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  • Come up with a real-world problem in which only the best solution will do (a problem from Introduction to algorithms) [closed]

    - by Mike
    EDITED (I realized that the question certainly needs a context) The problem 1.1-5 in the book of Thomas Cormen et al Introduction to algorithms is: "Come up with a real-world problem in which only the best solution will do. Then come up with one in which a solution that is “approximately” the best is good enough." I'm interested in its first statement. And (from my understanding) it is asked to name a real-world problem where only the exact solution will work as opposed to a real-world problem where good-enough solution will be ok. So what is the difference between the exact and good enough solution. Consider some physics problem for example the simulation of the fulid flow in the permeable medium. To make this simulation happen some simplyfing assumptions have to be made when deriving a mathematical model. Otherwise the model becomes at least complex and unsolvable. Virtually any particle in the universe has its influence on the fluid flow. But not all particles are equal. Those that form the permeable medium are much more influental than the ones located light years away. Then when the mathematical model needs to be solved an exact solution can rarely be found unless the mathematical model is simple enough (wich probably means the model isn't close to reality). We take an approximate numerical method and after hours of coding and days of verification come up with the program or algorithm which is a solution. And if the model and an algorithm give results close to a real problem by some degree that is good enough soultion. Its worth noting the difference between exact solution algorithm and exact computation result. When considering real-world problems and real-world computation machines I believe all physical problems solutions where any calculations are taken can not be exact because universal physical constants are represented approximately in the computer. Any numbers are represented with the limited precision, at least limited by amount of memory available to computing machine. I can imagine plenty of problems where good-enough, good to some degree solution will work, like train scheduling, automated trading, satellite orbit calculation, health care expert systems. In that cases exact solutions can't be derived due to constraints on computation time, limitations in computer memory or due to the nature of problems. I googled this question and like what this guy suggests: there're kinds of mathematical problems that need exact solutions (little note here: because the question is taken from the book "Introduction to algorithms" the term "solution" means an algorithm or a program, which in this case gives exact answer on each input). But that's probably more of theoretical interest. So I would like to narrow down the question to: What are the real-world practical problems where only the best (exact) solution algorithm or program will do (but not the good-enough solution)? There are problems like breaking of cryptographic ciphers where only exact solution matters in practice and again in practice the process of deciphering without knowing a secret should take reasonable amount of time. Returning to the original question this is the problem where good-enough (fast-enough) solution will do there's no practical need in instant crack though it's desired. So the quality of "best" can be understood in any sense: exact, fastest, requiring least memory, having minimal possible network traffic etc. And still I want this question to be theoretical if possible. In a sense that there may be example of computer X that has limited resource R of amount Y where the best solution to problem P is the one that takes not more than available Y for inputs of size N*Y. But that's the problem of finding solution for P on computer X which is... well, good enough. My final thought that we live in a world where it is required from programming solutions to practical purposes to be good enough. In rare cases really very very good but still not the best ones. Isn't it? :) If it's not can you provide an example? Or can you name any such unsolved problem of practical interest?

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  • IIS7.5 website (mostly) inaccessible from the outside world

    - by Force Flow
    On the network firewall, I opened up port 80 and forwarded it to the Windows Server 2008 R2 running IIS 7.5. Port 80 is open in the Windows firewall. On the LAN, the website is accessible without any trouble. When accessed from the outside, I can access it only 3 times every few hours before access to it cuts out from the outside. There aren't any access limits in IIS or the network's firewall as far as I can tell. IIS is running PHP 5.3. The default website has been deleted. The bindings for the website's domain are set for mydomain.com *:80 and mydomain.com 192.168.0.3:80

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  • Problem with java and conditional (game of life)

