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  • How can I build a Truth Table Generator?

    - by KingNestor
    I'm looking to write a Truth Table Generator as a personal project. There are several web-based online ones here and here. (Example screenshot of an existing Truth Table Generator) I have the following questions: How should I go about parsing expressions like: ((P = Q) & (Q = R)) = (P = R) Should I use a parser generator like ANTLr or YACC, or use straight regular expressions? Once I have the expression parsed, how should I go about generating the truth table? Each section of the expression needs to be divided up into its smallest components and re-built from the left side of the table to the right. How would I evaluate something like that? Can anyone provide me with tips concerning the parsing of these arbitrary expressions and eventually evaluating the parsed expression?

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  • How to increse performance of raster scrolling on Mac ?

    - by Max
    I have a game with a big raster map Now we are using jpeg (4900x4200) And durring the game we need to scroll through this map. We use the following: Class Map extends mx.containers.Canvas and mx.controls.Image on it In constructor we have: public function Map() { super(); image.source = ResourceManager.interactiveManager.map;//big image addChild(image); ...... } for scrolling we are use: if(parentAsCanvas==null){ parentAsCanvas = (parent as Canvas); } parentAsCanvas.verticalScrollPosition = newX; parentAsCanvas.horizontalScrollPosition = newY; In windows, we have very good performance. In Linux and Mac in flashplayer we have a good performance too. But in browsers performance is quite slow! What can we do to resolve it?

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  • How does a programmer think?

    - by Gordon Potter
    This may be a hopelessly vague question. But I am interested to hear whatever logical thought processes people go through when learning a new concept or trying to get their brain around code they might not have ever seen before. Basically, what general steps does one take to to break down problems and what does it take to "get it"? If you were to diagram a flowchart of how your mental process works when you look at code or try to solve a problem what might it look like? What common references, tips, and mental assumptions do you find useful in problem solving? How is this different between different domains? For example in what ways is a web programmer's thought process similar or different from a traditional desktop app developer's process?

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  • Rewrite probabilities as boolean algebra

    - by Magsol
    I'm given three binary random variables: X, Y, and Z. I'm also given the following: P(Z | X) P(Z | Y) P(X) P(Y) I'm then supposed to determine whether or not it is possible to find P(Z | Y, X). I've tried rewriting the solution in the form of Bayes' Theorem and have gotten nowhere. Given that these are boolean random variables, is it possible to rewrite the system in terms of boolean algebra? I understand that the conditionals can be mapped to boolean implications (x -> y, or !x + y), but I'm unsure how this would translate in terms of the overall problem I'm trying to solve. (yes, this is a homework problem, but here I'm much more interested in how to formally solve this problem than what the solution is...I also figured this question would be entirely too simple for MathOverflow)

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  • A Question About the Expressive Power of Higher-Order Logical Reasoning Formalisms.

    - by Bubba88
    Hi! I do not really know if this is scientifically proven, but I've read in a book (It was a relatively modern AI book by Peter Norvig) that secon-order logical programming could be more expressive than existing first-order languages. The question is: Is it statistically/symbolically proven that higher-order predicate logics exceed first-order predicates in their expressive power? Or they just bring the modularity/convenience/maintainability to your knowledge bases? Additionally: If there is some kind of firm direction in which I could go seeking more expressive power than I have (I mean exactly the descriptive potential of the symbols I write in given semantics/syntax) - then I would be glad to hear just almost everything :) Thank you.

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  • Business Logics on the client side

    - by Ivo Rossi
    Why do people say that business logics should be implemented on the server side code (e.g. EJB) and not on the client application code? The example that I have in mind is a business object validation on a EJB based architecture. Does it really have to be delegated to the EJB or is it ok to run it on the client before the object is sent to be server to be saved?

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  • UIImageView "Sprite Movement" How?

    - by Tate Allen
    Hi all, I am trying to make a game for the iPhone/iPod Touch. I am somewhat new to iPhone programming and extremely new to iPhone game programming so try to bear with me if this is a stupid question. How to I make my character, a UIImageView, move to the right or left, along the x axis. Just a simple translation across the screen. This is very frustrating so if you could link me to a tutorial or something like that, it would be much appreciated. Thanks in advance, Tate

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  • Java Graphics on java, 2d array board game.

