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  • Algorithm to shoot at a target in a 3d game

    - by Sebastian Bugiu
    For those of you remembering Descent Freespace it had a nice feature to help you aim at the enemy when shooting non-homing missiles or lasers: it showed a crosshair in front of the ship you chased telling you where to shoot in order to hit the moving target. I tried using the answer from http://stackoverflow.com/questions/4107403/ai-algorithm-to-shoot-at-a-target-in-a-2d-game?lq=1 but it's for 2D so I tried adapting it. I first decomposed the calculation to solve the intersection point for XoZ plane and saved the x and z coordinates and then solving the intersection point for XoY plane and adding the y coordinate to a final xyz that I then transformed to clipspace and put a texture at those coordinates. But of course it doesn't work as it should or else I wouldn't have posted the question. From what I notice the after finding x in XoZ plane and the in XoY the x is not the same so something must be wrong. float a = ENG_Math.sqr(targetVelocity.x) + ENG_Math.sqr(targetVelocity.y) - ENG_Math.sqr(projectileSpeed); float b = 2.0f * (targetVelocity.x * targetPos.x + targetVelocity.y * targetPos.y); float c = ENG_Math.sqr(targetPos.x) + ENG_Math.sqr(targetPos.y); ENG_Math.solveQuadraticEquation(a, b, c, collisionTime); First time targetVelocity.y is actually targetVelocity.z (the same for targetPos) and the second time it's actually targetVelocity.y. The final position after XoZ is crossPosition.set(minTime * finalEntityVelocity.x + finalTargetPos4D.x, 0.0f, minTime * finalEntityVelocity.z + finalTargetPos4D.z); and after XoY crossPosition.y = minTime * finalEntityVelocity.y + finalTargetPos4D.y; Is my approach of separating into 2 planes and calculating any good? Or for 3D there is a whole different approach? sqr() is square not sqrt - avoiding a confusion.

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  • Data Structure for Small Number of Agents in a Relatively Big 2D World

    - by Seçkin Savasçi
    I'm working on a project where we will implement a kind of world simulation where there is a square 2D world. Agents live on this world and make decisions like moving or replicating themselves based on their neighbor cells(world=grid) and some extra parameters(which are not based on the state of the world). I'm looking for a data structure to implement such a project. My concerns are : I will implement this 3 times: sequential, using OpenMP, using MPI. So if I can use the same structure that will be quite good. The first thing comes up is keeping a 2D array for the world and storing agent references in it. And simulate the world for each time slice by checking every cell in each iteration and further processing if an agents is found in the cell. The downside is what if I have 1000x1000 world and only 5 agents in it. It will be an overkill for both sequential and parallel versions to check each cell and look for possible agents in them. I can use quadtree and store agents in it, but then how can I get the information about neighbor cells then? Please let me know if I should elaborate more.

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  • keyPressed is not working after adding ActionListener to JButton

    - by Yehonatan
    I have a serious problem while trying to build a menu for my game. I've added two JButton to a main JPanel and added an ActionListener for each of them. The main JPanel also contains the game JPanel which have the keyPressed method inside keyController. That's how it looks - Main -       JPanel -         JButton, JButton,         JPanel which contains the game and keyPressed function inside KeyController class which worked fine before I added the ActionListener for JButton. For some reason after I added an ActionListener for each of the button, the game JPanel is not getting any keyPreseed events nor KeyRealesed. Does anyone know the solution for my situation? Thank you very much! Main window - Scanner in = new Scanner(System.in); JFrame f = new JFrame("Square V.S Circles"); f.setUndecorated(true); f.setResizable(false); f.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); f.add(new JPanelHandler()); f.pack(); f.setVisible(true); f.setLocationRelativeTo(null); JPanelHandler(main JPanel) - super.setFocusable(true); JButton mybutton = new JButton("Quit"); JButton sayhi = new JButton("Say hi"); sayhi.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.out.println("Hi"); } }); mybutton.addActionListener(new ActionListener() { @Override public void actionPerformed(ActionEvent e) { System.exit(0); } }); add(mybutton); add(sayhi); add(new Board(2)); Board KeyController(The code inside is working so it's unnecessary to put it here) - private class KeyController extends KeyAdapter { public KeyController() { ..Code } @Override public void keyPressed(KeyEvent e) { ...Code } @Override public void keyReleased(KeyEvent e){ ...Code } }

