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  • One dimensional cutting algorithm with minimum waste

    - by jm666
    Can anybody point me to some resources about "cutting algorithm"? The problem: have rods with length of L meters, e.g. 6 m need cut smaller pieces of different lengths, e.g. need: 4 x 1.2m 8 x 0,9m etc... (many other lengths and counts) How to determine the optimal cutting, what will produce the minimum wasted material? I'm capable write an perl program, but haven't any idea about the algorithm. (if here is already some CPAN module what can help, would be nice). Alternatively, if someone can point me to some "spreadsheet" solution, or to anything what helps. Ps: in addition, need care about the "cutting line width" too, whats means than from the 6m long rod is impossible to cut 6 x 1m, because the cutting itself takes "3mm" width, so it is possible cut only 5 x 1m and the last piece will be only 98.5 cm (1m minus 5 x 3mm cut-width) ;(.

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  • Why do HDFS clusters have only a single NameNode?

    - by grautur
    I'm trying to understand better how Hadoop works, and I'm reading The NameNode is a Single Point of Failure for the HDFS Cluster. HDFS is not currently a High Availability system. When the NameNode goes down, the file system goes offline. There is an optional SecondaryNameNode that can be hosted on a separate machine. It only creates checkpoints of the namespace by merging the edits file into the fsimage file and does not provide any real redundancy. Hadoop 0.21+ has a BackupNameNode that is part of a plan to have an HA name service, but it needs active contributions from the people who want it (i.e. you) to make it Highly Available. from http://wiki.apache.org/hadoop/NameNode So why is the NameNode a single point of failure? What is bad or difficult about having a complete duplicate of the NameNode running as well?

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  • Why appending to a list in Scala should have O(n) time complexity?

    - by Jubbat
    I am learning Scala at the moment and I just read that the execution time of the append operation for a list (:+) grows linearly with the size of the list. Appending to a list seems like a pretty common operation. Why should the idiomatic way to do this be prepending the components and then reversing the list? It can't also be a design failure as implementation could be changed at any point. From my point of view, both prepending and appending should be O(1). Is there any legitimate reason for this?

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • Understanding Unity3d physics: where is the force applied?

    - by Heisenbug
    I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile the other in the local space. The thing that I do not understand is the following: usually in physics library (es. Bullet) we can specify the force vector and also the force application point. How can I do this in Unity? Is it possible to apply a force vector in a specific point relative to the given RigidBody coordinate system? Where does AddForce apply the force?

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  • Should I use nodindex, follow or rel canonical?

    - by webmasters
    I have a site that lists offers, promotions from other websites. Since the offers expire rather quickly I don't save them into my database. I see no point in having a page from 2010 about 30% discount on a certain brand of shoes which isn't availabe anymore. A visitor enters my website; He clicks on the "shoes" category; http://www.mysite.com/shoes/ Here he sees 20 available promotions from different online stores. He clicks on a promotion and gets to a page like this: http://www.mysite.com/shoes/promotions/prada Questions: I use the template promotions.php and list all the promotions. /promotions/prada/ /promotions/otherbrand/ .... What I do is use "noindex, follow" for the links. Is that a good idea? Or should I use rel="canonical" for the promotion page? How do you advise me to handle this from the SEO point of view?

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  • Why are most websites optimized for viewing in portrait mode?

    - by NVM
    I simply cannot figure this out. Almost all monitors have an aspect ratio where width is much bigger than the height and yet almost all websites are designed exactly for the other way round? I am not really a web developer and am just experimenting stuff at the moment but this madness baffles me!!! Edit: The point is not that I would like to limit the height of a website. The point is that I'd wat it to somehow fill all available space when I have my 1920x1080 in landscape mode. Edit 2: See this to understand what I am saying

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • OpenGL Get Rotated X and Y of quad

    - by matejkramny
    I am developing a game in 2D using LWJGL library. So far I have a rotating box. I have done basic Rectangle collision, but it doesn't work for rotated rectangles. Does OpenGL have a function that returns the vertices of rotated rectangle? Or is there another way of doing this using trigonometry? I had researched how to do this and everything I found was using some matrix that I don't understand so I am asking if there is another way of doing this. For clarification, I am trying to find out the true (rotated) X,Y of each point of the rectangle. Let's say, the first point of a rectangle (top,left) has x=10 y=10.. Width and height is 100 pixels. When I rotate the rectangle using glRotatef() the x and y stay the same. The rotation is happening inside OpenGL. I need to extract the x,y of the rectangle so I can detect collisions properly.

