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  • frequency of objects in an array using Ruby

    - by eastafri
    If i had a list of balls each of which has a color property. how can i cleanly get the list of balls with the most frequent color. [m1,m2,m3,m4] say, m1.color = blue m2.color = blue m3.color = red m4.color = blue [m1,m2,m4] is the list of balls with the most frequent color My Approach is to do: [m1,m2,m3,m4].group_by{|ball| ball.color}.each do |samecolor| my_items = samecolor.count end where count is defined as class Array def count k =Hash.new(0) self.each{|x|k[x]+=1} k end end my_items will be a hash of frequencies foreach same color group. My implementation could be buggy and i feel there must be a better and more smarter way. any ideas please?

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  • jQuery autocomplete works with a local string but not when the same String is called off the server

    - by Ankur
    This is related to the question I asked at http://stackoverflow.com/questions/2802948/how-to-make-an-ajax-call-immediately-on-document-loading My code is: $(document).ready(function(){ $.ajax({ type: "GET", url: "../AutoComplete", success: function(data) { var dataArray = data; alert(dataArray); $("#example").autocomplete(dataArray); } }); }); The value that is printed in the alert is: "Manuscript|Text|Information Object|Basketball|Ball|Sporting Equipment|Tarantula|Spider|Australian Spider|Cricket Player|Medieval Artefact|Person|Sportsperson|Leonardo Da Vinci|Country|Language|Inventor|Priest|Electronics Manufacturer|Object|letter|Artefact|governance model|Organism|Animal".split("|"); If instead I do this: $(document).ready(function(){ $.ajax({ type: "GET", url: "../AutoComplete", success: function(data) { var dataArray = "Manuscript|Text|Information Object|Basketball|Ball|Sporting Equipment|Tarantula|Spider|Australian Spider|Cricket Player|Medieval Artefact|Person|Sportsperson|Leonardo Da Vinci|Country|Language|Inventor|Priest|Electronics Manufacturer|Object|letter|Artefact|governance model|Organism|Animal".split("|"); alert(dataArray); $("#example").autocomplete(dataArray); } }); }); It works fine?

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  • Dynamically/recursively building hashes in Perl?

    - by Gaurav Dadhania
    I'm quite new to Perl and I'm trying to build a hash recursively and getting nowhere. I tried searching for tutorials to dynamically build hashes, but all I could find were introductory articles about hashes. I would be grateful if you point me towards the right direction or suggest a nice article/tutorial. I'm trying to read from a file which has paths in the form of one/two/three four five/six/seven/eight and I want to build a hash like VAR = { one : { two : { three : "" } } four : "" five : { six : { seven : { eight : "" } } } } The script I'm using currently is : my $finalhash = {}; my @input = <>; sub constructHash { my ($hashrf, $line) = @_; @elements = split(/\//, $line); if(@elements > 1) { $hashrf->{shift @elements} = constructHash($hashrf->{$elements[0]}, @elements ); } else { $hashrf->{shift @elements} = ""; } return $hashrf; } foreach $lines (@input) { $finalhash = constructHash($finalhash, $lines); }

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  • How can I make a group bar plot in ggplot2?

    - by maximusyoda
    I have four of these kind of dataframes each with a different name (Apple,Ball,Cat) with different values of frequency but same 4 season names Seasons Frequency DJF 9886 JJA 5408 MAM 12876 SON 6932 And I am trying to make a group bar plot. The graph I'm looking for is like this, where c,d,e,f will be the names - Apple, Ball, Cat. Y-axis will be Frequency Each group will have 4 bars: DJF,JJA,MAM,SON Filled by seasons The number of Frequency written above the bar plot. How can I format the data to make it suitable for ggplot (cbind, melt etc) and use it in ggplot?

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  • WPF> Using RadioButtonList style. I want to display user friendly enum strings. how?

