whenever I run the program the scrollview displays the part of the view which is almost at its center. It is scrollable, so when I pull it down, I can see the text in the view above but when I leave it's again positioned the earlier way i.e. somewhat down the actual (0,0) position. Can anybody hint me at the property which should be set in order to fix this?

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  • Scaled live iPhone Camera view in center, "CGAffineTransformTranslate" not working

    - by Gavin
    Hi, I have a little problem which I could not solve. I really hope someone can help me with that. I wanted to resize the live camera view and place it in the center, using the following code below: picker.cameraViewTransform = CGAffineTransformScale(picker.cameraViewTransform, 0.5, 0.56206); picker.cameraViewTransform = CGAffineTransformTranslate(picker.cameraViewTransform, 80, 120); But all I got was a scaled 1/2 sized view on the top left of the screen. It seems as though "CGAffineTransformTranslate" does nothing at all. The translation didn't work even when I used: picker.cameraViewTransform = CGAffineTransformMake(1, 0, 0, 1, 80, 120); The translation portion seems to have no effect on the live camera view. Hope someone can enlighten me. Thanks.

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  • formula for best approximation for center of 2D rotation with small angles

    - by RocketSurgeon
    This is not a homework. I am asking to see if problem is classical (trivial) or non-trivial. It looks simple on a surface, and I hope it is truly a simple problem. Have N points (N = 2) with coordinates Xn, Yn on a surface of 2D solid body. Solid body has some small rotation (below Pi/180) combined with small shifts (below 1% of distance between any 2 points of N). Possibly some small deformation too (<<0.001%) Same N points have new coordinates named XXn, YYn Calculate with best approximation the location of center of rotation as point C with coordinates XXX, YYY. Thank you

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  • Cross browser div center alignment using CSS

    - by Misha Moroshko
    What is the easiest way to align a div whose position is relative horizontally and vertically using CSS ? The width and the height of the div is unknown, i.e. it should work for every div dimension and in all major browsers. I mean center alignment. I thought to make the horizontal alignment using: margin-left: auto; margin-right: auto; like I did here. Is this a good cross browser solution for horizontal alignment ? How could I do the vertical alignment ?

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Android XML - how to get items aligned far left, center, and far right

    - by 68060
    Hi, I have this XML code which generates a button, a textview and another button, How do I go about getting the button to appear in far left, the textview in the center and the last button on the far right? < ?xml version="1.0" encoding="utf-8"?> < LinearLayout android:id="@+id/LinearLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" <Button android:id="@+id/Button01" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Cancel"> </Button> <TextView android:id="@+id/TextView01" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="New Place"> </TextView> <Button android:id="@+id/Button03" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Save"> </Button>

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  • How to center an R plot

    - by ConnorG
    I'm working on visualizing a matrix in R (almost exactly like http://reference.wolfram.com/mathematica/ref/MatrixPlot.html), and I've been using image(<matrix>,axes=FALSE) to draw the picture. However, I noticed that with the y-axis turned off, the plot isn't centered--the space is still there for the axis ticks + label. I can finagle some centering with par(oma=c(0,0,0,2.5)) but this seems inefficient and error-prone (if my matrix were to change dimensions/become non-square). Is there a better way to force the graphic to center? The right hand margin is significantly smaller than the left.

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  • position div center horizontal and vertical

    - by loo
    i would like to center a popup div how can i do that browser friendly???? this is the original a bit to the left. <div class="popLayerWrapper"> <div id="addBookmarksLayer" class="popLayer" style="left:260px; padding:30px;"> <div class="closeLayer" >close</div> <div class="layerContent"></div> </div> </div>

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  • graphviz dot: how to insert arrows from a node to center of an arrow

    - by gregor
    Hi everyone, I try to create diagrams for MPLUS analyses with dot from the graphviz package. Does anybody have experience with using dot to visualize structural equation models/latent class mixture models? There is especially one feature that I can't figure out how to do beautifully: I need arrows from nodes to the center of another arrow like C | | V A ------------> B I tried to insert an invisible node at the intersection of the arrows. This, however, results in a "cracked" A---B arrow because dot does represent it as two independent arrows. Is this even possible with dot? Thanks for suggestions and help! Gregor

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  • How to center map on marker and open marker's InfoWindow in one method

    - by sMariusz
    I'm using Google Map APIv2. On my webpage I've a sidebar containing a list of markers with onclick event executing showDetails method, that looks like: GMarker.prototype.showDetails=function() { map.panTo(this.getLatLng()); this.openInfoWindowHtml(this.details); }; The problem is that i cannot both panTo and openInfoWindowHtml in one method, it pans but won't open tooltip and when i change method to: GMarker.prototype.showDetails=function() { this.openInfoWindowHtml(this.details); map.panTo(this.getLatLng()); }; it opens tooltip but won't center map to the marker's anchor coordinates. Even using wait function doesn't solve my problem. What am I doing wrong?

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  • customize Help Center Live HLC

    - by Andy
    Hi, I just installed Help Center Live which works fine, but I would like to make just one minor adjustment and after looking almost everywhere I couldn't find the file where the text was listen in. At the end of each chat the user can request a copy of the transcript. I tested it and it got into the spam folder of my email client. Why, I don't know, but the point here is I would lik to add some text. After a user finishes a chat session, he or she gets a page hcl/live/chat/end.php with the following text displayed somewhere: "To e-mail yourself a copy of the transcript, please enter your e-mail address below." After entering the address and pressing submit there is a confirmation message: "A copy of the transcript has been sent to your e-mail address." And I would like to add: "Please check your spam folder if you haven't received your transcript" How can this be done? Thanks.

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  • How to center an R plot after removing axis labels

    - by ConnorG
    I'm working on visualizing a matrix in R (almost exactly like http://reference.wolfram.com/mathematica/ref/MatrixPlot.html), and I've been using image(<matrix>,axes=FALSE) to draw the picture. However, I noticed that with the y-axis turned off, the plot isn't centered--the space is still there for the axis ticks + label. I can finagle some centering with par(oma=c(0,0,0,2.5)) but this seems inefficient and error-prone (if my matrix were to change dimensions/become non-square). Is there a better way to force the graphic to center? The right hand margin is significantly smaller than the left.

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