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  • Searching for entity awareness in 3D space algorithm and data structure

    - by Khanser
    I'm trying to do some huge AI system just for the fun and I've come to this problem. How can I let the AI entities know about each other without getting the CPU to perform redundant and costly work? Every entity has a spatial awareness zone and it has to know what's inside when it has to decide what to do. First thoughts, for every entity test if the other entities are inside the first's reach. Ok, so it was the first try and yep, that is redundant and costly. We are working with real time AI over 10000+ entities so this is not a solution. Second try, calculate some grid over the awareness zone of every entity and test whether in this zones are entities (we are working with 3D entities with float x,y,z location coordinates) testing every point in the grid with the indexed-by-coordinate entities. Well, I don't like this because is also costly, but not as the first one. Third, create some multi linked lists over the x's and y's indexed positions of the entities so when we search for an interval between x,y and z,w positions (this interval defines the square over the spatial awareness zone) over the multi linked list, we won't have 'voids'. This has the problem of finding the nearest proximity value if there isn't one at the position where we start the search. I'm not convinced with any of the ideas so I'm searching for some enlightening. Do you people have any better ideas?

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  • Simple algorithm for a sudoku solver java

    - by user142050
    just a quick note first, I originally asked this question on stack overflow but was refered here instead. I've been stuck on this thing for a while, I just can't wrap my head around it. For a homework, I have to produce an algorithm for a sudoku solver that can check what number goes in a blank square in a row, in a column and in a block. It's a regular 9x9 sudoku and I'm assuming that the grid is already printed so I have to produce the part where it solves it. I've read a ton of stuff on the subject I just get stuck expressing it. I want the solver to do the following: If the value is smaller than 9, increase it by 1 If the value is 9, set it to zero and go back 1 If the value is invalid, increase by 1 I've already read about backtracking and such but I'm in the early stage of the class so I'd like to keep it as simple as possible. I'm more capable of writing in pseudo code but not so much with the algorithm itself and it's the algorithm that is needed for this exercise. Thanks in advance for your help guys.

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  • Ubunto 12.10 Boots to purple screen

    - by Ric
    I know this question has been tackled in a couple different threads but I've tried what I could from those and have not resolved the issue. I have just a basic understanding of this system so feel free to talk down to me or explain this like you would to a 5 year old. Let's start from the beginning. My son has a computer built by an IT friend of mine (we moved so he can't help any more). It had Windows XP running on it and it just stopped working correctly. This same friend had built a laptop for me with Ubuntu which I liked so I thought I'd put a new OS on my sons computer and it may work better. I downloaded Ubuntu 12.10 onto a USB drive and loaded it onto his computer. I followed all the prompts, it installed, I restarted the computer, it gives me the option of which OS to pick. I pick Ubuntu and it seemingly loads. The desktop comes up with just the basic pinkish Ubuntu background but that is it. There are no icons. I can't right click anywhere to create a file. Left clicking the mouse does not create a square when moved. Alt + F2 doesn't do anything. I can open a terminal but any of the commands I have seen in previous threads do not correct any issues. What else can I do, or what resources are available to fix this problem? I don't know if there are additional files on the USB drive that I need to access or what. Also, one of the problems we were having with my sons computer is that windows would only load to a blank screen. It runs accordingly in safemode and my install of Ubuntu was through safemode of Windows XP.

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  • Microsoft is Top Pick for ALM

    - by Arkham
    Investigating the market for a new software product can be a daunting task. Sometimes it’s difficult to even uncover all of the players. There’s no shortage of rhetoric on each vendor’s web site, but how can today’s CTO get objective information about how a software package ranks against it’s peers in a given space? Every year, Gartner releases what they call a Magic Quadrant report evaluating various products in a given space. This past week, Gartner released their analysis of products in the Application Lifecycle Management (ALM) arena. It is very exciting to see us in the top spot as a thought leader and for our ability to execute. If you are interested in ALM, you can read through an entire reprint of the report here. There’s plenty of new competitors listed and some of the existing competitors have shifted quite a bit. And this comes prior to the release of Team Foundation Server 2012! I suppose with all of the new features in 2012, they could just add another square to the upper-right. It’s beyond awesome! It’s be-awesome!