    - by Saghar
    Hi WPF lovers, I want to display all the possible enum values as Radio buttons. I am using popular RadioButtonList style to display the radiobutton from my enum using DataProvider in a Listcontrol. I can get all the radio buttons but the text appear with the radio button is not user friendly. I am using the following method. http://social.msdn.microsoft.com/forums/en-US/wpf/thread/5137aabc-bb3a-478a-9438-bc93dd9cc0ac/ I want to show "A ball" instead of "a" and "B ball" instead of "b" I thought about using converter. But where to use convert. Or any other way to display user friendly values? As this style is very common, thats why I am not writing whole code. If anything not clear, please ask. I have already invested about 5 hours on this problem.

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  • IE 8 Automatically Closing <header> tag

    - by djthoms
    Background I am currently working on the final QA of a responsive website and I'm having an issue with IE 8 and IE 7. My client deals with government contracting so their website needs to be compatible with IE 8 and IE 7. I am using Modernizr with html5shiv built in. I am loading Modernizr in the footer of a WordPress theme that was custom built for this project. I'm not missing a doctype or any other obvious code. I am using the following scripts, all of which are loaded in the footer of WordPress: jQuery 1.10.1 Modernizr 2.6.3 (click for config) respond.js 1.3.0 superfish jQuery Waypoints 2.0.3 jQuery Waypoints Sticky 2.0.3 The Situation I'm having an issue with IE 8 automatically closing a <header> tag. First, I have used two utilities to check this issue: IETester IE 11 emulated to IE 8 w/ IE 8 User agent Here is the correct output <div class="wrapper main-header"> <header class="container"> <div class="sixteen columns alpha omega"> <div class="eight columns alpha omega logo"> <a href="http://example.com"><img src="http://example.com/wp-content/uploads/2013/10/logo.png" alt="Example"></a> </div> <div class="wrapper main-navigation desktop"> <nav id="nav" class="six columns alpha omega"> ... </nav> <div class="eight columns alpha omega overlay" style="display: none;"> ... </div> <div class="two columns alpha omega menu-ss"> ... </div> </div><!-- .wrapper.main-navigation --> </div><!-- /.sixteen.columns --> </header><!--/header--> </div><!-- /.main-header --> What IE 8 is rendering: <div class="wrapper main-header"> <header class="container"></header> <div class="sixteen columns alpha omega"> <div class="eight columns alpha omega logo"> <a href="http://example.com"><img src="http://example.com/wp-content/uploads/2013/10/logo.png" alt="Example"></a> </div> <div class="wrapper main-navigation desktop"> <nav id="nav" class="six columns alpha omega"> ... </nav> <div class="eight columns alpha omega overlay" style="display: none;"> ... </div> <div class="two columns alpha omega menu-ss"> ... </div> </div><!-- .wrapper.main-navigation --> </div><!-- /.sixteen.columns --> </header><//header><!--/header--> </div><!-- /.main-header --> What I have Tried Loading html5shiv with IE conditional in the <head> Loading Modernizr in the <head> I have looked at these Stackoverflow questions/answers: html 5 tags foorter or header in ie 8 and ie 7 html5 not rendering header tags in ie IE 8 self closing tags automatically Any assistance with this is greatly appreciated! I would really really really like to finish this website over the weekend. I've been banging my head against a wall for the past few hours over this issue. Update Here are some images from browsershack to cut out the emulation. I tested the site virtually with Windows 7 and WIndows XP (IE 8 & IE 7). http://www.browserstack.com/screenshots/0d7c1d6dd22927c20495e67f07afe8934957b4d1

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  • [iPhone Obj-C] How to move a label with the wave of the iPhone?