    - by Muad'Dib
    Hello everybody, I'm trying to implement The Game of Life in java, as an exercise to learn this language. Unfortunately I have a problem, as I don't seem able to make this program run correctly. I implemented a torodial sum (the plane is a donut) with no problem: int SumNeighbours (int i, int j) { int value = 0; value = world[( i - 1 + row ) % row][( j - 1 + column ) % column]+world[( i - 1 + row ) % row][j]+world[( i - 1 + row ) % row][( j + 1 ) % column]; value = value + world[i][( j - 1 + column ) % column] + world[i][( j + 1 ) % column]; value = value + world[( i + 1 ) % row][( j - 1 + column ) % column] + world[( i + 1 ) % row][j]+world[ ( i+1 ) % row ][( j + 1 ) % column]; return value; } And it sums correctly when I test it: void NextWorldTest () { int count; int [][] nextWorld = new int[row][row]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); } System.out.println(); } world=nextWorld; } Unfortunately when I add the conditions of game of life (born/death) the program stop working correctly, as it seems not able anymore to count correctly the alive cells in the neighborhood. It counts where there are none, and it doesn't count when there are some. E.g.: it doesn't count the one below some living cells. It's a very odd behaviour, and it's been giving me a headache for 3 days now... maybe I'm missing something basic about variables? Here you can find the class. void NextWorld () { int count; int [][] nextWorld = new int[row][column]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); if ( ( world[i][j] == 0) && ( count == 3 ) ) { nextWorld[i][j] = 1; } else if ( ( world[i][j] == 1 ) && ( (count == 3) || (count == 2) )) { nextWorld[i][j] = 1; } else { nextWorld[i][j]=0; } } System.out.println(); } world=nextWorld; } } Am I doing something wrong? Below you can find the full package. package com.GaOL; public class GameWorld { int [][] world; int row; int column; public int GetRow() { return row; } public int GetColumn() { return column; } public int GetWorld (int i, int j) { return world[i][j]; } void RandomGen (int size, double p1) { double randomCell; row = size; column = size; world = new int[row][column]; for (int i = 0; i<row; i++ ) { for (int j = 0; j<column; j++ ) { randomCell=Math.random(); if (randomCell < 1-p1) { world[i][j] = 0; } else { world[i][j] = 1; } } } } void printToConsole() { double test = 0; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { if ( world[i][j] == 0 ) { System.out.print(" "); } else { System.out.print(" * "); test++; } } System.out.println(""); } System.out.println("ratio is " + test/(row*column)); } int SumNeighbours (int i, int j) { int value = 0; value = world[( i - 1 + row ) % row][( j - 1 + column ) % column]+world[( i - 1 + row ) % row][j]+world[( i - 1 + row ) % row][( j + 1 ) % column]; value = value + world[i][( j - 1 + column ) % column] + world[i][( j + 1 ) % column]; value = value + world[( i + 1 ) % row][( j - 1 + column ) % column] + world[( i + 1 ) % row][j]+world[ ( i+1 ) % row ][( j + 1 ) % column]; return value; } void NextWorldTest () { int count; int [][] nextWorld = new int[row][row]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); } System.out.println(); } world=nextWorld; } void NextWorld () { int count; int [][] nextWorld = new int[row][column]; nextWorld = world; for (int i=0; i<row; i++) { for (int j=0; j<column; j++) { count = SumNeighbours(i,j); System.out.print(" " + count + " "); if ( ( world[i][j] == 0) && ( count == 3 ) ) { nextWorld[i][j] = 1; } else if ( ( world[i][j] == 1 ) && ( (count == 3) || (count == 2) )) { nextWorld[i][j] = 1; } else { nextWorld[i][j]=0; } } System.out.println(); } world=nextWorld; } } and here the test class: package com.GaOL; public class GameTestClass { public static void main(String[] args) { GameWorld prova = new GameWorld(); prova.RandomGen(10, 0.02); for (int i=0; i<3; i++) { prova.printToConsole(); prova.NextWorld(); } } }

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  • wxWidgets and Dev-C++

    - by Anteater7171
    I've been using Bloodshed Dev-C++ for C++ programing for a while now. I'd like to get into GUI programing in C++. So I installed wxWidget and tried a simple hello world program, yet I get the following error: \Dev-Cpp\gui_at0.cpp C:\Dev-Cpp\C wx/wx.h: No such file or directory. I'm pretty sure this error is due to the wx folder not being in the right directory. Currently it's in C:. So where does it need to be moved to? Or is something else at play?

