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  • Data structures in functional programming

    - by pwny
    I'm currently playing with LISP (particularly Scheme and Clojure) and I'm wondering how typical data structures are dealt with in functional programming languages. For example, let's say I would like to solve a problem using a graph pathfinding algorithm. How would one typically go about representing that graph in a functional programming language (primarily interested in pure functional style that can be applied to LISP)? Would I just forget about graphs altogether and solve the problem some other way?

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  • EasyDiagram.NET

    - by csharp-source.net
    EasyDiagram.net is an open-source diagramming component that you can use to build interactive, feature rich diagramming. EasyDiagram.net supports AJAX style events (OnNodeRepositioned, OnNodeDoubleClicked, etc) and utilizes a nifty trick to perform real-time line drawing with pure Javascript.

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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  • In an Entity-Component-System Engine, How do I deal with groups of dependent entities?

    - by John Daniels
    After going over a few game design patterns, I have settle with Entity-Component-System (ES System) for my game engine. I've reading articles (mainly T=Machine) and review some source code and I think I got enough to get started. There is just one basic idea I am struggling with. How do I deal with groups of entities that are dependent on each other? Let me use an example: Assume I am making a standard overhead shooter (think Jamestown) and I want to construct a "boss entity" with multiple distinct but connected parts. The break down might look like something like this: Ship body: Movement, Rendering Cannon: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled Core: Position (locked relative to the Ship body), Tracking\Fire at hero, Taking Damage until disabled, Disabling (er...destroying) all other entities in the ship group My goal would be something that would be identified (and manipulated) as a distinct game element without having to rewrite subsystem form the ground up every time I want to build a new aggregate Element. How do I implement this kind of design in ES System? Do I implement some kind of parent-child entity relationship (entities can have children)? This seems to contradict the methodology that Entities are just empty container and makes it feel more OOP. Do I implement them as separate entities, with some kind of connecting Component (BossComponent) and related system (BossSubSystem)? I can't help but think that this will be hard to implement since how components communicate seem to be a big bear trap. Do I implement them as one Entity, with a collection of components (ShipComponent, CannonComponents, CoreComponent)? This one seems to veer way of the ES System intent (components here seem too much like heavy weight entities), but I'm know to this so I figured I would put that out there. Do I implement them as something else I have mentioned? I know that this can be implemented very easily in OOP, but my choosing ES over OOP is one that I will stick with. If I need to break with pure ES theory to implement this design I will (not like I haven't had to compromise pure design before), but I would prefer to do that for performance reason rather than start with bad design. For extra credit, think of the same design but, each of the "boss entities" were actually connected to a larger "BigBoss entity" made of a main body, main core and 3 "Boss Entities". This would let me see a solution for at least 3 dimensions (grandparent-parent-child)...which should be more than enough for me. Links to articles or example code would be appreciated. Thanks for your time.

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  • Books for procedural programming [closed]

    - by Student
    Please suggest books for procedural programming. I need to know the core principles/patterns of procedural programming. So it doesn't matter if the book using any language to convey the procedural programming principles, be it pure C or others languages. Nowadays it is difficult to find ones. Even google and amazon searches didn't give me a satisfactory books. You may vote to close this question but please recommend books in comment section.

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  • How to troubleshoot and tweek unreasonably slow wireless connection on Ubuntu?

    - by Leonid
    I've just acquired a USB F5D8053ed Belkin adapter and it is unreasonably slow. Details of how I installed the firmware and device driver is described in this AU Question. I believe there is either a problem with a driver or adapter itself that is preventing from using the full network quality. At the moment I can see that the my Windows laptop is perfroming at 30 x speed better than the Ubuntu desktop PC with Belkin. What are they ways to troubleshoot pure wireless network performance on Ubuntu?

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  • Need help drawings planets in Java.