    - by Didi
    The code below is from the book Beginning iPhone 3 Development, chapter 15, using the accelerometer to control a ball. I want to use a label instead of the ball, and only move in the x direction. However, I donno how to revise the code to achieve this goal. Can anyone please help me? THX so much!!!! (id)initWithCoder:(NSCoder *)coder { if (self = [super initWithCoder:coder]) { self.image = [UIImage imageNamed:@"ball.png"]; self.currentPoint = CGPointMake((self.bounds.size.width / 2.0f) + (image.size.width / 2.0f), (self.bounds.size.height / 2.0f) + (image.size.height / 2.0f)); ballXVelocity = 0.0f; ballYVelocity = 0.0f; } return self; } (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } (void)drawRect:(CGRect)rect { // Drawing code [image drawAtPoint:currentPoint]; } (void)dealloc { [image release]; [acceleration release]; [super dealloc]; } //#pragma mark - - (CGPoint)currentPoint { return currentPoint; } - (void)setCurrentPoint:(CGPoint)newPoint { previousPoint = currentPoint; currentPoint = newPoint; if (currentPoint.x < 0) { currentPoint.x = 0; //ballXVelocity = 0; ballXVelocity = - (ballXVelocity / 2.0); } if (currentPoint.y < 0){ currentPoint.y = 0; //ballYVelocity = 0; ballYVelocity = - (ballYVelocity / 2.0); } if (currentPoint.x > self.bounds.size.width - image.size.width) { currentPoint.x = self.bounds.size.width - image.size.width; //ballXVelocity = 0; ballXVelocity = - (ballXVelocity / 2.0); } if (currentPoint.y > self.bounds.size.height - image.size.height) { currentPoint.y = self.bounds.size.height - image.size.height; //ballYVelocity = 0; ballYVelocity = - (ballYVelocity / 2.0); } CGRect currentImageRect = CGRectMake(currentPoint.x, currentPoint.y, currentPoint.x + image.size.width, currentPoint.y + image.size.height); CGRect previousImageRect = CGRectMake(previousPoint.x, previousPoint.y, previousPoint.x + image.size.width, currentPoint.y + image.size.width); [self setNeedsDisplayInRect:CGRectUnion(currentImageRect, previousImageRect)]; } (void)draw { static NSDate *lastDrawTime; if (lastDrawTime != nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballYVelocity = ballYVelocity + -(acceleration.y * secondsSinceLastDraw); ballXVelocity = ballXVelocity + acceleration.x * secondsSinceLastDraw; CGFloat xAcceleration = secondsSinceLastDraw * ballXVelocity * 500; CGFloat yAcceleration = secondsSinceLastDraw * ballYVelocity * 500; self.currentPoint = CGPointMake(self.currentPoint.x + xAcceleration, self.currentPoint.y +yAcceleration); } // Update last time with current time [lastDrawTime release]; lastDrawTime = [[NSDate alloc] init]; }

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  • find lowest neighbor matlab

    - by user1812719
    I am trying to write a function [offset,coffset]=findLowNhbr(map) that for each pixel in a map finds the eight neighbors to the pixel, and returns two matrices with both the row and column offsets to the lowest neighbor (uses the numbers -1, 0 and 1). Border pixels are given 0 offsets for both the row and column, since they do not have neighbors. Here is what I think the general plan for this function should be: For each point, find the eight nearest neighbors. If the neighbor is lower than the point, return -1 If the neighbor is at the same elevation as the point, return 0 If the neighbor is higher than the point, return +1 Store these offsets in two matrices. I am at a complete loss as to where to start, so any advice or questions are welcome!

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  • jQuery pagination go to page on input value change

    - by JV10
    I'm creating some pagination for my website, and want to use an input-element to navigate between pages. Like the following example: The input would require the "return" key to be hit for the script to trigger. If the value entered is not within range and alert would trigger. e.g. If there was 32 pages, "Please enter a value between 1 and 32" Can this be done using jQuery or javascript, by detecting the value change within the range of pages and redirecting to that page? I'm trying to create the same device on Getty Images: http://www.gettyimages.com.au/Search/Search.aspx?contractUrl=2&language=en-US&family=creative&p=ball&assetType=image&clarification=ball%3A60847

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  • SQL Server 2008 - Conditional Query

    - by Villager
    Hello, SQL is not one of my strong suits. I have a SQL Server 2008 database. This database has a stored procedure that takes in eight int parameters. For the sake of keeping this question focused, I will use one of these parameters for reference: @isActive int Each of these int parameters will be -1, 0, or 1. -1 means "Unknown" or "Don't Care". Basically, I need to query a table such that if the int parameter is NOT -1, I need to consider it in my WHERE clause. Because there are eight int parameters, an IF-ELSE statement does not seem like a good idea. At the same time, I do not know how else to do this? Is there an elegant way in SQL to add a WHERE conditional if a parameter does NOT equal a value? Thank you!