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  • Looking for a good world map generation algorithm

    - by FalconNL
    I'm working on a Civilization-like game and I'm looking for a good algorithm for generating Earth-like world maps. I've experimented with a few alternatives, but haven't hit on a real winner yet. One option is to generate a heightmap using perlin noise and add water at a level so that about 30% of the world is land. While perlin noise (or similar fractal-based techniques) are frequently used for terrain and is reasonably realistic, it doesn't offer much in the way of control over the number, size and position of the resulting continents, which I'd like to have from a gameplay perspective. See http://farm3.static.flickr.com/2792/4462870263_ff26c40365_o.jpg for an example (sorry, can't post pictures yet). A second option is to start with a randomly positioned one-tile seed (I'm working on a grid of tiles), determine the desired size for the continent and each turn add a tile that is horizontally or vertically adjacent to the existing continent until you've reached the desired size. Repeat for the other continents. This technique is part of the algorithm used in Civilization 4. The problem is that after placing the first few continents, it's possible to pick a starting location that's surrounded by other continents, and thus won't fit the new one. Also, it has a tendency to spawn continents too close together, resulting in something that looks more like a river than continents. See http://farm5.static.flickr.com/4069/4462870383_46e86b155c_o.jpg for an example. Does anyone happen to know a good algorithm for generating realistic continents on a grid-based map while keeping control over their number and relative sizes?

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  • Interactive World Map, highlight countries on mouseover

    - by BrenGG
    I need to create an interactive world map on the front page of a site, the view portal will be about 650x200 pixels. The interactivity would include the following, mouse-over a country would highlight (the countries are will literally be filled with "red" for example) that country and display the countries' name (preferably text in a div), I will also be linking the highlighting event with a that will highlight a country when selected. I am having a difficult time finding a suitable solution, I refuse to use or learn a proprietry technology such as flash so it is not an option. I created a simple mockup using openlayers and a custom map image but the countries' markers load too slowly in IE6. Also svg seems too large, as I tried to use RaphaelJS, but abondoned it when I realised the world map data is 1.2mb which is totally un acceptable for the front page of a site.. I am really at a loss on how I am going to do this, my last resort is to manually create 250+ (however many countries there are) pngs and apply mouseover events to hotspots in the image... but this is probably going to be a dead end too.. desperately seeking a solution, any helpful comments will be appreciated!

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  • How can I generate an "unlimited" world?

    - by snowlord
    I would like to create a game with an endless (in reality an extremely large) world in which the player can move about. Whether or not I will ever get around to implement the game is one matter, but I find the idea interesting and would like some input on how to do it. The point is to have a world where all data is generated randomly on-demand, but in a deterministic way. Currently I focus on a large 2D map from which it should be possible to display any part without knowledge about the surrounding parts. I have implemented a prototype by writing a function that gives a random-looking, but deterministic, integer given the x and y of a pixel on the map (see my recent question about this function). Using this function I populate the map with "random" values, and then I smooth the map using a simple filter based on the surrounding pixels. This makes the map dependent on a few pixels outside its edge, but that's not a big problem. The final result is something that at least looks like a map (especially with a good altitude color map). Given this, one could maybe first generate a coarser map which is used to generate bigger differences in altitude to create mountain ranges and seas. Anyway, that was my idea, but I am sure that there exist ways to do this already and I also believe that given the specification, many of you can come up with better ideas. EDIT: Forgot the link to my question.