    - by d33j
    I am looking for help/links/notes/agorithms/URLs/examples on drawing/rendering spheres in pure Java (so that I can hopefully, one day, generate/render planets with various surfaces & atmospheres) So for the moment, i'd be pretty happy to be able to start off with just drawing a wireframed sphere(s). ps: I don't want to use external libraries like Java3D, JOGL or aftermarket engines like JMonkeyEngine, Would rather keep it as straight Java.

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  • Examples of good Javascript/HTML5 based games

    - by Zuch
    Now that Flash is largely being replaced with HTML5 elements (video, audio, canvas, etc.) are there any good examples of web-based games built on completely open standards (meaning Javascript, HTML and CSS)? I see a lot of examples of pure HTML5 implementations of what was once only in Flash (like stuff here: http://www.html5rocks.com/) but not many games, a domain which still seem dominated by Flash. I'm curious what's possible and what the limitations are.

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • Rolling Back the Clock: Shell only Programs

    <b>Systhread:</b> "System Administrators who remember the day when they did not have a graphics display rarely think about wanting to time travel for the pure joy of using a terminal. It is possible, however, to virtually do so by using either all or mostly text only utilities and perhaps a retro looking X windows desktop. In this text a look at a small experiment to see how well that went in one particular instance."

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  • Joining on NULLs

    - by Dave Ballantyne
    A problem I see on a fairly regular basis is that of dealing with NULL values.  Specifically here, where we are joining two tables on two columns, one of which is ‘optional’ ie is nullable.  So something like this: i.e. Lookup where all the columns are equal, even when NULL.   NULL’s are a tricky thing to initially wrap your mind around.  Statements like “NULL is not equal to NULL and neither is it not not equal to NULL, it’s NULL” can cause a serious brain freeze and leave you a gibbering wreck and needing your mummy. Before we plod on, time to setup some data to demo against. Create table #SourceTable ( Id integer not null, SubId integer null, AnotherCol char(255) not null ) go create unique clustered index idxSourceTable on #SourceTable(id,subID) go with cteNums as ( select top(1000) number from master..spt_values where type ='P' ) insert into #SourceTable select Num1.number,nullif(Num2.number,0),'SomeJunk' from cteNums num1 cross join cteNums num2 go Create table #LookupTable ( Id integer not null, SubID integer null ) go insert into #LookupTable Select top(100) id,subid from #SourceTable where subid is not null order by newid() go insert into #LookupTable Select top(3) id,subid from #SourceTable where subid is null order by newid() If that has run correctly, you will have 1 million rows in #SourceTable and 103 rows in #LookupTable.  We now want to join one to the other. First attempt – Lets just join select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and #LookupTable.SubID = #SourceTable.SubID OK, that’s a fail.  We had 100 rows back,  we didn’t correctly account for the 3 rows that have null values.  Remember NULL <> NULL and the join clause specifies SUBID=SUBID, which for those rows is not true. Second attempt – Lets deal with those pesky NULLS select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and isnull(#LookupTable.SubID,0) = isnull(#SourceTable.SubID,0) OK, that’s the right result, well done and 99.9% of the time that is where its left. It is a relatively trivial CPU overhead to wrap ISNULL around both columns and compare that result, so no problems.  But, although that’s true, this a relational database we are using here, not a procedural language.  SQL is a declarative language, we are making a request to the engine to get the results we want.  How we ask for them can make a ton of difference. Lets look at the plan for our second attempt, specifically the clustered index seek on the #SourceTable   There are 2 predicates. The ‘seek predicate’ and ‘predicate’.  The ‘seek predicate’ describes how SQLServer has been able to use an Index.  Here, it has been able to navigate the index to resolve where ID=ID.  So far so good, but what about the ‘predicate’ (aka residual probe) ? This is a row-by-row operation.  For each row found in the index matching the Seek Predicate, the leaf level nodes have been scanned and tested using this logical condition.  In this example [Expr1007] is the result of the IsNull operation on #LookupTable and that is tested for equality with the IsNull operation on #SourceTable.  This residual probe is quite a high overhead, if we can express our statement slightly differently to take full advantage of the index and make the test part of the ‘Seek Predicate’. Third attempt – X is null and Y is null So, lets state the query in a slightly manner: select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and ( #LookupTable.SubID = #SourceTable.SubID or (#LookupTable.SubID is null and #SourceTable.SubId is null) ) So its slightly wordier and may not be as clear in its intent to the human reader, that is what comments are for, but the key point is that it is now clearer to the query optimizer what our intention is. Let look at the plan for that query, again specifically the index seek operation on #SourceTable No ‘predicate’, just a ‘Seek Predicate’ against the index to resolve both ID and SubID.  A subtle difference that can be easily overlooked.  But has it made a difference to the performance ? Well, yes , a perhaps surprisingly high one. Clever query optimizer well done. If you are using a scalar function on a column, you a pretty much guaranteeing that a residual probe will be used.  By re-wording the query you may well be able to avoid this and use the index completely to resolve lookups. In-terms of performance and scalability your system will be in a much better position if you can.