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  • Operator & and * at function prototype in class

    - by Puyover
    I'm having a problem with a class like this: class Sprite { ... bool checkCollision(Sprite &spr); ... }; So, if I have that class, I can do this: ball.checkCollision(bar1); But if I change the class to this: class Sprite { ... bool checkCollision(Sprite* spr); ... }; I have to do this: ball.checkCollision(&bar1); So, what's the difference?? It's better a way instead other? Thank you.

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  • Erlang bit syntax variable issue

    - by Jimmy Ruska
    Is there any way to format this so it's a valid expression, without adding another step? <<One:8,_:(One*8)>> = <<1,9>>. * 1: illegal bit size These work <<One:8,_:(1*8)>> = <<1,9>>. <<1,9>> <<Eight:8,_:Eight>> = <<8,9>>. <<8,9>> I'm trying to parse a binary with nested data with list comprehensions instead of stacking accumulators.

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  • Operator & and * at function prototipe in class

    - by Puyover
    I'm having a problem with a class like this: class Sprite { ... bool checkCollision(Sprite &spr); ... }; So, if I have that clase, I can do this: ball.checkCollision(bar1); But if I change the class to this: class Sprite { ... bool checkCollision(Sprite* spr); ... }; I have to do this: ball.checkCollision(&bar1); So, what's the difference?? It's better a way instead other? Thank you.

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  • Optimal strategy to make a C++ hash table, thread safe

    - by Ajeet
    (I am interested in design of implementation NOT a readymade construct that will do it all.) Suppose we have a class HashTable (not hash-map implemented as a tree but hash-table) and say there are eight threads. Suppose read to write ratio is about 100:1 or even better 1000:1. Case A) Only one thread is a writer and others including writer can read from HashTable(they may simply iterate over entire hash table) Case B) All threads are identical and all could read/write. Can someone suggest best strategy to make the class thread safe with following consideration 1. Top priority to least lock contention 2. Second priority to least number of locks My understanding so far is thus : One BIG reader-writer lock(semaphore). Specialize the semaphore so that there could be eight instances writer-resource for case B, where each each writer resource locks one row(or range for that matter). (so i guess 1+8 mutexes) Please let me know if I am thinking on the correct line, and how could we improve on this solution.

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  • Add a small RAID card? Will it help overall stability and performance of my nine hard drives?

    - by Ray
    Hi, Will I get any extra genuine added performance and RAID stability if I insert a basic RAID card into a PCI-E x1 slot? I am considering the Adaptec 1220SA - 2 port SATA , pci-express (1x) , raid 0/1. Ok it only supports two SATA drives. Purpose is to help support the eight internal hard drives (1TB each), a DVD drive and an external e-SATA connected 2TB hard drive - by dealing with two of the internal hard drives. My current configuration of eight internal 1TB Barracuda (7200.12) SATA hard drives, one external 2TB SATA Western Digital Green Drive (e-SATA) and one DVD drive can already be supported by the Intel P55 & JMicron controllers on the ASUS motherboard : the Intel P55 (controls six HDD; configured as three x RAID 1), and the JMicron (controls two HDD as one RAID 1, as well as the DVD drive and the external SATA drive via the motherboard's e-SATA port (controlled by the JMicron)). Bigger picture details : I have an ASUS motherboard designed for the LGA1156 type processor and it includes the Intel P55 Express Chipset and JMicron. I am using the Intel Core i7-870 processor, and have 8GB DDR3 (1333) memory (four x 2GB Corsair DIMMs). Enough overall power. The power supply is more than sufficicient for the system. Corsair AX850. The system will never need the full 850 watts (future : second graphics card). The RAID card would provide hardware RAID 1 for two of the eight intrnal drives. It would either reduce the load on : the Intel P55 firmware RAID support, or replace the JMicron controller's RAID 1 set. I am busy installing the above configuration using Windows 7 Ultimate 64-bit as the OS. The RAID card is a last minute addition to the plan. Is it worth spending the extra R700 - R900 on the Adaptec 1220SA, or equivalent RAID card? I cannot afford to spend yet another R2000 - R3000 on a RAID card that would support many SATA2 hard drives, with a better RAID, example the RAID 5. My Issue & assumption : I am trusting that the Intel P55 chipset can properly handle six drives, configured as three * RAID 1. I am assuming that the JMicron can handle, using its RED SATA ports, one RAID-1 (two HDDs). The DVD drive connects to the JMicron optical SATA port 1 (white port 1). White port 2 is not used. The e-SATA connection is from the JMicron straight to, and through the motherboard - to an on-board (rear panel) e-SATA port. Am I being a little hopeful in only using the on-board Intel P55 and the JMicron? Is it a waste of money to install a RAID card that handles two SATA2 drives? OR Is it wisdom to take the pressure a little off the Intel P55? Obviously I am interested in data security, hence RAID 1, not RAID Zero. RAID 5 would be nice. The CPU, Intel Core i7-870 will provide the clout. Context to nine drives : I am using virtualisation with Windows 7 Ultimate. Bootable VMs. The operating system gets a mirror. Loaded apps gets a mirror. The current design data is kept in another mirror and Another mirror is back-up one and / or VM territory. Then the external 2TB drive (via e-SATA) is the next layer of data security and then finally, I use off-site data security. Thanks.