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  • Help me refactor my World Cup Challenge Script

    - by kylemac
    I am setting up a World Cup Challenge between some friends, and decided to practice my Ruby and write a small script to automate the process. The Problem: 32 World Cup qualifiers split into 4 tiers by their Fifa ranking 8 entries Each entry is assigned 1 random team per tier Winner takes all :-) I wrote something that suffices yet is admittedly brute force. But, in my attempt to improve my Ruby, I acknowlege that this code isn't the most elegant solution around - So I turn to you, the experts, to show me the way. It may be more clear to check out this gist - https://gist.github.com/91e1f1c392bed8074531 My Current (poor) solution: require 'yaml' @teams = YAML::load(File.open('teams.yaml')) @players = %w[Player1 Player2 Player3 Player4 Player5 Player6 Player7 Player8] results = Hash.new players = @players.sort_by{rand} players.each_with_index do |p, i| results[p] = Array[@teams['teir_one'][i]] end second = @players.sort_by{rand} second.each_with_index do |p, i| results[p] << @teams['teir_two'][i] end third = @players.sort_by{rand} third.each_with_index do |p, i| results[p] << @teams['teir_three'][i] end fourth = @players.sort_by{rand} fourth.each_with_index do |p, i| results[p] << @teams['teir_four'][i] end p results I am sure there is a better way to iterate through the tiers, and duplicating the @players object ( dup() or clone() maybe?) So from one Cup Fan to another, help me out.

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  • Projecting an object into a scene based on world coordinates only

    - by user354862
    I want to place a 3D image into a scene base on world/global coordinates. I have an image of a scene. The image was captures at some global coordinate (x1, y1, z1). I am given an object that needs to be placed into this scene based on its global coordinate (x2, y2, y3). This object needs to be projected into the scene accurately similarly to perspective projection. An example may help to make this clear. Imagine there is a parking lot with some set of global coordinates. A picture is taken of a portion of the parking lot. The coordinates from the spot where the image was taken is recorded. The goal is to place a virtual vehicle into this image using the global coordinates for that vehicle. Because the global cooridnates for the vehicle may not be in the fov of the global coordinates for the image I am assuming that I will need the image coordinates, angle and possibly fov. 3D graphics is not my area so I have been looking at http://en.wikipedia.org/wiki/Perspective_projection#Perspective_projection. I have also been looking at Matrix3DProjection which seems to possibly be what I am looking for but it only works in Silverlight and I am trying to do this in WPF. In my mind it appears I need to determine the (X,Y,Z) coordinates that are in the fov of the image, determine the world coordinate to pixel conversion and then accurately project the vehicle into the image giving it the correct perspective such that is looks 3D i.e smaller the further away bigger closer Is there a function within WPF that can help with this or will I need to re-learn matrices and do this by hand?

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  • JPA: Database Generated columns

    - by jpanewbie
    Hello, I am facing an issue with Hiebrnate and JPA. My requirement is column CreatedDTTM and LastUPDATEDDTTM should be populated at the DB level. I have tried following but no use. My columns are set NOT NULL. I get a "cannot insert Null into LastUpdatedDttm" exception. Any guidance is appreciated. @Column(name="LAST_UPDATED_DTTM", insertable=false, updatable=false, columnDefinition="Date default SYSDATE") @org.hibernate.annotations.Generated(value=GenerationTime.INSERT) @Temporal(javax.persistence.TemporalType.DATE) private Date lastUpdDTTM; @Column(name="CREATED_DTTM”, insertable=false, updatable=false) @org.hibernate.annotations.Generated(value=GenerationTime.ALWAYS) @Temporal(javax.persistence.TemporalType.DATE) private Date createdDTTM;

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • iPhone SDK vs Windows Phone 7 Series SDK Challenge, Part 1: Hello World!