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  • Asus A8V overcurrent

    - by user139710
    This is not as much as a question as it is a note to those out there that upgrade their motherboards with better processors and the like. Here's my story. Recently I upgraded my processor. System specifications: • Asus A8V Deluxe • 4GB RAM • ATI Radeon 3870 AGP graphics card (I believe that's it) Anyway, I decided to put a dual core Opteron 180 in this rig, but the problem was that I needed to update the BIOS to V-1017, and not knowing the consequences, I went up to the Asus site and got the newest, the latest and the greatest, 1018.002 thinking that it was the best for this board, however it wasn't. I used the Asus EXFlash, which makes life a lot easier, flashed the BIOS and all of a sudden I start getting this message: USB overcurrent protection, system shutting down in 15 seconds to protect your system. WELL SHIT... This is a new one on me... I read the blogs, all the posts on this thing, and did all that everyone else did to correct the problem, but nothing helped. So i decided to start from square one, went back to Asus and looked at the BIOS download... OMG... IT WAS A BETA. So, I downloaded the update that was suggested 1017< and installed it and wouldn't you know, it took care of the problem, no more USB overcurrent protection, no more crashing. I write this today to let you all know about this, just in case you have an issue such as this. Well there you all go. Fly safe and eat your vegetables.

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  • OGRE 3D: How to create very basic gameworld [on hold]

    - by skiwi
    I'm considering trying around to create an FPS (First person shooter), using the Ogre 3D engine. I have done the Basic Tutorials (except CEGUI), and have read through the Intermediate Tutorial, I understand some of the more advanced concepts, but I'm stuck with very simple concepts. First of all: I would want to use some tiles (square ones, with relative little height) as the floor, I guess I need to set up a loop to get those tiles done. But how would I go about creating those tiles exactly? Like making it to be their own mesh, and then I would need to find some texture. Secondly: I guess I can derive the camera and movement functions from the basic tutorial. But I'll be needing a "soldier" (anything does for now), what is the best way to create a moderately decent looking soldier? (Or obtain a decent one from an open library?) And thirdly: How can I ensure that the soldier is actually walking on the ground, instead of mid air? Will raycasting into the ground + adjust position based on that, suffice?

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • How to revert to Eclipse's old behavior when double-clicking on frames or windows, in Juno?

    - by mattquiros
    I find Eclipse Juno very counter-intuitive. In my workspace, I used to just have the package view at the left, my code on the right, and whenever I'm printing something in the console, that's only when the console frame shows up from the bottom right. When you double click on a particular window, it either only goes fullscreen within Eclipse, or back to its original size together with the size of the other frames. In Juno, however, it seems that frames are put on layers on top of each other. When I print something to the console, the output frame only shows up as a small, useless square to my right. When I double-click, it goes full screen. When I double-click again, it occupies the full right frame, hiding my code. I double-click again and it goes full screen, then it double-clicks before it shares the right frame with my code on top of it. Then when I minimize it, it goes to the side. Any way to go back to the good old days of Eclipse? Thanks.

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  • Fast, accurate 2d collision

    - by Neophyte
    I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and sizes. The textures for the sprites are all square png files with transparent backgrounds, so I also need a way to only have a collision when the player walks into the coloured part of the texture, and not the transparent background. I plan to handle collision as follows: Check if any sprites are in range of the player Do a rect bounding box collision test Do an accurate collision (Where I need help) I don't mind advanced techniques, as I want to get this right with all my requirements in mind, but I'm not sure how to approach this. What techniques or even libraries to try. I know that I will probably need to create and store some kind of shape that accurately represents each sprite minus the transparent background. I've read that per pixel is slow, so given my large levels and number of objects I don't think that would be suitable. I've also looked at Box2d, but haven't been able to find much documentation, or any examples of how to get it up and running with SFML.