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • Dark Sun Dispatch 001

    - by Chris Williams
    If you aren't into tabletop (aka pen & paper) RPGs, you might as well click to the next post now... Still here? Awesome. I've recently started running a new D&D 4.0 Dark Sun campaign. If you don't know anything about Dark Sun, here's a quick intro: The campaign take place on the world of Athas, formerly a lush green world that is now a desert wasteland. Forests are rare in the extreme, as is water and metal. Coins are made of ceramic and weapons are often made of hardened wood, bone or obsidian. The green age of Athas was centuries ago and the current state was brought about through the reckless use of sorcerous magic. (In this world, you can augment spells by drawing on the life force of the world & people around you. This is called defiling. Preserving magic draws upon the casters life force and does not damage the surrounding world, but it isn't as powerful.) Humans are pretty much unchanged, but the traditional fantasy races have changed quite a bit. Elves don't live in the forest, they are shifty and untrustworthy desert traders known for their ability to run long distances through the wastes. Halflings are not short, fat, pleasant little riverside people. Instead they are bloodthirsty feral cannibals that roam the few remaining forests and ride reptilians beasts akin to raptors. Gnomes are extinct, as are orcs. Dwarves are mostly farmers and gladiators, and live out in the sun instead of staying under the mountains. Goliaths are half-giants, not known for their intellect. Muls are a Dwarf & Human crossbreed that displays the best traits of both races (human height and dwarven stoutness.) Thri-Kreen are sentient mantis people that are extremely fast. Most of the same character classes are available, with a few new twists. There are no divine characters (such as Priests, Paladins, etc) because the gods are gone. Nobody alive today can remember a time when they were still around. Instead, some folks worship the elemental forces (although they don't give out spells.) The cities are all ruled by Sorcerer King tyrants (except one city: Tyr) who are hundreds of years old and still practice defiling magic whenever they please. Serving the Sorcerer Kings are the Templars, who are also defilers and psionicists. Crossing them is as bad, in many cases, as crossing the Kings themselves. Between the cities you have small towns and trading outposts, and mostly barren desert with sometimes 4-5 days on foot between towns and the nearest oasis. Being caught out in the desert without adequate supplies and protection from the elements is pretty much a death sentence for even the toughest heroes. When you add in the natural (and unnatural) predators that roam the wastes, often in packs, most people don't last long alone. In this campaign, the adventure begins in the (small) trading fortress of Altaruk, a couple weeks walking distance from the newly freed city of Tyr. A caravan carrying trade goods from Altaruk has not made it to Tyr and the local merchant house has dispatched the heroes to find out what happened and to retrieve the goods (and drivers) if possible. The unlikely heroes consist of a human shaman, a thri-kreen monk, a human wizard, a kenku assassin and a (void aspect) genasi swordmage. Gathering up supplies and a little liquid courage, they set out into the desert and manage to find the northbound tracks of the wagon. Shortly after finding the tracks, they are ambushed by a pack of silt-runners (small lizard people with very large teeth and poisoned pointy spears.) The party makes short work of the creatures, taking a few minor wounds in the process. Proceeding onward without resting, they find the remains of the wagon and manage to sneak up on a pack of Kruthiks picking through the rubble and spilled goods. Unfortunately, they failed to take advantage of the opportunity and had a hard fight ahead of them. The party defeated the kruthiks, but took heavy damage (and almost lost a couple of their own) in the process. Once the kruthiks were dispatched, they followed a set of tracks further north to a ruined tower...