    In this series, I will be taking sample applications from the iPhone SDK and implementing them on Windows Phone 7 Series.  My goal is to do as much of an apples-to-apples comparison as I can.  This series will be written to not only compare and contrast how easy or difficult it is to complete tasks on either platform, how many lines of code, etc., but Id also like it to be a way for iPhone developers to either get started on Windows Phone 7 Series development, or for developers in general to learn the platform. Heres my methodology: Run the iPhone SDK app in the iPhone Simulator to get a feel for what it does and how it works, without looking at the implementation Implement the equivalent functionality on Windows Phone 7 Series using Silverlight. Compare the two implementations based on complexity, functionality, lines of code, number of files, etc. Add some functionality to the Windows Phone 7 Series app that shows off a way to make the scenario more interesting or leverages an aspect of the platform, or uses a better design pattern to implement the functionality. You can download Microsoft Visual Studio 2010 Express for Windows Phone CTP here, and the Expression Blend 4 Beta here. Hello World! Of course no first post would be allowed if it didnt focus on the hello world scenario.  The iPhone SDK follows that tradition with the Your First iPhone Application walkthrough.  I will say that the developer documentation for iPhone is pretty good.  There are plenty of walkthoughs and they break things down into nicely sized steps and do a good job of bringing the user along.  As expected, this application is quite simple.  It comprises of a text box, a label, and a button.  When you push the button, the label changes to Hello plus the  word you typed into the text box.  Makes perfect sense for a starter application.  Theres not much to this but it covers a few basic elements: Laying out basic UI Handling user input Hooking up events Formatting text     So, lets get started building a similar app for Windows Phone 7 Series! Implementing the UI: UI in Silverlight (and therefore Windows Phone 7) is defined in XAML, which is a declarative XML language also used by WPF on the desktop.  For anyone thats familiar with similar types of markup, its relatively straightforward to learn, but has a lot of power in it once you get it figured out.  Well talk more about that. This UI is very simple.  When I look at this, I note a couple of things: Elements are arranged vertically They are all centered So, lets create our Application and then start with the UI.  Once you have the the VS 2010 Express for Windows Phone tool running, create a new Windows Phone Project, and call it Hello World: Once created, youll see the designer on one side and your XAML on the other: Now, we can create our UI in one of three ways: Use the designer in Visual Studio to drag and drop the components Use the designer in Expression Blend 4 to drag and drop the components Enter the XAML by hand in either of the above Well start with (1), then kind of move to (3) just for instructional value. To develop this UI in the designer: First, delete all of the markup between inside of the Grid element (LayoutRoot).  You should be left with just this XAML for your MainPage.xaml (i shortened all the xmlns declarations below for brevity): 1: <phoneNavigation:PhoneApplicationPage 2: x:Class="HelloWorld.MainPage" 3: xmlns="...[snip]" 4: FontFamily="{StaticResource PhoneFontFamilyNormal}" 5: FontSize="{StaticResource PhoneFontSizeNormal}" 6: Foreground="{StaticResource PhoneForegroundBrush}"> 7:   8: <Grid x:Name="LayoutRoot" Background="{StaticResource PhoneBackgroundBrush}"> 9:   10: </Grid> 11:   12: </phoneNavigation:PhoneApplicationPage> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   Well be adding XAML at line 9, so thats the important part. Now, Click on the center area of the phone surface Open the Toolbox and double click StackPanel Double click TextBox Double click TextBlock Double click Button That will create the necessary UI elements but they wont be arranged quite right.  Well fix it in a second.    Heres the XAML that we end up with: 1: <StackPanel Height="100" HorizontalAlignment="Left" Margin="10,10,0,0" Name="stackPanel1" VerticalAlignment="Top" Width="200"> 2: <TextBox Height="32" Name="textBox1" Text="TextBox" Width="100" /> 3: <TextBlock Height="23" Name="textBlock1" Text="TextBlock" /> 4: <Button Content="Button" Height="70" Name="button1" Width="160" /> 5: </StackPanel> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The designer does its best at guessing what we want, but in this case we want things to be a bit simpler. So well just clean it up a bit.  We want the items to be centered and we want them to have a little bit of a margin on either side, so heres what we end up with.  Ive also made it match the values and style from the iPhone app: 1: <StackPanel Margin="10"> 2: <TextBox Name="textBox1" HorizontalAlignment="Stretch" Text="You" TextAlignment="Center"/> 3: <TextBlock Name="textBlock1" HorizontalAlignment="Center" Margin="0,100,0,0" Text="Hello You!" /> 4: <Button Name="button1" HorizontalAlignment="Center" Margin="0,150,0,0" Content="Hello"/> 5: </StackPanel> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now lets take a look at what weve done there. Line 1: We removed all of the formatting from the StackPanel, except for Margin, as thats all we need.  Since our parent element is a Grid, by default the StackPanel will be sized to fit in that space.  The Margin says that we want to reserve 10 pixels on each side of the StackPanel. Line 2: Weve set the HorizontalAlignment of the TextBox to Stretch, which says that it should fill its parents size horizontally.  We want to do this so the TextBox is always full-width.  We also set TextAlignment to Center, to center the text. Line 3: In contrast to the TextBox above, we dont care how wide the TextBlock is, just so long as it is big enough for its text.  Thatll happen automatically, so we just set its Horizontal alignment to Center.  