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  • Catalyst forgets monitor settings after reboot or log out in 12.10

    - by Mate Weisz
    I have a Samsung monitor connected to my ATI Radeon graphic card via HDMI. By default the screen has a black border around, but I can disable it in the Catalyst menu to get full screen. (There is a scalebar that I have to set to the highest value.) My problem is that every time I turn off and on my computer it changes back and I have to set it up again. It is really annoying. Is there any way to make this setting permanent? Notes: 1. I open Catalyst with admin rights. 2. When I open the Catalyst settings menu, it looks like that it keeps my settings, because the scalebar stays at the highest point, but still it doesn't scale up my screen until I move back and forth the scale bar to the same point

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  • Function that requires many parameters

    - by user877329
    I have a problem related to this: Are there guidelines on how many parameters a function should accept? In my case, I have a function that describes a rounded rectangle. The caller specifies An integer which determines how the rectangle should be merged into previously created shapes An Anchor, which is a point that is used for alignment (right, left, top, bottom etc). (0,-1) means that position (next parameter) describes the top, middle point of the rectangle. The position of the rectangle Width and height Corner radius Should I use Parameter Object pattern in this case? It is hard to see how these parameters are related

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  • What library should I use for 2D Geometry? [closed]

    - by Luka
    I've been working on a 2D game in java, but found that java just didn't cut it for me and had forced me to a lot of bad design choices, so I've decided to port all my work to c++. The main reason I've decided change to c++ is that i had reached a point where i had 3 geometry libraries (the native, one from the game engine and one to handle "complex" polygons), none of witch worked very well together and i couldn't keep track of them. I'm new to c++, but i know all the basics. My question is, what would be a good geometry library to use, ideally it should be able to handle integer and decimal data types, have point, line, and polygon classes witch are able to check for intersection and contains. Thanks in advance, Luka

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  • Implement Fast Inverse Square Root in Javascript?

    - by BBz
    The Fast Inverse Square Root from Quake III seems to use a floating-point trick. As I understand, floating-point representation can have some different implementations. So is it possible to implement the Fast Inverse Square Root in Javascript? Would it return the same result? float Q_rsqrt(float number) { long i; float x2, y; const float threehalfs = 1.5F; x2 = number * 0.5F; y = number; i = * ( long * ) &y; i = 0x5f3759df - ( i >> 1 ); y = * ( float * ) &i; y = y * ( threehalfs - ( x2 * y * y ) ); return y; }

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  • what is the purpose of arrows?

    - by Simon
    I am learning functionnal programming with Haskell, and I try to grab concepts by first understanding why do I need them. I would like to know the goal of arrows in functional programming languages. What problem do they solve? I checked http://en.wikibooks.org/wiki/Haskell/Understanding_arrows and http://www.cse.chalmers.se/~rjmh/afp-arrows.pdf. All I understand is that they are used to describe graphs for computations, and that they allow easier point free style coding. The article assume that point free style is generally easier to understand and to write. This seems quite subjective to me. In another article (http://en.wikibooks.org/wiki/Haskell/StephensArrowTutorial#Hangman:_Main_program), a hangman game is implemented, but I cannot see how arrows makes this implementation natural. I could find a lot of papers describing the concept, but nothing about the motivation. What I am missing?

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  • Ubuntu 12.04 installation freezes at "Detecting File Systems"

    - by user67970
    I am installing Ubuntu 12.04 onto my system, which I am dual booting an already installed version of Windows 7 with. The installation goes fine until what I suppose is near the end of the entire thing, where it is at the page where it scrolls through the features of Ubuntu. At this point, it is saying: Detecting file systems... It will not go past this point, and it has been at this part for an hour and a half. What should I do to fix this? I am new to working with Linux operating systems, so please help!

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  • Best system for creating a 2d racing track

    - by tesselode
    I am working a 2D racing game and I'm trying to figure out what is the best way to define the track. At the very least, I need to be able to create a closed circuit with any amount of turns at any angle, and I need vehicles to collide with the edges of the track. I also want the following things to be true if possible (but they are optional): The code is simple and free of funky workarounds and extras I can define all of the parts of the track (such as turns) relative to the previous parts I can predict the exact position of the road at a certain point (that way I can easily and cleanly make closed circuits) Here are my options: Use a set of points. This is my current system. I have a set of turns and width changes that the track is supposed to make over time. I have a point which I transform according to these instructions, and I place a point every 5 steps or so, depending on how precise I want the track to be. These points make up the track. The main problem with this is the discrepancy between the collisions and the way the track is drawn. I won't get into too much detail, but the picture below shows what is happening (although it is exaggerated a bit). The blue lines are what is drawn, the red lines are what the vehicle collides with. I could work around this, but I'd rather avoid funky workaround code. Beizer curves. These seem cool, but my first impression of them is that they'll be a little daunting to learn and are probably too complicated for my needs. Some other kind of curve? I have heard of some other kinds of curves; maybe those are more applicable. Use Box2D or another physics engine. Instead of defining the center of the track, I could use a physics engine to define shapes that make up the road. The downside to this, however, is that I have to put in a little more work to place the checkpoints. Something completely different. Basically, what is the simplest system for generating a race track that would allow me to create closed circuits cleanly, handle collisions, and not have a ton of weird code?