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  • Converting .docx to pdf (or .doc to pdf, or .doc to odt, etc.) with libreoffice on a webserver on the fly using php

    - by robertphyatt
    Ok, so I needed to convert .docx files to .pdf files on the fly, but none of the free php libraries that were available let me do it on my server (a webservice was not good enough). Basically either I needed to pay for a library (and have it maybe suck) or just deal with the free ones that didn't convert the formatting well enough. Not good enough! I found that LibreOffice (OpenOffice's successor) allows command line conversion using the LibreOffice conversion engine (which DID preserve the formatting like I wanted and generally worked great). I loaded the latest version of Ubuntu (http://www.ubuntu.com/download/ubuntu/download) onto my Virtual Box (https://www.virtualbox.org/wiki/Downloads) on my computer and found that I was able to easily convert files using the commandline like this: libreoffice --headless -convert-to pdf fileToConvert.docx -outdir output/path/for/pdf I thought: sweet...but I don't have admin rights on my host's web server. I tried to use a "portable" version of LibreOffice that I obtained from http://portablelinuxapps.org/ but I was unable to get it to work on my host's webserver, because my host's webserver didn't have all the dependencies (Dependency Hell! http://en.wikipedia.org/wiki/Dependency_hell) I was at a loss of how to make it work, until I ran across a cool project made by a Ph.D. student (Philip J. Guo) at Stanford called CDE: http://www.stanford.edu/~pgbovine/cde.html I will let you look at his explanations of how it works (I followed what he did in http://www.youtube.com/watch?feature=player_embedded&v=6XdwHo1BWwY, starting at about 32:00 as well as the directions on his site), but in short, it allows one to avoid dependency hell by copying all the files used when you run certain commands, recreating the linux environment where the command worked. I was able to use this to run LibreOffice without having to resort to someone's portable version of it, and it worked just like it did when I did it on Ubuntu with the command above, with a tweak: I needed to run the wrapper of LibreOffice the CDE generated. So, below is my PHP code that calls it. In this code snippet, the filename to be copied is passed in as $_POST["filename"]. I copy the file to the same spot where I originally converted the file, convert it, copy it back and then delete all the files (so that it doesn't start growing exponentially). I did it this way because I wasn't able to make it work otherwise on the webserver. If there is a linux + webserver ninja out there that can figure out how to make it work without doing this, I would be interested to know what you did. Please post a comment or something if you did that. <?php //first copy the file to the magic place where we can convert it to a pdf on the fly copy($time.$_POST["filename"], "../LibreOffice/cde-package/cde-root/home/robert/Desktop/".$_POST["filename"]); //change to that directory chdir('../LibreOffice/cde-package/cde-root/home/robert'); //the magic command that does the conversion $myCommand = "./libreoffice.cde --headless -convert-to pdf Desktop/".$_POST["filename"]." -outdir Desktop/"; exec ($myCommand); //copy the file back copy("Desktop/".str_replace(".docx", ".pdf", $_POST["filename"]), "../../../../../documents/".str_replace(".docx", ".pdf", $_POST["filename"])); //delete all the files out of the magic place where we can convert it to a pdf on the fly $files1 = scandir('Desktop'); //my files that I generated all happened to start with a number. $pattern = '/^[0-9]/'; foreach ($files1 as $value) { preg_match($pattern, $value, $matches); if(count($matches) ?> 0) { unlink("Desktop/".$value); } } //changing the header to the location of the file makes it work well on androids header( 'Location: '.str_replace(".docx", ".pdf", $_POST["filename"]) ); ?> And here is the tar.gz file I generated I generated with CDE. To duplicate what I did exactly, put the tar.gz file in a folder somewhere. I will call that folder the "root". Make a new folder called "documents" in the "root" folder. Unpack the tar.gz and run the php script above from the "documents" folder. Success! I made a truly portable version of LibreOffice that can convert files on the fly on a webserver using 100% free, open source software!

