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  • Loops, Recursion and Memoization in JavaScript

    - by Ken Dason
    Originally posted on: http://geekswithblogs.net/kdason/archive/2013/07/25/loops-recursion-and-memoization-in-javascript.aspxAccording to Wikipedia, the factorial of a positive integer n (denoted by n!) is the product of all positive integers less than or equal to n. For example, 5! = 5 x 4 x 3 x 2 x 1 = 120. The value of 0! is 1. We can use factorials to demonstrate iterative loops and recursive functions in JavaScript.  Here is a function that computes the factorial using a for loop: Output: Time Taken: 51 ms Here is the factorial function coded to be called recursively: Output: Time Taken: 165 ms We can speed up the recursive function with the use of memoization.  Hence,  if the value has previously been computed, it is simply returned and the recursive call ends. Output: Time Taken: 17 ms

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  • Rotate a vector by given degrees (errors when value over 90)

    - by Ivan
    I created a function to rotate a vector by a given number of degrees. It seems to work fine when given values in the range -90 to +90. Beyond this, the amount of rotation decreases, i.e., I think objects are rotating the same amount for 80 and 100 degrees. I think this diagram might be a clue to my problem, but I don't quite understand what it's showing. Must I use a different trig function depending on the radians value? The programming examples I've been able to find look similar to mine (not varying the trig functions). Vector2D.prototype.rotate = function(angleDegrees) { var radians = angleDegrees * (Math.PI / 180); var ca = Math.cos(radians); var sa = Math.sin(radians); var rx = this.x*ca - this.y*sa; var ry = this.x*sa + this.y*ca; this.x = rx; this.y = ry; };

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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • Should all, none, or some overriden methods call Super?

    - by JoJo
    When designing a class, how do you decide when all overridden methods should call super or when none of the overridden methods should call super? Also, is it considered bad practice if your code logic requires a mixture of supered and non-supered methods like the Javascript example below? ChildClass = new Class.create(ParentClass, { /** * @Override */ initialize: function($super) { $super(); this.foo = 99; }, /** * @Override */ methodOne: function($super) { $super(); this.foo++; }, /** * @Override */ methodTwo: function($super) { this.foo--; } }); After delving into the iPhone and Android SDKs, I noticed that super must be called on every overridden method, or else the program will crash because something wouldn't get initialized. When deriving from a template/delegate, none of the methods are supered (obviously). So what exactly are these "je ne sais quoi" qualities that determine whether a all, none, or some overriden methods should call super?

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  • Install Samba 3.0.24 on Ubuntu Server 10.04 from Source

    - by Nilpo
    Has anyone had any luck compiling and installing Samba 3.0.24 on Ubuntu 10.04? I'm trying to set up realtime virus scanning on Samba shares (ClamAV) using the legacy version of Samba as it is the latest release supported by samba-vscan-0.3.6b. I'm no expert at this but I think I have all of the dependencies covered and I'm following the documentation with the source code but I'm getting errors as if there is a problem with the source code. I downloaded the source directly from http://ftp.samba.org/pub/samba/stable/samba-3.0.24.tar.gz After running ./configure and make, I get the following error. Compiling client/mount.cifs.c client/mount.cifs.c: In function ‘main’: client/mount.cifs.c:1068: error: ‘PATH_MAX’ undeclared (first use in this function) client/mount.cifs.c:1068: error: (Each undeclared identifier is reported only once client/mount.cifs.c:1068: error: for each function it appears in.) make: *** [client/mount.cifs.o] Error 1 You can view the full output log here. Can anyone help me get this installed or suggest another means of implementing realtime virus scanning on Samba shares?

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  • Should all, none, or some overridden methods call Super?

    - by JoJo
    When designing a class, how do you decide when all overridden methods should call super or when none of the overridden methods should call super? Also, is it considered bad practice if your code logic requires a mixture of supered and non-supered methods like the Javascript example below? ChildClass = new Class.create(ParentClass, { /** * @Override */ initialize: function($super) { $super(); this.foo = 99; }, /** * @Override */ methodOne: function($super) { $super(); this.foo++; }, /** * @Override */ methodTwo: function($super) { this.foo--; } }); After delving into the iPhone and Android SDKs, I noticed that super must be called on every overridden method, or else the program will crash because something wouldn't get initialized. When deriving from a template/delegate, none of the methods are supered (obviously). So what exactly are these "je ne sais quoi" qualities that determine whether a all, none, or some overriden methods should call super?