We also set a Margin above the TextBlock of 100 pixels to bump it down a bit, per the iPhone UI. Line 4: We do the same things here as in Line 3. Heres how the UI looks in the designer: Believe it or not, were almost done! Implementing the App Logic Now, we want the TextBlock to change its text when the Button is clicked.  In the designer, double click the Button to be taken to the Event Handler for the Buttons Click event.  In that event handler, we take the Text property from the TextBox, and format it into a string, then set it into the TextBlock.  Thats it! 1: private void button1_Click(object sender, RoutedEventArgs e) 2: { 3: string name = textBox1.Text; 4:   5: // if there isn't a name set, just use "World" 6: if (String.IsNullOrEmpty(name)) 7: { 8: name = "World"; 9: } 10:   11: // set the value into the TextBlock 12: textBlock1.Text = String.Format("Hello {0}!", name); 13:   14: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } We use the String.Format() method to handle the formatting for us.    Now all thats left is to test the app in the Windows Phone Emulator and verify it does what we think it does! And it does! Comparing against the iPhone Looking at the iPhone example, there are basically three things that you have to touch as the developer: 1) The UI in the Nib file 2) The app delegate 3) The view controller Counting lines is a bit tricky here, but to try to keep this even, Im going to only count lines of code that I could not have (or would not have) generated with the tooling.  Meaning, Im not counting XAML and Im not counting operations that happen in the Nib file with the XCode designer tool.  So in the case of the above, even though I modified the XAML, I could have done all of those operations using the visual designer tool.  And normally I would have, but the XAML is more instructive (and less steps!).  Im interested in things that I, as the developer have to figure out in code.  Im also not counting lines that just have a curly brace on them, or lines that are generated for me (e.g. method names that are generated for me when I make a connection, etc.) So, by that count, heres what I get from the code listing for the iPhone app found here: HelloWorldAppDelegate.h: 6 HelloWorldAppDelegate.m: 12 MyViewController.h: 8 MyViewController.m: 18 Which gives me a grand total of about 44 lines of code on iPhone.  I really do recommend looking at the iPhone code for a comparison to the above. Now, for the Windows Phone 7 Series application, the only code I typed was in the event handler above Main.Xaml.cs: 4 So a total of 4 lines of code on Windows Phone 7.  And more importantly, the process is just A LOT simpler.  For example, I was surprised that the User Interface Designer in XCode doesnt automatically create instance variables for me and wire them up to the corresponding elements.  I assumed I wouldnt have to write this code myself (and risk getting it wrong!).  I dont need to worry about view controllers or anything.  I just write my code.  This blog post up to this point has covered almost every aspect of this apps development in a few pages.  The iPhone tutorial has 5 top level steps with 2-3 sub sections of each. Now, its worth pointing out that the iPhone development model uses the Model View Controller (MVC) pattern, which is a very flexible and powerful pattern that enforces proper separation of concerns.  But its fairly complex and difficult to understand when you first walk up to it.  Here at Microsoft weve dabbled in MVC a bit, with frameworks like MFC on Visual C++ and with the ASP.NET MVC framework now.  Both are very powerful frameworks.  But one of the reasons weve stayed away from MVC with client UI frameworks is that its difficult to tool.  We havent seen the type of value that beats double click, write code! for the broad set of scenarios. Another thing to think about is how many of those lines of code were focused on my apps functionality?.  Or, the converse of How many lines of code were boilerplate plumbing?  In both examples, the actual number of functional code lines is similar.  I count most of them in MyViewController.m, in the changeGreeting method.  Its about 7 lines of code that do the work of taking the value from the TextBox and putting it into the label.  Versus 4 on the Windows Phone 7 side.  But, unfortunately, on iPhone I still have to write that other 37 lines of code, just to get there. 10% of the code, 1 file instead of 4, its just much simpler. Making Some Tweaks It turns out, I can actually do this application with ZERO  lines of code, if Im willing to change the spec a bit. The data binding functionality in Silverlight is incredibly powerful.  And what I can do is databind the TextBoxs value directly to the TextBlock.  Take some time looking at this XAML below.  Youll see that I have added another nested StackPanel and two more TextBlocks.  Why?  Because thats how I build that string, and the nested StackPanel will lay things out Horizontally for me, as specified by the Orientation property. 1: <StackPanel Margin="10"> 2: <TextBox Name="textBox1" HorizontalAlignment="Stretch" Text="You" TextAlignment="Center"/> 3: <StackPanel Orientation="Horizontal" HorizontalAlignment="Center" Margin="0,100,0,0" > 4: <TextBlock Text="Hello " /> 5: <TextBlock Name="textBlock1" Text="{Binding ElementName=textBox1, Path=Text}" /> 6: <TextBlock Text="!" /> 7: </StackPanel> 8: <Button Name="button1" HorizontalAlignment="Center" Margin="0,150,0,0" Content="Hello" Click="button1_Click" /> 9: </StackPanel> .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now, the real action is there in the bolded TextBlock.Text property: Text="{Binding ElementName=textBox1, Path=Text}" .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } That does all the heavy lifting.  It sets up a databinding between the TextBox.Text property on textBox1 and the TextBlock.Text property on textBlock1. As I change the text of the TextBox, the label updates automatically. In fact, I dont even need the button any more, so I could get rid of that altogether.  And no button means no event handler.  No event handler means no C# code at all.  Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • WebClient security error when accessing the world of warcraft armoury