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  • Laptop won't get to grub after meddling with kernels

    - by Joren
    I recently found out I had different kernel versions installed, so I removed the 3.9 kernel as proposed in this answer on my earlier question. After that, I updated my grub, but My laptop won't seem to reach it. Output of aptitude search linux | grep ^i: i libselinux1 - SELinux runtime shared libraries i libselinux1:i386 - SELinux runtime shared libraries i linux-firmware - Firmware for Linux kernel drivers i A linux-headers-3.11.0-12 - Header files related to Linux kernel versi i A linux-headers-3.11.0-12-generic - Linux kernel headers for version 3.11.0 on i linux-headers-3.11.4-031104 - Header files related to Linux kernel versi i linux-headers-3.11.4-031104-gen - Linux kernel headers for version 3.11.4 on i linux-headers-generic - Generic Linux kernel headers i linux-libc-dev - Linux Kernel Headers for development i linux-sound-base - base package for ALSA and OSS sound system i pptp-linux - Point-to-Point Tunneling Protocol (PPTP) C i syslinux - collection of boot loaders i syslinux-common - collection of boot loaders (common files) i syslinux-legacy - Bootloader for Linux/i386 using MS-DOS flo i util-linux - Miscellaneous system utilities How do I proceed to fix this error from my live cd?

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • Creating a Yes/No MessageBox in a NuGet install/uninstall script

    - by ParadigmShift
    Sometimes getting a little feedback during the install/uninstall process of a NuGet package could be really useful. Instead of accounting for all possible ways to install your NuGet package for every user, you can simplify the installation by clarifying with the user what they want. This example shows how to generate a windows yes/no message box to get input from the user in the PowerShell install or uninstall script. We’ll use the prompt on the uninstall to confirm if the user wants to delete a custom setting that the initial install placed in their configuration.  Obviously you could use the prompt in any way you want. The objects of the message box are generated similar to the controls in the code behind of a WinForm. At the beginning of your script enter this: param($installPath, $toolsPath, $package, $project)   # Set up path variables $solutionDir = Get-SolutionDir $projectName = (Get-Project).ProjectName $projectPath = Join-Path $solutionDir $projectName   ################################################################################################ # WinForm generation for prompt ################################################################################################ function Ask-Delete-Custom-Settings { [void][reflection.assembly]::loadwithpartialname("System.Windows.Forms") [Void][reflection.assembly]::loadwithpartialname("System.Drawing")   $title = "Package Uninstall" $message = "Delete the customized settings?" #Create form and controls $form1 = New-Object System.Windows.Forms.Form $label1 = New-Object System.Windows.Forms.Label $btnYes = New-Object System.Windows.Forms.Button $btnNo = New-Object System.Windows.Forms.Button   #Set properties of controls and form ############ # label1 # ############ $label1.Location = New-Object System.Drawing.Point(12,9) $label1.Name = "label1" $label1.Size = New-Object System.Drawing.Size(254,17) $label1.TabIndex = 0 $label1.Text = $message   ############# # btnYes # ############# $btnYes.Location = New-Object System.Drawing.Point(156,45) $btnYes.Name = "btnYes" $btnYes.Size = New-Object System.Drawing.Size(48,25) $btnYes.TabIndex = 1 $btnYes.Text = "Yes"   ########### # btnNo # ########### $btnNo.Location = New-Object System.Drawing.Point(210,45) $btnNo.Name = "btnNo" $btnNo.Size = New-Object System.Drawing.Size(48,25) $btnNo.TabIndex = 2 $btnNo.Text = "No"   ########### # form1 # ########### $form1.ClientSize = New-Object System.Drawing.Size(281,86) $form1.Controls.Add($label1) $form1.Controls.Add($btnYes) $form1.Controls.Add($btnNo) $form1.Name = "Form1" $form1.Text = $title #Event Handler $btnYes.add_Click({btnYes_Click}) $btnNo.add_Click({btnNo_Click}) return $form1.ShowDialog() } function btnYes_Click { #6 = Yes $form1.DialogResult = 6 } function btnNo_Click { #7 = No $form1.DialogResult = 7 } ################################################################################################ This has also wired up the click events to the form.  This is all it takes to create the message box. Now we have to actually use the message box and get the user’s response or this is all pointless.  We’ll then delete the section of the application/web configuration called <Custom.Settings> [xml] $configXmlContent = Get-Content $configFile   Write-Host "Please respond to the question in the Dialog Box." $dialogResult = Ask-Delete-Custom-Settings #6 = Yes #7 = No Write-Host "dialogResult = $dialogResult" if ($dialogResult.ToString() -eq "Yes") { Write-Host "Deleting customized settings" $customSettingsNode = $configXmlContent.configuration.Item("Custom.Settings") $configXmlContent.configuration.RemoveChild($customSettingsNode) $configXmlContent.Save($configFile) } if ($dialogResult.ToString() -eq "No") { Write-Host "Do not delete customized settings" } The part where I check if ($dialog.Result.ToString() –eq “Yes”) could just as easily check the value for either 6 or 7 (Yes or No).  I just personally decided I liked this way better.   Shahzad Qureshi is a Software Engineer and Consultant in Salt Lake City, Utah, USA His certifications include: Microsoft Certified System Engineer 3CX Certified Partner Global Information Assurance Certification – Secure Software Programmer – .NET He is the owner of Utah VoIP Store at http://www.utahvoipstore.com/ and SWS Development at http://www.swsdev.com/ and publishes windows apps under the name Blue Voice.