    - by FILIaS
    I wanna fix a 2D board for a game. I've already fixed other panels for the gui and everything goes well. But the panel for the board cant be printed on the window. I'm a bit confused about it as i think i've followed the same ideas as for the others panels i need. Here's what i've done: /** *Method used to construct the square in the area of the *gui's grid. In this stage a GUISquare array is being constructed, * used in the whole game as *a mean of changing a square graphical state. *@param squares is the squares array from whom the gui grid will be *constructed. *@see getSquare about the correspondance beetween a squareModel and * a GUISquare. */ private void initBoardPanel(SquareModel[][] squares){ BoardPanel.setLayout(new GridLayout(myGame.getHeight(),myGame.getWidth())); //set layout Squares=new GUISquare[myGame.getHeight()][myGame.getWidth()]; grid=new JPanel[myGame.getHeight()][myGame.getWidth()]; for (int i=0; i< myGame.getHeight(); i++){ for (int j=0; j<myGame.getWidth() ; j++){ grid[i][j] = new JPanel( ); GUISquare kout=new GUISquare(i,j); kout.setSquare(myGame.getSquares()[i][j]); kout.draw(myGame.getSquares()[i][j].getGoTo(),myGame.getSquares()[i][j].getNumber()); /*draw method is been called. the first parameter is the number of the square that the player will be moved to if lands in this one square,the second parameter is just the number of the square */ kout.setVisible(true); grid[i][j].add(kout); grid[i][j].setVisible(true); BoardPanel.add(grid[i][j]); BoardPanel.setVisible(true); BoardPanel.setBackground(Color.WHITE); GUISquare temp=this.getSquare(squares[i][i]); Squares[i][j]= temp; } } this.add(BoardPanel,BorderLayout.WEST); // this.pack(); //sets appropriate size for frame this.setVisible(true); //makes frame visible } /** * Transformer for Rand/Move * <br>This method is used to display a square on the screen. */ public void draw(int goTo ,int number) { JPanel panel = new JPanel(); JLabel label1 = new JLabel(""+"Move To"+goTo); JLabel label2 = new JLabel(""+number); JSeparator CellSeparator = new JSeparator(orientation); panel.add(CellSeparator); panel.setLayout(new BorderLayout()); panel.add(label1, BorderLayout.CENTER); panel.add(label2, BorderLayout.LINE_START); } I've posted only one draw method...but all versions are alike.

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  • .Net 4.0 Is There a Business Layer "Technology" ?

    - by Ronny
    Hi, I have a theoretical question about the .net framework. As I see it Microsoft gave us bunch of technologies for different layers. We have the ADO.NET and with the more improved Entity Framework for Data Access. And ASP.NET for WEB UI. And even WCF for Facade and SOA. But what in the middle, what do we have for the Business Layer? Is it just Referenced DLLs? How do we deal with the Application Pulling this days? I remember using COM+ 10 yeas ago because the IIS couldn't handle the pressure. Is Spring.Net is the best option available for injection? Thanks, Ronny

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  • Is my natural deduction proof correct?

    - by Danny King
    Hello, Given the sequent: |- p v ¬p (that is, no left-hand-side, derives p or not p) I have taken this from http://www.danielclemente.com/logica/dn.en-node38.html but I got a different proof to his solution. I think my simpler proof is correct but could someone verify it for me to check I have understood it? I'd appreciate it very much! 1. ¬(p v ¬p) assumption {note this is equivalent to ¬p ^ p} 2. ¬p ^elimination 1 3. p ^elimination 1 4. contradiction ¬elimination 3, 2 5. p v ¬p ¬introduction 1-4 Thanks!

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  • Detect winning game in nought and crosses

    - by Dennis
    I need to know the best way to detect a winning move in a game of noughts and crosses. Source code doesn't matter, I just need a example or something I can start with. The only thing I can come up with is to use loops and test every direction for every move a player makes, to search for e.g five in a row. Is there a faster and more efficient way?

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  • Can Windows Mobile Synch Services use a business layer

    - by Andy Kakembo
    We're building a Win Mobile 6 warehouse app which needs to update our server based corporate DB. We've got a C# business layer that sits on our app server and we'd really like our warehouse app to go through this. We also like MS Synch Services. Is there a way to combine the two ie can we use sync services but get them to go through our business layer ? Has anyone done this and got an example I can follow ? Is there a best practice for this kind of scenario ? Thanks, Andy

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  • What exactly can concrete domains be used to describe?

    - by Exander
    I have read the formal definition of a "concrete domain", but I still don't quite get it. Could someone explain it to me in simpler terms, preferably with some examples? The definition is available in Reasoning in Description Logics with a Concrete Domain in the Framework of Resolution by Ullrich Hustadt, Boris Motik, Ulrike Sattler. Page 1, Definition 1.

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  • Optimize conditional operators branching in C#

    - by abatishchev
    Hello. I have next code: return this.AllowChooseAny.Value ? radioSpecific.Checked ? UserManager.CurrentUser.IsClient ? txtSubject.Text : subjectDropDownList.SelectedItem.Text : String.Empty : UserManager.CurrentUser.IsClient ? txtSubject.Text : subjectDropDownList.SelectedItem.Text; or in less complex form: return any ? specified ? isClient ? textbox : dropdown : empty : isClient ? textbox : dropdown; or in schematic form: | any / \ specified isClient / \ / \ isClient empty textbox dropdown / \ textbox dropdown Evidently I have a duplicated block on two different levels. Is it possible to optimize this code to probably split them to one? Or something like that..