    - by user348446
    Hello World, I am trying to piece together a solution to a problem. Basically I am using Silverlight 4 with C# 4.0 to access the world of warcraft armoury. If anyone has done this - please oh please provide the working .net 4.0 code. The code I am attempting to run is (e.Error contains a securtiy error): private void button10_Click(object sender, RoutedEventArgs e) { string url = @"http://eu.wowarmory.com/guild-info.xml?r=Eonar&n=Gifted and Talented"; WebClient wc = new WebClient(); // HOW DO I ADD A USER AGENT STRING (RESPONSE MAY VARY (I.E. HTML VS XML) IF PAGE THINKS CALL IS NOT CAPABABLE OF SUPPORTING XML TRANSFORMATIONS) //wc.ResponseHeaders["User-Agent"] = "Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.0)"; wc.DownloadStringCompleted += new DownloadStringCompletedEventHandler(wc_DownloadStringCompleted); wc.DownloadStringAsync(new Uri(url)); } void wc_DownloadStringCompleted(object sender, DownloadStringCompletedEventArgs e) { if (e.Error == null) { string result = e.Result; XDocument ArmouryXML = XDocument.Parse(result); ShowGuildies(ArmouryXML); } else { MessageBox.Show("Something is complaining about security but not sure what!"); } } Notes: C# 4.0 The armoury is an XML file - but i believe it reverts to html should the request not be from a browser that supports XML transformation. But i don't think I am getting this far. The armoury has a cross domain policy file on it - this may be the cause of the error (not sure! I have uploaded to a production server I am testing it locally using IIS website I am going insane! Websites have made the suggestion that this problem can be overcome by creating a WebProxy - but I haven't the first clue how to do this. It would be great if someone could take on this challenge and show us all that it is possible. I'd prefer a non-proxy solution first, then try a proxy. The error details: e.Error = {System.Security.SecurityException --- System.Security.SecurityException: Security error. at System.Net.Browser.BrowserHttpWebRequest.InternalEndGetResponse(IAsyncResult asyncResult) at System.Net.Browser.BrowserHttpWebRequest.<c__DisplayClass5. Any intelligent master coders out there who can solve this in their sleep? Thanks if you can! Pass this on to someone who can if you can't. If you know someone who can't, don't pass it to them, but if you know someone can't then presumedly you know how to solve it and would encourage you to give it a go! Cheers! Dan.

