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Search found 31129 results on 1246 pages for 'number of rows of tiles'.

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  • Android Dynamic 2D Map

    - by Deltharis
    My problem is, I want to create a 2D tiled map. Yes, I know it's been asked a lot. I've seen answers that propose the use of tiled however it only allows (or so it seems to me) to generate static maps that do not change once generated. And I need a large empty uniform space of empty tiles, upon which players may place various buildings (some spanning more than one tile and logically being the same one). How to approach this in Android? Do I make some kind of TableLayout, use arbitrarly large amount of rows and imageviews (with my emptyTile), than somehow work event-based changing of image ids from there? I'd think that only a portion of that map should be visible at a time, but I don't see how scrolling around could be the part of that structure.

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  • How does N create it's tileset?

    - by Darestium
    I am trying to recreate a Multiplayer version of the popular flash game N in java. I have a single question however. Are the tiles for the games draw or are they defined with mathamatical formulars/In code? Since I do see how they would scale up in flash if they were not. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • Android MapView with High Res tiles?

    - by Nemi
    I have created a simple map app that shows the local garage sales in my town. It was simple enough to create and I parse out the Google Maps (html) xml doc that the local paper uses on their google maps mashup on their website. I have noticed that the Map Tiles used in the MapView class are not as high-res as the tiles used in the real Android Google Maps app (I have a Droid). I have searched the docs and google, but I cannot find any info on this. Actually, I can't even find anyone mentioning this, which surprises me and makes me think I am missing something simple. Is this a case of Google making the APIs available, but at a lower quality, or am I missing some setting that enables higher quality map tiles?

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  • Android MapView High Res tiles?

    - by Nemi
    I have created a simple map app that shows the local garage sales in my town. It was simple enough to create and I parse out the Google Maps (html) xml doc that the local paper uses on their google maps mashup on their website. I have noticed that the Map Tiles used in the MapView class are not as high-res as the tiles used in the real Android Google Maps app (I have a Droid). I have searched the docs and google, but I cannot find any info on this. Actually, I can't even find anyone mentioning this, which surprises me and makes me think I am missing something simple. Is this a case of Google making the APIs available, but at a lower quality, or am I missing some setting that enables higher quality map tiles?

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  • Problem with deleting table rows using ctrl+a for row selection

    - by Frank Nimphius
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} The following code is commonly shown and documented for how to access the row key of selected table rows in an ADF Faces table configured for multi row selection. public void onRemoveSelectedTableRows(ActionEvent actionEvent) {    RichTable richTable = … get access to your table instance …    CollectionModel cm =(CollectionModel)richTable.getValue();    RowKeySet rowKeySet = (RowKeySet)richTable.getSelectedRowKeys();             for (Object key : rowKeySet) {       richTable.setRowKey(key);       JUCtrlHierNodeBinding rowData = (JUCtrlHierNodeBinding)cm.getRowData();       // do something with rowData e.g.update, print, copy   }    //optional, if you changed data, refresh the table         AdfFacesContext adfFacesContext = AdfFacesContext.getCurrentInstance(); adfFacesContext.addPartialTarget(richTable);   return null; } The code shown above works for 99.5 % of all use cases that deal with multi row selection enabled ADF Faces tables, except for when users use the ctrl+a key to mark all rows for delete. Just to make sure I am clear: if you use ctrl+a to mark rows to perform any other operation on them – like bulk updating all rows for a specific attribute – then this works with the code shown above. Even for bulk row delete, any other mean of row selection (shift+click and multiple ctrl+click) works like a charm and the rows are deleted. So apparently it is the use of ctrl+a that causes the problem when deleting multiple rows of an ADF Faces table. To implement code that works for all table selection use cases, including the one to delete all table rows in one go, you use the code shown below. public void onRemoveSelectedTableRows(ActionEvent actionEvent) {   RichTable richTable = … get access to your table instance …   CollectionModel cm = (CollectionModel)richTable.getValue();   RowKeySet rowKeySet = (RowKeySet)richTable.getSelectedRowKeys();   Object[] rowKeySetArray = rowKeySet.toArray();      for (Object key : rowKeySetArray){               richTable.setRowKey(key);     JUCtrlHierNodeBinding rowData = (JUCtrlHierNodeBinding)cm.getRowData();                              rowData.getRow().remove();   }   AdfFacesContext adfFacesContext = AdfFacesContext.getCurrentInstance();          adfFacesContext.addPartialTarget(richTable); }

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  • Is your Credit Card Number valid?