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  • Fresh Ubuntu 12.10 install no desktop or wing bar

    - by Travis
    After a fresh installm of ubuntu 12.10 (complete erase) after logging in it appears i have no taskbar or much of anything, although i can still execute my terminal with CTRL+ALT+T. i looked around a little, seems i'm not the only person who has had this problem. I found here: http://ubuntuforums.org/showthread.php?p=12303179#post12303179 From there, i found myself here: https://bugs.launchpad.net/ubuntu/+source/nvidia-graphics-drivers-updates/+bug/1068341 I followed precisely the instructions provided which were: this problem is solved this way Switch to a terminal (Ctrl-Alt-F1). Login as your username. Install linux source (sudo apt-get install linux-source) and headers (sudo apt-get install linux-headers-3.5.0-17-generic). Uninstall nvidia driver - this depends on which version you installed (sudo apt-get remove nvidia-current or sudo apt-get remove nvidia-current-updates or sudo apt-get remove nvidia-experimental-304). Reinstall nvidia driver (sudo apt-get install nvidia-current-updates). If it successfully installs, restart the computer (sudo shutdown -r now). Source Desktop does not show when I installed nvidia drivers! I have rebooted, and i am still having the exact same problem. so i back at square one. can someone help me please? this is my room mates computer and i told him i was "fixing" it and now i feel like i've ruined it. Any help is greatly appreciated. Thank you for your time.

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  • Modular building technique with angles? (A roof)

    - by Mungoid
    Ive been spending a bit of time lately studying the modular buildings of many games and reading/viewing several tutorials about it as well, but almost every example I see uses a plain square building that does not have any angled roof or similar. In all my applications (CS6, Blender/Max, UDK) I adhere to the same grid spacing and I get pretty good results, but trying to make modular angled pieces is confusing me as I'm not sure the best way to approach it. Below is some shots of my template sheet and workflow I have been doing. Should I do the roof separately or is it possible for me to keep it in the same texture sheet? The main issue is below. I have made a couple modular roof pieces but when i try to use them, i end up needing to model multiple other parts to fill gaps based on what roof shape i want. I then model those 'filler' pieces and now i have that much less space left in my texture sheet and those pieces are usually not that reusable for anything else. This is where im not sure how to proceed. If anyone has any links to documents or papers talking about this or advice, I would greatly appreciate it! =-) My main roof pieces with the gaps My power of 2 texture sheet, with 16x16 grid squares. The texture sheet loaded into blender on a 16x16 plane and starting to separate and extrude.

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  • Sprite batching in OpenGL

    - by Roy T.
    I've got a JAVA based game with an OpenGL rendering front that is drawing a large amount of sprites every frame (during testing it peaked at 700). Now this game is completely unoptimized. There is no spatial partitioning (so a sprite is drawn even if it isn't on screen) and every sprite is drawn separately like this: graphics.glPushMatrix(); { graphics.glTranslated(x, y, 0.0); graphics.glRotated(degrees, 0, 0, 1); graphics.glBegin(GL2.GL_QUADS); graphics.glTexCoord2f (1.0f, 0.0f); graphics.glVertex2d(half_size , half_size); // upper right // same for upper left, lower left, lower right graphics.glEnd(); } graphics.glPopMatrix(); Currently the game is running at +-25FPS and is CPU bound. I would like to improve performance by adding spatial partitioning (which I know how to do) and sprite batching. Not drawing sprites that aren't on screen will help a lot, however since players can zoom out it won't help enough, hence the need for batching. However sprite batching in OpenGL is a bit of mystery to me. I usually work with XNA where a few classes to do this are built in. But in OpenGL I don't know what to do. As for further optimization, the game I'm working on as a few interesting characteristics. A lot of sprites have the same texture and all the sprites are square. Maybe these characteristics will help determine an efficient batching technique?

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  • Any faster method?

    - by rajeshverma423
    Manhattan distance is used to the center in chess code that uses an 0x88 board . 0x88 board is 128 square. public static final byte DISTANCE[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5, 6, 7, 0, 0, 7, 6, 5, 4, 3, 2, 1, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 7, 6, 5, 4, 3, 2, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 3, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 4, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 5, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 6, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; Is there any other faster method instead of 0x88 to find distance?