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  • Problem Solving vs. Solution Finding

    - by ryanabr
    By enlarge, most developers fall into these two camps I will try to explain what I mean by way of example. A manager gives the developer a task that is communicated like this: “Figure out why control A is not loading on this form”. Now, right there it could be argued that the manager should probably have given better direction and said something more like: “Control A is not loading on the Form, fix it”. They might sound like the same thing to most people, but the first statement will have the developer problem solving the reason why it is failing. The second statement should have the developer looking for the solution to make it work, not focus on why it is broken. In the end, they might be the same thing, but I usually see the first approach take way longer than the second approach. The Problem Solver: The problem solver’s approach to fixing something that is broken is likely to take the error or behavior that is being observed and start to research it using a tool like Google, or any other search engine. 7/10 times this will yield results for the most common of issues. The challenge is in the other 30% of issues that will take the problem solver down the rabbit hole and cause them not to surface for days on end while every avenue is explored for the cause of the problem. In the end, they will probably find the cause of the issue and resolve it, but the cost can be days, or weeks of work. The Solution Finder: The solution finder’s approach to a problem will begin the same way the Problem Solver’s approach will. The difference comes in the more difficult cases. Rather than stick to the pure “This has to work so I am going to work with it until it does” approach, the Solution Finder will look for other ways to get the requirements satisfied that may or may not be using the original approach. For example. there are two area of an application of externally equivalent features, meaning that from a user’s perspective, the behavior is the same. So, say that for whatever reason, area A is now not working, but area B is working. The Problem Solver will dig in to see why area A is broken, where the Solution Finder will investigate to see what is the difference between the two areas and solve the problem by potentially working around it. The other notable difference between the two types of developers described is what point they reach before they re-emerge from their task. The problem solver will likely emerge with a triumphant “I have found the problem” where as the Solution Finder will emerge with the more useful “I have the solution”. Conclusion At the end of the day, users are what drives features in software development. With out users there is no need for software. In todays world of software development with so many tools to use, and generally tight schedules I believe that a work around to a problem that takes 8 hours vs. the more pure solution to the problem that takes 40 hours is a more fruitful approach.

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  • Double Buffering in Panda3D (C++)

    - by jsvcycling
    How would I go about using Double Buffering (to create a loading screen) in Panda3D using C++? I've searched Google and found some forums that talk about the concept of swapping buffers, but I haven't seen any that show any type of source code (specifically Panda3D/C++). I'd like to try and stay away from using pure OpenGL code and work it through Panda3D, but if I have no other choice, then I'll have to go with OpenGL coding.