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  • How do i merge the arrays in a particular format?

    - by Pankaj Khurana
    Hi, I have following arrays: 1) for total placed Array ( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 ) [0] => Array ( [totalplaced] => 8 ) ) [1] => Array ( [centers] => Array ( [name] => mumbai [id] => 2 ) [0] => Array ( [totalplaced] => 1 ) ) ) 2) for total working Array ( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 ) [0] => Array ( [totalworking] => 4 ) ) [1] => Array ( [centers] => Array ( [name] => mumbai [id] => 2 ) [0] => Array ( [totalworking] => 1 ) ) ) 3) for total trained Array ( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 ) [0] => Array ( [totaltrained] => 8 ) ) [1] => Array ( [centers] => Array ( [name] => mumbai [id] => 2 ) [0] => Array ( [totaltrained] => 1 ) ) ) I wanted to merge these arrays so that the resultant array should look like this [newarray] => Array( [0] => Array ( [centers] => Array ( [name] => delhi [id] => 1 [totalplaced] => 8 [totalworking] => 4 [totaltrained] => 8 ) ) [1]=> Array( [centers] => Array ( [name] => mumbai [id] => 2 [totalplaced] => 1 [totalworking] => 1 [totaltrained] => 1 ) ) ) This is the tabular representation of the above data which i want to display centername totalplaced totalworking totaltrained delhi 8 4 8 mumbai 1 1 1 Please help me on this. Thanks Pankaj Khurana

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  • Applications of Unification?

    - by Ravi
    What are (practical) applications of Unification ? Where it is been used in real world? I couldn't get the whole idea of what it is really about and why its considered as a part of Artificial Intelligence.

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  • Why is Decimal('0') > 9999.0 True in Python?

    - by parxier
    This is somehow related to my question Why is ''0 True in Python? In Python 2.6.4: >> Decimal('0') > 9999.0 True From the answer to my original question I understand that when comparing objects of different types in Python 2.x the types are ordered by their name. But in this case: >> type(Decimal('0')).__name__ > type(9999.0).__name__ False Why is Decimal('0') > 9999.0 == True then? UPDATE: I usually work on Ubuntu (Linux 2.6.31-20-generic #57-Ubuntu SMP Mon Feb 8 09:05:19 UTC 2010 i686 GNU/Linux, Python 2.6.4 (r264:75706, Dec 7 2009, 18:45:15) [GCC 4.4.1] on linux2). On Windows (WinXP Professional SP3, Python 2.6.4 (r264:75706, Nov 3 2009, 13:23:17) [MSC v.1500 32 bit (Intel)] on win32) my original statement works differently: >> Decimal('0') > 9999.0 False I even more puzzled now. %-(

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  • <?php echo $questionTitle; ?> [closed]

    - by oil
    So this "question" makes no sense and will be closed. But are you willing to spend your hard-earned reputation to downvote it? Go on. A programmer should be able to make logical decisions, why will you downvote the question then instead of ignoring it?

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  • Prolog - Finding the current directory, relative directory for 'tell' predicate

    - by Bharat
    I'm having trouble trying to figure out how to get prolog to spit out a text file where I want it to. I'm currently doing a bunch of operations and then using tell('output.txt') to record the output. Now the problem is that when I do this, it creates this file in the SWI \bin\ folder. I was wondering if there's a way to make it create this file in the directory containing the actual .pl file. So even if the file was moved (and it will be), the text file gets created right where the source file is. Long story short, is there a way to get the location of the source file once the source file has been consulted? Many Thanks!

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  • Collision problems with drag-n-drop puzzle game.