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • How do I solve this "unexpected '}' syntax error" in my bash script?

    - by WASasquatch
    I have a piece of code that has some serious issues and I was hoping to get it solved soon but no one has offered any help. I thought I'd try some Ubuntu users since this is the OS running the script. mc_addplugin() { if pgrep -u $USERNAME -f $SERVICE > /dev/null then echo "$SERVICE is running! Please stop the service before adding a plugin." else echo "Paste the URL to the .JAR Plugin..." read JARURL JARNAME=$(basename "$JARURL") if [ -d "$TEMPPLUGINS" ] then as_user "cd $PLUGINSPATH && wget -r -A.jar $JARURL -o temp_plugins/$JARNAME" else as_user "cd $PLUGINSPATH && mkdir $TEMPPLUGINS && wget -r -A.jar $JARURL -o temp_plugins/$JARNAME" fi if [ -f "$TMPDIR/$JARNAME" ] then if [ -f "$PLUGINSPATH/$JARNAME" ] then if `diff $PLUGINSPATH/$JARNAME $TMPDIR/$JARNAME >/dev/null` then echo "You are already running the latest version of $JARNAME." else NOW=`date "+%Y-%m-%d_%Hh%M"` echo "Are you sure you want to overwrite this plugin? [Y/n]" echo "Note: Your old plugin will be moved to the "$TEMPPLUGINS" folder with todays date." select yn in "Yes" "No"; do case $yn in Yes ) as_user "mv $PLUGINSPATH/$JARNAME $TEMPPLUGINS/${JARNAME}_${NOW} && mv $TEMPPLUGINS/$JARNAME $PLUGINSPATH/$JARNAME"; break;; No ) echo "The plugin has not been installed! Removing temporary plugin and exiting..." as_user "rm $TEMPPLUGINS/$JARNAME"; exit;; esac done echo "Would you like to start the $SERVICE now? [Y/n]" select yn in "Yes" "No"; do case $yn in Yes ) mc_start; break;; No ) "$SERVICE not running! To start the service run: /etc/init.d/craftbukkit start"; exit;; esac done fi else echo "Are you sure you want to add this new plugin? [Y/n]" select yn in "Yes" "No"; do case $yn in Yes ) as_user "mv $PLUGINSPATH/$JARNAME $TEMPPLUGINS/${JARNAME}_${NOW} && mv $TEMPPLUGINS/$JARNAME $PLUGINSPATH/$JARNAME"; break;; No ) echo "The plugin has not been installed! Removing temporary plugin and exiting..." as_user "rm $TEMPPLUGINS/$JARNAME"; exit;; esac done echo "Would you like to start the $SERVICE now? [Y/n]?" select yn in "Yes" "No"; do case $yn in Yes ) mc_start; break;; No ) "$SERVICE not running! To start the service run: /etc/init.d/craftbukkit start"; exit;; esac done fi else echo "Failed to download the plugin from the URL you specified!" exit; fi } It throws it at the closing bracket at the end of the function.

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  • C++ Formatting like visual studio c# formatting

    - by Fire-Dragon-DoL
    I like the way Visual studio (2008) format C# code; unfortunately it seems it doesn't behave in the same way when writing C++ code. For example, when I write a code in this way: class Test { public: int x; Test() {this->x=20;} ~Test(){} }; in C# (ok this is C++ but you can understand what I mean), this part: Test() {this->x=20;} Will become Test() { this->x=20; } This is obviusly a stupid example, but there are a lot of things where putting brackets in correct position, indenting code and other things with my own hands becomes boring. I can obviusly change editor if you suggest me a good one for C++ code, I would like to find something with these features: Intellisense (like vs, at least similiar) Custom class coloring (in c# they are cyan, why are they black in c++?) Wordwrap (possibly) Documentation when you mouse over a method/variable Auto formatting (when you close a bracket like "}" in c# you'll get everything well formatted) obviusly I can find other features, but this is what is in my mind at the moment. Thanks for any suggestion

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  • Preg Expression to identify classes/ids in a CSS file that have no contents