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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  • How to find the occurrence of particular character in string - CHARINDEX

    - by Vipin
    Many times while writing SQL, we need to find if particular character is present in the column data. SQL server possesses an in-built function to do this job - CHARINDEX(character_to_search, string, [starting_position]) Returns the position of the first occurrence of the character in the string. NOTE - index starts with 1. So, if character is at the starting position, this function would return 1. Returns 0 if character is not found. Returns 0 if 'string' is empty. Returns NULL if string is NULL. A working example of the function is SELECT CHARINDEX('a', fname) a_First_occurence, CHARINDEX('a', fname, CHARINDEX('a', fname)) a_Second_occurrence FROM Users WHERE fname = 'aka unknown' OUTPUT ------- a_First_occurence a_Second_occurrence 1 3

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Should I sacrifice code succintness to ensure the narrowest variable scope? [duplicate]

    - by David Scholefield
    This question already has an answer here: Is the usage of internal scope blocks within a function bad style? 3 answers In many languages (e.g. both Perl and Java - which are the two languages I work most with) it is possible to narrow the scope of local variables by declaring them within a block. Although it adds extra code length (the opening and closing block braces), and possibly reduces readability, should I create blocks purely to narrow the scope of variables to the statements that use the variables and to uphold the principle of narrowest scope or does this sacrifice succinctness and readability just to unnecessarily uphold an agreed 'best practice' principle? I usually declare local variables to functions/methods at the start of the function to aid readability, but I could not do this, and just create blocks throughout the function and declare the variables throughout the code - within those blocks - to narrow their scope.

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • How to make natural-looking paths with A* on a grid?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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  • How can I link to callback functions in Lua such that the callbacks will be updated when the scripts are reloaded?

    - by Raptormeat
    I'm implementing Lua scripting in my game using LuaBind, and one of the things I'm not clear on is the logistics of reloading the scripts live ingame. Currently, using the LuaBind C++ class luabind::object, I save references to Lua callbacks directly in the classes that use them. Then I can use luabind::call_function using that object in order to call the Lua code from the C++ code. I haven't tested this yet, but my assumption is that if I reload the scripts, then all the functions will be redefined, BUT the references to the OLD functions will still exist in the form of the luabind::object held by the C++ code. I would like to be able to swap out the old for the new without manually having to manage this for every script hook in the game. How best to change this so the process works? My first thought is to not save a reference to the function directly, but maybe save the function name instead, and grab the function by name every time we want to call it. I'm looking for better ideas!

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  • What are deferred callbacks?

    - by tentimes
    I understand the idea of a callback, where I pass a function into another function and that function then uses the supplied function at will. I am struggling to understand deferred callbacks, even after googling it. Could someone provide a simple explanation please? I program in Ruby, but also know C/C++ a bit, but most of all I was a experienced assembly language programmer. So I am wondering is it a bit like a stack of callback addresses that get pop'd? I am hoping to learn jquery or node.js and these deferred callbacks seem integral to both. I understand basic threading principles (though mutex object makes my head hurt ;)

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  • Does a code inherit GNU GPL if it just link to GPL librrary?

    - by user14284
    Sorry for bad English. Suppose there is a library xxx under GNU GPL, that provide a function yyy. Suppose my code links to the library and use this function. Does my code inherit GPL license? IANAL, but my thoughts are conflicting: On other hand, my code is derivative from the library, so it should inherit GPL. On other hand, my code just use link to the xxx. Maybe there are other libraries, that has the same interface (particularly, they provide yyy function with same functionality, but different implementation). My code may link to any. My code really doesn't directly derived from xxx, it just use its interface. So, my code shouldn't inherit GPL. I'm confused. ADDED. The question is absolutely abstract. I don't mean any concrete GPL library.

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  • How access PhysicalMaterial from Actor Class?

    - by EmAdpres
    I use Projectile for my weapon system and UDKProjectile has two main function to handle Hit of projectiles(=bullet of my weapon): simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) // For Actors simulated event HitWall(vector HitNormal, actor Wall, PrimitiveComponent WallComp) // Everything except Actors ( I guess) the first method, the function just give me the actor which I hit and my question is How I can get that actor's physical material by first parameter ( Other ), in order to make a proper react about it ( for example a proper Sound of collide ) ... A tricky (but hateful ) way which I knew works is, make a Trace from a little back of that actor to that actor, and use HitInfo parameter which include physical Material ! But there should be a more standard way !

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  • Help with correct php syntax [migrated]

    - by Robert hue
    I was working on some php functions and I got confused with php syntax. Here is the function. Is this correct? to use add_filter inside function_exists check if ( ! function_exists( 'disable_password_reset' ) ) : function disable_password_reset() { return false; } add_filter ( 'allow_password_reset', 'disable_password_reset' ); endif; or this one is correct, to use add_filter outside function_exists check if ( ! function_exists( 'disable_password_reset' ) ) : function disable_password_reset() { return false; } endif; add_filter ( 'allow_password_reset', 'disable_password_reset' ); I was working on Wordpress if that matters.