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  • Service php-fpm does not support chkconfig

    - by ychian
    Everything is working fine. Just that when i chkconfig –add php-fpm It throws me an error Service php-fpm does not support chkconfig php-5.2.13 php-5.2.13-fpm-0.5.13.diff.gz Below is the configuration i use ./configure --enable-fastcgi --enable-fpm --build=x86_64-redhat-linux-gnu --host=x86_64-redhat-linux-gnu --target=x86_64-redhat-linux-gnu --program-prefix= --prefix=/usr --exec-prefix=/usr --bindir=/usr/bin --sbindir=/usr/sbin --sysconfdir=/etc --datadir=/usr/share --includedir=/usr/include --libdir=/usr/lib64 --libexecdir=/usr/libexec --localstatedir=/var --sharedstatedir=/usr/com --mandir=/usr/share/man --infodir=/usr/share/info --cache-file=../config.cache --with-libdir=lib64 --with-config-file-path=/etc --with-config-file-scan-dir=/etc/php.d --disable-debug --with-pic --disable-rpath --with-pear --with-bz2 --with-curl --with-exec-dir=/usr/bin --with-freetype-dir=/usr --with-png-dir=/usr --enable-gd-native-ttf --without-gdbm --with-gettext --with-gmp --with-iconv --with-jpeg-dir=/usr --with-openssl --with-png --with-expat-dir=/usr --with-pcre-regex=/usr --with-zlib --with-layout=GNU --enable-exif --enable-ftp --enable-magic-quotes --enable-sockets --enable-sysvsem --enable-sysvshm --enable-sysvmsg --enable-track-vars --enable-trans-sid --enable-yp --enable-wddx --with-kerberos --enable-ucd-snmp-hack --with-unixODBC=shared,/usr --enable-memory-limit --enable-shmop --enable-calendar --enable-dbx --enable-dio --with-mime-magic=/usr/share/file/magic.mime --without-sqlite --with-libxml-dir=/usr --with-xml --with-system-tzdata --without-mysql --without-gd --without-odbc --disable-dom --disable-dba --without-unixODBC --disable-pdo --disable-xmlreader --disable-xmlwriter

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  • Generic delegate instances

    - by Luc C
    I wonder if C# (or the underlying .NET framework) supports some kind of "generic delegate instances": that is a delegate instance that still has an unresolved type parameter, to be resolved at the time the delegate is invoked (not at the time the delegate is created). I suspect this isn't possible, but I'm asking it anyway... Here is an example of what I'd like to do, with some "???" inserted in places where the C# syntax seems to be unavailable for what I want. (Obviously this code doesn't compile) class Foo { public T Factory<T>(string name) { // implementation omitted } } class Test { public void TestMethod() { Foo foo = new Foo(); ??? magic = foo.Factory; // No type argument given here yet to Factory! // What would the '???' be here (other than 'var' :) )? string aString = magic<string>("name 1"); // type provided on call int anInt = magic<int>("name 2"); // another type provided on another call // Note the underlying calls work perfectly fine, these work, but i'd like to expose // the generic method as a delegate. string aString2 = foo.Factory<string>("name 1"); int anInt2 = foo.Factory<int>("name 2"); } } Is there a way to actually do something like this in C#? If not, is that a limitation in the language, or is it in the .NET framework?

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  • How can I respond to mouse events in AS3?

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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