    - by dclowd9901
    I'm in the process of updating some old CSS files in our systems, and we have a bunch that have lots of empty classes simply taking up space in the file. I'd love to learn how to write Regular expressions, but I just don't get them. I'm hoping the more I expose myself to them (with a little more cohesive explanation), the more I'll end up understanding them. The Problem That said, I'm looking for an expression that will identify text followed by a '{' (some have spaces in between, and some do not) and if there are no letters or numbers between that bracket and '}' (spaces don't count), it will be identified as a matching string. I suppose I can trim the whitespace out of the doc before I run a regular expression through it, but I don't want to change the basic structure of the text. I'm hoping to return it into a large <textarea>. Bonus points for explaining the characters and their meanings, and also an expression identifying lines in the copy without any text or numbers, as well. I will likely use the final expression in PHP script. tl;dr: Regular Expression to match: .a_class_or #an_id { /* if there aren't any alphanumerics in here, this should be a matching line of text */ }

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  • How to change identifier quote character in SSIS for connection to ODBC DSN

    - by William Rose
    I'm trying to create an SSIS 2008 Data Source View that reads from an Ingres database via the ODBC driver for Ingres. I've downloaded the Ingres 10 Community Edition to get the ODBC driver, installed it, set up the data access server and a DSN on the server running SSIS. If I connect to the SQL Server 2008 Database Engine on the server running SSIS, I can retrieve data from Ingres over the ODBC DSN by running the following command: SELECT * FROM OPENROWSET( 'MSDASQL' , 'DSN=IngresODBC;UID=testuser;PWD=testpass' , 'SELECT * FROM iitables') So I am quite sure that the ODBC setup is correct. If I try the same query with SQL Server style bracketed identifier quotes, I get an error, as Ingres doesn't support this syntax. SELECT * FROM OPENROWSET( 'MSDASQL' , 'DSN=IngresODBC;UID=testuser;PWD=testpass' , 'SELECT * FROM [iitables]') The error is "[Ingres][Ingres 10.0 ODBC Driver][Ingres 10.0]line 1, Unexpected character '['.". What I am finding is that I get the same error when I try to add tables from Ingres to an SSIS Data Source View. The initial step of selecting the ODBC Provider works fine, and I am shown a list of tables / views to add. I then select any table, and try to add it to the view, and get "ERROR [5000A] [Ingres][Ingres 10.0 ODBC Driver][Ingres 10.0]line 3, Unexpected character '['.". Following Ed Harper's suggestion of creating a named query also seems to be stymied. If I put into my named query the following text: SELECT * FROM "iitables" I still get an error: "ERROR [5000A] [Ingres][Ingres 10.0 ODBC Driver][Ingres 10.0]line 2, Unexpected character '['". According to the error, the query text passed by SSIS to ODBC was: SELECT [iitables].* FROM ( SELECT * FROM "iitables" ) AS [iitables] It seems that SSIS assumes that bracket quote characters are acceptable, when they aren't. How can I persuade it not to use them? Double quotes are acceptable.

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  • how to insert multiple rows using cakephp

    - by Paul
    In the cakePHP project I'm building, I want to insert a defined number of identical records. These will serve as placeholders records that will have additional data added later. Each record will insert the IDs taken from two belongs_to relationships as well as two other string values. What I want to do is be able to enter a value for the number of records I want created, which would equate to how many times the data is looped during save. What I don't know is: 1) how to setup a loop to handle a set number of inserts 2) how to define a form field in cakePHP that only sets the number of records to create. What I've tried is the following: function massAdd() { $inserts_required = 1; while ($inserts_required <= 10) { $this->Match->create(); $this->Match->save($this->data); echo $inserts_required++; } $brackets = $this->Match->Bracket->find('list'); $this->set(compact('brackets')); } What happens is: 1) at the top of the screen, above the doc type, the string 12345678910 is displayed, this is displayed on screen 2) a total of 11 records are created, and only the last record has the values passed in the form. I don't know why 11 records as opposed to 10 are created, and why only the last records has the entered form data? As always, your help and direction is appreciated. -Paul

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  • Readability and IF-block brackets: best practice