    - by Rekha
    The credit card numbers may look like some random unique 16 digits number but those digits inform more than what we think it could be. The first digit of the card is the Major Industry Identifier: 1 and 2 -  Airlines 3  – Travel and Entertainment 4 and 5 -  Banking and Financial 6 – Merchandizing and Banking 7 – Petroleum 8 – Telecommunications 9 – National assignment The first 6 digits represent the Issuer Identification Number: Visa – 4xxxxx Master Card – 51xxxx & 55xxxx The 7th and following digits, excluding the last digit, are the person’s account number which leads to trillion possible combinations if the maximum of 12 digits is used. Many cards only use 9 digits. The final digit is the checksum or check digit. It is used to validate the card number using Luhn algorithm. How To Validate Credit Card Number? Take any credit card number, for example 5588 3201 2345 6789. Step 1: Double every other digit from the right: 5*2      8*2      3*2      0*2      2*2      4*2      6*2      8*2 ————————————————————————- 10        16        6          0          4          8      12        16 Step 2: Add these new digits to undoubled digits. All double digit numbers are added as a sum of their digits, so 16 becomes 1+6 = 7: Undoubled digits:       5          8          2          1          3          5          7          9 Doubled Digits:          10       16         6          0          4          8         12         16 Sum:  5+1+0+8+1+6+2+6+1+0+3+4+5+8+7+1+2+9+1+6 = 76 If the final sum is divisible by 10, then the Credit Card number is valid, if not, the number is invalid or fake!!! Hence the example is a fake number? via mint  cc and image credit This article titled,Is your Credit Card Number valid?, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • how to find missing rows in oracle

    - by user203212
    Hi, I have a table called 2 tables create table ORDERS ( ORDER_NO NUMBER(38,0) not null, ORDER_DATE DATE not null, SHIP_DATE DATE null, SHIPPING_METHOD VARCHAR2(12) null, TAX_STATUS CHAR(1) null, SUBTOTAL NUMBER null, TAX_AMT NUMBER null, SHIPPING_CHARGE NUMBER null, TOTAL_AMT NUMBER null, CUSTOMER_NO NUMBER(38,0) null, EMPLOYEE_NO NUMBER(38,0) null, BRANCH_NO NUMBER(38,0) null, constraint ORDERS_ORDERNO_PK primary key (ORDER_NO) ); and create table PAYMENTS ( PAYMENT_NO NUMBER(38,0) NOT NULL, CUSTOMER_NO NUMBER(38,0) null, ORDER_NO NUMBER(38,0) null, AMT_PAID NUMBER NULL, PAY_METHOD VARCHAR(10) NULL, DATE_PAID DATE NULL, LATE_DAYS NUMBER NULL, LATE_FEES NUMBER NULL, constraint PAYMENTS_PAYMENTNO_PK primary key (PAYMENT_NO) ); I am trying to find how many late orders each customer have. the column late_days in PAYMENTS table has how many days the customer is late for making payments for any particular order. so I am making this query SELECT C.CUSTOMER_NO, C.lname, C.fname, sysdate, COUNT(P.ORDER_NO) as number_LATE_ORDERS FROM CUSTOMER C, orders o, PAYMENTS P WHERE C.CUSTOMER_NO = o.CUSTOMER_NO AND P.order_no = o.order_no AND P.LATE_DAYS>0 group by C.CUSTOMER_NO, C.lname, C.fname That means, I am counting the orders those have any late payments and late_days0. But this is giving me only the customers who have any orders with late_days0, but the customers who does not have any late orders are not showing up. so if one customer has 5 orders with late payments then it is showing 5 for that customer, but if a customer have 0 late orders,that customer is not selected in this query. Is there any way to select all the customers , and if he has any late orders, it will show the number and also if he does not have any late orders, it will show 0.

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  • jquery - how to get number from a string with mixture of letters and number

    - by Alex
    How do I use JQuery to get number from the drop down select? <select aria-invalid="false" id="RatePercent" class="wpcf7-form-control wpcf7-select ratePercent" name="RatePercent"> <option value="">---</option> <option value="Floating-6.5%">Floating-6.5%</option> <option value="6 Months-5.65%">6 Months-5.65%</option> <option value="1 Year-5.85%">1 Year-5.85%</option> <option value="18 Months-5.99%">18 Months-5.99%</option> <option value="2 Years-6.19%">2 Years-6.19%</option> <option value="3 Years-6.85%">3 Years-6.85%</option> <option value="4 Years-7.19%">4 Years-7.19%</option> <option value="5 Years-7.40%">5 Years-7.40%</option> </select> If you choose 1 Year-5.85%, it returns '5.85', instead of '1 Year-5.85%'?

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  • Level Creating Help

    - by Brandon oubiub
    I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile how I want it, but having to place each tile gets annoying after a while. I noticed that in a lot of games, even extremely simple ones, they have LOTS of levels with LOTS of tiles in each. Creating all that in this fashion would take forever. So I guess my question is, as a game developer, am I supposed to do all that, or maybe make a little level editor so I can see things as I create it? What do game developers do? I'm using Java. EDIT: Okay, say if I had an image for a map, that I made in MS paint or photoshop, and each pixel represent a tile value, could I somehow in Java detect what color an individual pixel is? If so, that would be perfect. If so, how?

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • Tiles in Windows 8 are disappearing

    - by BetaRide
    I've just upgraded from Windows XP to Windows 8 on a Dell Latitude D820, which went fine. But, after installing a new driver for the video card, the Start Screen is not working anymore. As soon the mouse touches a tile, they all disappear and I'm left with only the background image. I can go to the desktop by hitting Win+D and if I hit the Win key after some minutes the tiles are there again only to disappear as soon the mousepointer touches them. How do I fix this?