    - by Amplify91
    I am working on an Android game similar to the Rush Hour/Traffic Jam/Blocked puzzle games. The board is a square containing rectangular pieces. Long pieces may only move horizontally, and tall pieces may only move vertically. The object is to free the red piece and move it out of the board. This game is only my second ever programming project in any language, so any tips or best practices would be appreciated along with your answer. I have a class for the game pieces called Pieces that describes how they are sized and drawn to the screen, gives them drag-and-drop functionality, and detects and handles collisions. I then have an activity class called GameView which creates my layout and creates Pieces objects to add to a RelativeLayout called Board. I have considered making Board its own class, but haven't needed to yet. Here's what my work in progress looks like: My Question: Most of this works perfectly fine except for my collision handling. It seems to be detecting collisions well but instead of pushing the pieces outside of each other when there is a collision, it frantically snaps back and forth between (what seems to be) where the piece is being dragged to and where it should be. It looks something like this: Another oddity: when the dragged piece collides with a piece to its left, the collision handling seems to work perfectly. Only piece above, below, and to the right cause problems. Here's the collision code: @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //if next to another piece, //do not allow to move any further towards said piece if(eventX<x&&(x==piece.right+1)){ return false; }else if(eventX>x&&(x==piece.x-width-1)){ return false; } //move normally if no collision //if collision, do not allow to move through other piece if(collides(this,piece)==false){ x = (eventX-(width/2)); }else if(collidesLeft(this,piece)){ x = piece.right+1; break; }else if(collidesRight(this,piece)){ x = piece.x-width-1; break; } } break; }else if(height>width){ for (Pieces piece : aPieces) { if(piece==this){ continue; }else if(collides(this,piece)==false){ y = (eventY-(height/2)); }else if(collidesUp(this,piece)){ y = piece.bottom+1; break; }else if(collidesDown(this,piece)){ y = piece.y-height-1; break; } } } invalidate(); break; case MotionEvent.ACTION_UP: // end move if(this.moves()){ GameView.counter++; } initialX=x; initialY=y; break; } // parse puzzle invalidate(); return true; } This takes place during onDraw: width = sizedBitmap.getWidth(); height = sizedBitmap.getHeight(); right = x+width; bottom = y+height; My collision-test methods look like this with different math for each: private boolean collidesDown(Pieces piece1, Pieces piece2){ float x1 = piece1.x; float y1 = piece1.y; float r1 = piece1.right; float b1 = piece1.bottom; float x2 = piece2.x; float y2 = piece2.y; float r2 = piece2.right; float b2 = piece2.bottom; if((y1<y2)&&(y1<b2)&&(b1>=y2)&&(b1<b2)&&((x1>=x2&&x1<=r2)||(r1>=x2&&x1<=r2))){ return true; }else{ return false; } } private boolean collides(Pieces piece1, Pieces piece2){ if(collidesLeft(piece1,piece2)){ return true; }else if(collidesRight(piece1,piece2)){ return true; }else if(collidesUp(piece1,piece2)){ return true; }else if(collidesDown(piece1,piece2)){ return true; }else{ return false; } } As a second question, should my x,y,right,bottom,width,height variables be ints instead of floats like they are now? Also, any suggestions on how to implement things better would be greatly appreciated, even if not relevant to the question! Thanks in advance for the help and for sitting through such a long question! Update: I have gotten it working almost perfectly with the following code (this doesn't include the code for vertical pieces): @Override public boolean onTouchEvent(MotionEvent event){ float eventX = event.getX(); float eventY = event.getY(); switch (event.getAction()) { case MotionEvent.ACTION_DOWN: //check if touch is on piece if (eventX > x && eventX < (x+width) && eventY > y && eventY < (y+height)){ initialX=x; initialY=y; break; }else{ return false; } case MotionEvent.ACTION_MOVE: //determine if piece should move horizontally or vertically if(width>height){ for (Pieces piece : aPieces) { //if object equals itself in array, skip to next object if(piece==this){ continue; } //check if there the possibility for a horizontal collision if(this.isAllignedHorizontallyWith(piece)){ //check for and handle collisions while moving left if(this.isRightOf(piece)){ if(eventX>piece.right+(width/2)){ x = (int)(eventX-(width/2)); //move normally }else{ x = piece.right+1; } } //check for and handle collisions while moving right if(this.isLeftOf(piece)){ if(eventX<piece.x-(width/2)){ x = (int)(eventX-(width/2)); }else{ x = piece.x-width-1; } } break; }else{ x = (int)(eventX-(width/2)); } The only problem with this code is that it only detects collisions between the moving piece and one other (with preference to one on the left). If there is a piece to collide with on the left and another on the right, it will only detect collisions with the one on the left. I think this is because once it finds a possible collision, it handles it without finishing looping through the array holding all the pieces. How do I get it to check for multiple possible collisions at the same time?

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  • Enforcing an "end" call whenever there is a corresponding "start" call

    - by Jeff Meatball Yang
    Let's say I want to enforce a rule: Everytime you call "StartJumping()" in your function, you must call "EndJumping()" before you return. When a developer is writing their code, they may simply forget to call EndSomething - so I want to make it easy to remember. I can think of only one way to do this: and it abuses the "using" keyword: class Jumper : IDisposable { public Jumper() { Jumper.StartJumping(); } public void Dispose() { Jumper.EndJumping(); } public static void StartJumping() {...} public static void EndJumping() {...} } public bool SomeFunction() { // do some stuff // start jumping... using(Jumper j = new Jumper()) { // do more stuff // while jumping } // end jumping } Is there a better way to do this?

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