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  • Modify javascript to display a SharePoint list from another site collection, want items to open in a modal dialog [on hold]

    - by FRD
    I'm trying to modify the javascript below so that when a list from one site collection is displayed in another site collection and an item is selected, it opens in a dialog box instead of taking over the entire page and forcing the user to the originating site. <div id="ExternalListContainer"></div> <script type="text/javascript"> //wait for SP to load up ExecuteOrDelayUntilScriptLoaded( function LoadExternalList() { //turn on xsite scripting support for jquery $.support.cors = true; //load the external SP list $("#ExternalListContainer").load("http://originatingsiteurl.aspx table.ms-listviewtable", function(response, status, xhr) { //find all the list items and convert to HTML so we don't see the code $("#ExternalListContainer").find(".ms-vb2").each(function () { $(this).html($(this).text()); }); }); }, "sp.ribbon.js"); </script>

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  • Spawning bullets on command in Box2D

    - by recharge330
    I'm making a simple bullet hell game but I can't figure out how to get my character to shoot. Lets say I have bulletBody and shipBody, how would I continually spawn bulletBodies using the shipBody coordinates. I've tried a function that uses an array of b2bodies and just assigns them the bodydef and fixture but that causes the game to crash. C++ sample code would be best but any help is appreciated. EDIT: It looks like any reference to my b2World in a function will cause the game to crash. How do I declare the bodies without using a b2World as an argument in the function.

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  • What can I do when the interviewer doesn't know the answer to his/her own question?

    - by bjskishore123
    Yesterday I had a terrible experience in an interview. Interviewer asked me about pure virtual function. I said, It may or may not have definition in base class, but derived classes should provide definition unless they also want to be abstract class. But interviewer kept on asking that "Can pure virtual have definition !!! ???"... I said yes. Again he said "Pure ?" I said yes. It is allowed, derived classes can explicitly call that function if they want that particular behavior. He sent me out. I am sure that he doesn't know the fact that pure virtual function can have definition. How to deal with this kind of Interviewers ? After asking 2nd time, should i lie that it can't have definition ? :) Or i should stick to my words and loose the job opportunity ?

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  • Keyboard is not detecting as3

    - by Kaoru
    i got this problem, when i press 1 in keyboard, the function does not run, even i already declared it. How do i solve this? Here is the code: public function Character() { Constant.loaderMario.load(new URLRequest("mario.swf")); addEventListener(KeyboardEvent.KEY_DOWN, selectingPlayer); } private function selectingPlayer(event:KeyboardEvent):void { isoTextMario = new Word(); isoTextChocobo = new Word(); if (event.keyCode == Keyboard.NUMBER_1|| event.keyCode == 49) { Constant.marioSelected = true; if (Constant.marioSelected == true) { isoTextMario.marioCharacter(); addChild(isoTextMario); } } else if (event.keyCode == Keyboard.NUMBER_2 || event.keyCode == 50) { Constant.chocoboSelected = true; if (Constant.chocoboSelected == true) { isoTextChocobo.chocoboCharacter(); addChild(isoTextChocobo); } } }

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  • Macro vs. Static functions in Header

    - by wirrbel
    for a lot of quick tasks where one could employ a function f(x,y), in plain C, macros are used. I would like to ask specifically about these cases, that are solvable by a function call (i.e. macros used for inlining functions, not for code expansion of arbitrary code). Typically C functions are not inlined since they might be linked to from other C files. However, static C functions are only visible from within the C file they are defined in. Therefore they can be inlined by compilers. I have heard that a lot of macros should be replaced by turning them into static functions, because this produces safer code. Are there cases where this is a not good idea? Again: Not asking about Code-Production macros with ## alike constructs that cannot at all be expressed as a function.

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  • Problem serialising TextBuffer

    - by njallam
    The following is supposed to serialise a TextArea's content to a string. The first two line complete fine, however I have problems from then onwards. page_content = subject_content.get_nth_page(pn) page_name = subject_content.get_tab_label(page_content).get_text() c_buffer = page_content.get_buffer() c_format = c_buffer.register_serialize_tagset() serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) The first error I get is: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 160, in save c_format = c_buffer.register_serialize_tagset() File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: register_serialize_tagset() takes exactly 2 arguments (1 given) When inserting None as a parameter to c_format = c_buffer.register_serialize_tagset() I get the following as well: Traceback (most recent call last): File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 251, in on_btn_save_clicked self.save() File "/home/nja/notetaker/notetaker/NotetakerWindow.py", line 161, in save serial = c_buffer.serialize(c_format, c_buffer.get_start_iter(), c_buffer.get_end_iter()) File "/usr/lib/python2.7/dist-packages/gi/types.py", line 43, in function return info.invoke(*args, **kwargs) TypeError: serialize() takes exactly 5 arguments (4 given) I have no idea of a workaround for that, however I shouldn't have to fill None in that other function in the first place. What is happening here?

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  • Unit testing multiple conditions in an IF statement

    - by bwalk2895
    I have a chunk of code that looks something like this: function bool PassesBusinessRules() { bool meetsBusinessRules = false; if (PassesBusinessRule1 && PassesBusinessRule2 && PassesBusinessRule3) { meetsBusinessRules= true; } return meetsBusinessRules; } I believe there should be four unit tests for this particular function. Three to test each of the conditions in the if statement and ensure it returns false. And another test that makes sure the function returns true. Question: Should there actually be ten unit tests instead? Nine that checks each of the possible failure paths. IE: False False False False False True False True False And so on for each possible combination. I think that is overkill, but some of the other members on my team do not. The way I look at it is if BusinessRule1 fails then it should always return false, it doesn't matter if it was checked first or last.

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