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  • Python: Socket set source port number

    - by beratch
    Hi all, I'd like to send a specific UDP broadcast packet.. unfortunatly i need to send the udp packet from a very specific port for all packet I send. Let say I broadcast via UDP "BLABLAH", the server will only answer if my incoming packet source port was 1444, if not the packet is discarded. My broadcast socket setup look like this : s = socket(AF_INET,SOCK_DGRAM) s.setsockopt(SOL_SOCKET, SO_BROADCAST, 1) How can i do that (set the source port) in python ? Thanks!

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  • Quantis Quantum Random Number Generator (QRNG) - any reviews?

    - by Tim Post
    I am thinking about getting one of these (PCI) to set up an internal entropy pool similar to this service who incidentally brought us fun captcha challenges. Prior to lightening my wallet, I'm hoping to gather feedback from people who may be using this device. As there is no possible 'correct' answer, I am making this CW and tagging it as subjective. I'm undertaking a project to help write Monte Carlo simulations for a non profit that distributes mosquito nets in Malaria stricken areas. The idea is to model areas to determine the best place to distribute mosquito nets. During development, I expect to consume gigs if not more of the RNG output. We really need our own source. Is this device reliable? Does it have to be re-started often? Is its bandwidth really as advertised? It passes all tests, as far as randomness goes (i.e. NIST/DIEHARD). What I don't want is something in deadlock due to some ioctl in disk sleep that does nothing but radiate heat. This is not a spamvertisement, I'm helping out of pocket and I really, really want to know if such a large purchase will bear fruit. I can't afford to build a HRNG based on radioactive decay, this looks like the next best thing. Any comments are appreciated. I will earn zero rep for this, please do not vote to close. This is no different than questions regarding the utilization of some branded GPU for some odd purpose. Answers pointing to other solutions will be gladly accepted, I'm not married to this idea.

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  • SQL Random number not working

    - by JMSA
    declare @fieldForceCounter as int declare @SaleDate as dateTime declare @RandomNoSeed as decimal set @fieldForceCounter = 1 set @SaleDate = '1 Jan 2009' set @RandomNoSeed = 0.0 WHILE @fieldForceCounter <= 3 BEGIN while @SaleDate <= '1 Dec 2009' begin INSERT INTO MonthlySales(FFCode, SaleDate, SaleValue) VALUES(@fieldForceCounter, @SaleDate, RAND(@RandomNoSeed)) set @saleDate = @saleDate + 1 set @RandomNoSeed = Rand(@RandomNoSeed) + 1 end set @SaleDate = '1 Jan 2009' set @fieldForceCounter = @fieldForceCounter + 1 END GO This T-SQL command was supposed to insert random values in the 'SaleValue'-column in the 'MonthlySales'-table. But it is inserting '1' every time . What can be the problem?

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  • Random number generation

    - by Chandan Shetty SP
    I am using below code to generate random numbers in range... int randomNumberWithinRange(int min,int max) { int snowSize = 0; do { snowSize = rand()%max; } while( snowSize < min || snowSize > max ); return snowSize; } for(int i = 0; i < 10 ; i++) NSlog("@"%d",\t", randomNumberWithinRange(1,100)); If I quit my application and restart, same set of numbers are generated. How to generate different set of random numbers for every launching.

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  • Quickly determine if a number is prime in Python for numbers < 1 billion

    - by Frór
    Hi, My current algorithm to check the primality of numbers in python is way to slow for numbers between 10 million and 1 billion. I want it to be improved knowing that I will never get numbers bigger than 1 billion. The context is that I can't get an implementation that is quick enough for solving problem 60 of project Euler: I'm getting the answer to the problem in 75 seconds where I need it in 60 seconds. http://projecteuler.net/index.php?section=problems&id=60 I have very few memory at my disposal so I can't store all the prime numbers below 1 billion. I'm currently using the standard trial division tuned with 6k±1. Is there anything better than this? Do I already need to get the Rabin-Miller method for numbers that are this large. primes_under_100 = [2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97] def isprime(n): if n <= 100: return n in primes_under_100 if n % 2 == 0 or n % 3 == 0: return False for f in range(5, int(n ** .5), 6): if n % f == 0 or n % (f + 2) == 0: return False return True How can I improve this algorithm?

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  • Need to devise a number crunching algorithm

    - by Ravi Gupta
    I stumbled upon this question: 7 power 7 is 823543. Which higher power of 7 ends with 823543 ? How should I go about it ? The one I came up with is very slow, it keeps on multiplying by 7 and checks last 6 digits of the result for a match. I tried with Lou's code: int x=1; for (int i=3;i<=100000000;i=i+4){ x=(x*7)%1000000; System.out.println("i="+ i+" x= "+x); if (x==823543){ System.out.println("Ans "+i);} } And CPU sounds like a pressure cooker but couldn't get the answer :(

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