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  • Developer career feeling like going back in time every new job [closed]

    - by komediant
    Is there a good category for this question? My background is bachelor in ICT and for a hobby I am programming already since I was around twelve I think. Started with QBasic, Pascal, C, Java et cetera. Currently I am working for about eight/nine years. Half academics/medical and half company world. A few years ago I started with frameworks and I began with Grails (underlying Spring/Hibernate), which was a heavenly job, very productive and no hassle. My previous job I developed in pure Spring/Hibernate Java, which was a bit more writing annotations and XML and no conventions like Grails. But still, I did like Spring/Hibernate a lot and the professional setup with a developmentstreet, versioning, Jenkins/Sonar, log4j and a good IDE like IntellIJ. It felt quite 'clear' and organised, although I knew Grails which felt a bit more productive. But...at my current job almost half the code is pure servlet, hard coded JDBC (connections handled by yourself), scriptlets in all JSP pages, no service layer, no versioning, no Maven, HTML in DAO-layer, JAR-hell, no hot swap deployment locally, every change you have to deploy and hope it works fine on the server. All local development needs ugly scriptlet tags to check which environment it is running. Et cetera. Now and then developers work over in the evening - I don't - and still lots of issues are not solved and new projects are waiting. I hear the developers complaining, but somehow they feel like what they have now is "advanced" or they are in a sort of comfore zone. The lead developer seems open for new things, but half of the times he says he can implement MVC-framework features himself instead of using what is already out there. So in short, I currently feel like I miss all the modern framework techniques and that the company is going so slow forward. I just work here for two months now. What I do now is also code some partially ugly stuff, but it goes in completely into my nature and I feel uncomfortable with it. Coding something takes long(er) than estimated and my manager complains about why it takes so long and I feel ashamed for myself needing so much time. Where I was used to just writing a query I now build up whole try catch methods. My manager knows my complaints and the developers do so too. There will come a meeting to line out plans for 2013 on technology and the issues I and the company are facing. I am not looking for another job yet, it's close to wehre I live and the economy is fragile. Does anyone else have had this kind of career, like feeling going backwards witch technology? And how did you cope with it?

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  • Build It And They Will Come

    <b>Linux Journal:</b> "Well, actually, no they won't. I'm talking about purchasing and installing a brand new Linux cluster in a pure Windows shop and having any expectations that it will be used."

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  • How do I revert the Plymouth theme back to default after purging Kubuntu?

    - by Pezhman Karimeh
    I recently installed the KDE Kubuntu desktop but after somehow working with i decided to use pure GNOME Ubuntu desktop again.I remove Kubuntu desktop and its packages completely but Kubuntu background image still running at time of booting the system and shutting down it. I tried the steps below at terminal , it made the shutting down background image correct but still the background image of booting time is kubuntu image. sudo update-alternatives --set default.plymouth /lib/plymouth/themes/ubuntu-logo/ubuntu-logo.plymouth How could i change this image to the default Ubuntu image too?

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  • Green flickering pixels that move with black images

    - by user568458
    Strange question... Occasionally, on my LCD screen, pixels that should be black flicker rapidly and constantly between black and green, about 4 flickers a second. The crazy part is, unlike dead/stuck pixels, they are relative to content on the screen and move with it. For example, I might be looking at a web page with a picture that has lots of black. There might be a couple of green flashing pixels in that black that shouldn't be there. I scroll the page, and the green flickering pixels move with the image. It seems that everyphysical pixel is fine, but somehow something interprets part of the image in a way that causes flickering green... It's not just in a web browser. My first thought was to blame a trolling blogger cunningly uploading an animated gif that simulates a failing pixel... but it happens in a wide range of applications. It seems to occur randomly, other than that it seems to only occur in areas of pure black, and it's always pure 100% green. It happens rarely enough that it's not a big deal, but it's such a strange problem it bugs me. I can't find any info on anything like this. I'm not even sure if it's hardware or software. Any ideas? (windows 7 laptop connected to LCD by DVI to HDMI cable)

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  • Mac always boots with incorrect display gamma (for years now including Lion)