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  • C# 4: Real-World Example of Dynamic Types

    - by routeNpingme
    I think I have my brain halfway wrapped around the Dynamic Types concept in C# 4, but can't for the life of me figure out a scenario where I'd actually want to use it. I'm sure there are many, but I'm just having trouble making the connection as to how I could engineer a solution that is better solved with dynamics as opposed to interfaces, dependency injection, etc. So, what's a real-world application scenario where dynamic type usage is appropriate?

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  • Real World Experience of db4o and/or Eloquera Database

    - by user341127
    I am evaluating two object databases, db4o (http://www.db4o.com) and Eloquera Database (http://eloquera.com) for a coming project. I have to choose one. My basic requirement is scalability, multi user support and easy type evolution for RAD. Please share your real world experience. If you have both, can you compare these two? Which do you prefer?

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  • warning: Insecure world writable dir when I run a ruby or gem command

    - by Trip
    Not sure why I'm getting this, but I just installed RVM, the new Ruby 1.9, and reinstalled a bunch of gems, and I get this /Users/johnsmith/.rvm/rubies/ruby-1.9.1-p378/bin/gem:4: warning: Insecure world writable dir /opt/local/bin in PATH, mode 040777 Everything still runs otherwise, but I was wondering if there was a way I could get rid of it.

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  • Real world goods in iPhone app?

    - by Moshe
    I've seen questions asked here before, but they do not address the issue. That said: "In App Purchases" specifically may not be real world goods or services, according to Apple. What services allow integration with iPhone apps so that I can use ObjectiveC to sell things in an iPhone app?

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  • Mercator projection world map with Geoserver and Openlayers

    - by bjax-bjax
    I'm trying to render a world map shapefile on my Geoserver with a Mercator projection. I've tried declaring the SRS on Geoserver and defining EPSG projections of 3785 or 900913 in Openlayers with no success. I've also tried to reproject the shapefile using ogr2ogr but the result is slightly off. Original: Converted: Here's the command used: ogr2ogr -t_srs EPSG:3785 target.shp source.shp I'm new to this technology & mapping concepts. Any pointers would be greatly appreciated!

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  • How many developers are there in the world?

    - by Nick Hodges
    What is the total number of software developers in the world? And to respond to the inevitable "How do you define a software developer?" -- I'll answer two ways: Define it as "Anyone who writes code to make a computer do something he wants done". Define it however you like and then answer the question References to studies or more authoritative sources of information would be greatly appreciated.

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  • PHP codinh in real world

    - by user261002
    I know how to write program in PHP and implementation of MVC model. but I really want to practice coding like the coding in real world??? I was wondering is there any specific example or book which can show me the tricks or logic and the way professional programmers consider about coding???

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  • Covariance and contravariance real world example

    - by Sir Psycho
    I'm having a little trouble understaing how I would use covariance and contravariance in the real world. So far, the only example's I've seen have been the same old array example. object[] objectArray = new string[] { "string 1", "string 2" }; It would be nice to see an example that would allow me to use it during my development if I could see it being used elsewhere. Can anyone point me to some useful resources?

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