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  • Web hosting announced downtime and how it affects FORWARD domain names?

    - by maple_shaft
    Our web hosting provider that holds our FORWARD domain names announced that at some point in the next couple weeks they will be migrating servers and that this will cause a 5-10 minute downtime at some point in that week during what happens to be our core business hours. They cite for technical reasons it is impossible to give an exact date or time when this downtime will occur. My questions are: If my domains are set to FORWARD to a static IP on servers not hosted by the web hosting provider in question then will this affect the DNS servers correctly routing to my website? Are their legitimate technical reasons for such a wide window of time, or could this just be a blanket statement to cover laziness in not being more organized with their server migrations? Are such downtimes normal for web hosting providers, or should I start to consider other providers?

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  • Need help with a method to randomly lay mines in a minesweeper game

    - by avatarX
    So my Java minesweeper game is represented as a int[][] where -1 represents a mine. When I initialize my game I need to randomly place x amount of mines. What is an elegant way of doing this? I was thinking of using an ArrayList with the coordinates of each cell, randomly selecting it, changing the state of the int[][] and then removing that Point. This would ensure that no point is selected twice. Is there a more elegant way of doing this?

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  • Oracle Unveils Oracle Java Embedded Suite 7.0

    - by user12612705
    Today Oracle announced the Oracle Java Embedded Suite 7.0. What is the Java Embedded Suite (JES)? It's a middleware stack designed to be run on embedded devices. It's a suite which includes an application server (Glassfish for Embedded Suite), database (Java DB), and web services (Jersey Web Services Framework). Putting these services on the embedded device gives you the ability to provide a set of services at the device point. It also lets you aggregate data at the device point, which you can later sync with your enterprise systems.

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  • What most games would benefit from having

    - by Phil
    I think I've seen "questions" like this on stackoverflow but sorry if I'm overstepping any bounds. Inspired by my recent question and all the nice answers (Checklist for finished game?) I think every gamedev out there has something he/she thinks that almost every game should have. That knowledge is welcome here! So this is probably going to be an inspirational subjective list of some sorts and the point is that anyone reading this question will see a point or two that they've overlooked in their own development and might benefit from adding. I think a good example might be: "some sort of manual or help section. Of course it should be proportional to how advanced the game is. Some users won't need it and won't go looking for it but the other ones that do will become very frustrated if they can't remember how to do something specific that should be in the manual". A bad example might be "good gameplay". Of course every game benefits from this but the answer is not very helpful.

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  • which Project hosting service (Like google code, github) you will prefer to use? And Why?

    - by MobileDev123
    I am using to study (and at some point of time copy the desired module of) the code from these two sites (Google Code and Github). There is sourceforge too, I have some code, say some library that I want to share with the community, and I am to decide the hosting site. And before I decide I want to have opinions from this community. Which is your favorite Project hosting site or service? And why? There is one point where github can win over google code (may be I am wrong here), Github can let you forge whole project with a zip or tar file, but to do the same in google code we have to upload the zip file explicitly and put it in downloads.... Thanks

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