    - by Alex Wayne
    I think somewhere, something got installed but I have no idea what or how to fix it :( Basically, my old MacBook Pro running 10.5 Leopard had a problem where on boot it would show everything on the screen in a very sort of crunched color space. Everything below 15% white would just be pure black, everything above 85% white would be pure white and all colors look to be a touch more saturated. It's garish. To fix it, I found that I could boot into almost any fullscreen 3D game. When the game launches, the colors would still be off, but when I then quite the game and return the desktop everything is normal again. I've noticed Blizzard games work most reliably for this (World of Warcraft or Starcraft2). This problem has followed me through the years. When I upgraded to an iMac I migrated everything over to it, and the issue now happens on the iMac too. I then got a new MacBook Pro for work and migrated my iMac over to that, and it has the problem too. I had thought that it was an OS bug, but upgrading to 10.6 Snow Leopard didn't fix it and neither did 10.7 Lion. Furthermore I can't find any reference on any forum or help site where anyone else has this problem. If anyone has any idea what processes or settings or apps I should look at to figure out why this is happening I should would appreciate it! It looks sort of irresponsible when I open my laptop in the office to work and then boot up Starcraft 2 full screen...

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  • What is The Loop Variable After a For Loop in Delphi?

    - by Andreas Rejbrand
    In Delphi, consider var i: integer; begin for i := 0 to N do begin { Code } end; One might think that i = N after the for loop, but does the Delphi compiler guarantee this? Can one make the assumption that the loop variable is equal to its last value inside the loop, after a Delphi if loop? Update After trying a few simple loops, I suspect that i is actually equal to one plus the last value of i inside the loop after the loop... But can you rely on this?

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  • Are there alternatives to UltraWinGrid (for C#)?

    - by MPelletier
    I've been using the Infragistics UltraWinGrid for a while in a C# project, and while it's very spiffy, it is sometimes a bit heavy to run (and editing it in Visual Studio can be hazardous). I'm looking for a lighter alternative. Looks (always a big plus with Infragistics) are not as important as functionality. Namely, I'm looking for a beefed up DataGridView which: has data binding (duh!) has lock control over editing allows for sub-tables on opening a row can have multiple headers to group columns together (say header 1 is composed of "Group A" and "Group B", and header 2 has various columns under each group) has sorting by column (and can sort numbers properly, even if it does not have a stock method at first) has filtering by column (perhaps the most demanding spec) à la UltraWinGrid/Excel (text field with a way to specify if the filter is equal, not equal, greater, lesser, starts with, ends with, etc). supports check box, text box or data bound list/combo box cells allows cells to be merged (not the control cells of course!) can have events bound to each row (say double click)

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  • python union of 2 nested lists with index

    - by sbas
    I want to get the union of 2 nested lists plus an index to the common values. I have two lists like A = [[1,2,3],[4,5,6],[7,8,9]] and B = [[1,2,3,4],[3,3,5,7]] but the length of each list is about 100 000. To A belongs an index vector with len(A): I = [2,3,4] What I want is to find all sublists in B where the first 3 elements are equal to a sublist in A. In this example I want to get B[0] returned ([1,2,3,4]) because its first three elements are equal to A[0]. In addition, I also want the index to A[0] in this example, that is I[0]. I tried different things, but nothing worked so far :( First I tried this: Common = [] for i in range(len(B)): if B[i][:3] in A: id = [I[x] for x,y in enumerate(A) if y == B[i][:3]][0] ctdCommon.append([int(id)] + B[i]) But that takes ages, or never finishes Then I transformed A and B into sets and took the union from both, which was very quick, but then I don't know how to get the corresponding indices Does anyone have an idea?

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  • C++ Why is the converter constructor implicitly called?

    - by ShaChris23
    Why is the Child class's converter constructor called in the code below? I mean, it automatically converts Base to Child via the Child converter constructor. The code below compiles, but shouldn't it not compile since I haven't provided bool Child::operator!=(Base const&)? class Base { }; class Child : public Base { public: Child() {} Child(Base const& base_) : Base(base_) { std::cout <<"should never called!"; } bool operator!=(Child const&) { return true; } }; void main() { Base base; Child child; if(child != base) std::cout << "not equal"; else std::cout << "equal"; }

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