    - by MasterPeter
    I am preparing a short tutorial for level 1 uni students learning JavaScript basics. The task is to validate a phone number. The number must not contain non-digits and must be 14 digits long or less. The following code excerpt is what I came up with and I would like to make it as readable as possible. if ( //set of rules for invalid phone number phoneNumber.length == 0 //empty || phoneNumber.length > 14 //too long || /\D/.test(phoneNumber) //contains non-digits ) { setMessageText(invalid); } else { setMessageText(valid); } A simple question I can not quite answer myself and would like to hear your opinions on: How to position the surrounding (outermost) brackets? It's hard to see the difference between a normal and a curly bracket. Do you usually put the last ) on the same line as the last condition? Do you keep the first opening ( on a line by itself? Do you wrap each individual sub-condition in brackets too? Do you align horizontally the first ( with the last ), or do you place the last ) in the same column as the if? Do you keep ) { on a separate line or you place the last ) on the same line with the last sub-condition and then place the opening { on a new line? Or do you just put the ) { on the same line as the last sub-condition? Community wiki. EDIT Please only post opinions regarding the usage and placement of brackets. The code needs not be re-factored. This is for people who have only been introduced to JavaScript a couple of weeks ago. I am not asking for opinions how to write the code so it's shorter or performs better. I would only like to know how do you place brackets around IF-conditions.

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  • What Scheme Does Ghuloum Use?

    - by Don Wakefield
    I'm trying to work my way through Compilers: Backend to Frontend (and Back to Front Again) by Abdulaziz Ghuloum. It seems abbreviated from what one would expect in a full course/seminar, so I'm trying to fill in the pieces myself. For instance, I have tried to use his testing framework in the R5RS flavor of DrScheme, but it doesn't seem to like the macro stuff: src/ghuloum/tests/tests-driver.scm:6:4: read: illegal use of open square bracket I've read his intro paper on the course, An Incremental Approach to Compiler Construction, which gives a great overview of the techniques used, and mentions a couple of Schemes with features one might want to implement for 'extra credit', but he doesn't mention the Scheme he uses in the course. Update I'm still digging into the original question (investigating options such as Petit Scheme suggested by Eli below), but found an interesting link relating to Gholoum's work, so I am including it here. [Ikarus Scheme](http://en.wikipedia.org/wiki/Ikarus_(Scheme_implementation)) is the actual implementation of Ghuloum's ideas, and appears to have been part of his Ph.D. work. It's supposed to be one of the first implementations of R6RS. I'm trying to install Ikarus now, but the configure script doesn't want to recognize my system's install of libgmp.so, so my problems are still unresolved. Example The following example seems to work in PLT 2.4.2 running in DrEd using the Pretty Big (require lang/plt-pretty-big) (load "/Users/donaldwakefield/ghuloum/tests/tests-driver.scm") (load "/Users/donaldwakefield/ghuloum/tests/tests-1.1-req.scm") (define (emit-program x) (unless (integer? x) (error "---")) (emit " .text") (emit " .globl scheme_entry") (emit " .type scheme_entry, @function") (emit "scheme_entry:") (emit " movl $~s, %eax" x) (emit " ret") ) Attempting to replace the require directive with #lang scheme results in the error message foo.scm:7:3: expand: unbound identifier in module in: emit which appears to be due to a failure to load tests-driver.scm. Attempting to use #lang r6rs disables the REPL, which I'd really like to use, so I'm going to try to continue with Pretty Big. My thanks to Eli Barzilay for his patient help.

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  • In asp.Net, writing code in the control tag generates compile error

    - by Nour Sabouny
    Hi this is really strange !! But look at the following asp code: <div runat="server" id="MainDiv"> <%foreach (string str in new string[]{"First#", "Second#"}) { %> <div id="<%=str.Replace("#","div") %>"> </div> <%} %> </div> now if you put this code inside any web page (and don't worry about the moral of this code, I made it just to show the idea) you'll get this error : Compiler Error Message: CS1518: Expected class, delegate, enum, interface, or struct Of course the error has nothing to do with the real problem, I searched for the code that was generated by asp.net and figured out the following : private void @__RenderMainDiv(System.Web.UI.HtmlTextWriter @__w, System.Web.UI.Control parameterContainer) { @__w.Write("\r\n "); #line 20 "blabla\blabla\Default.aspx" foreach (string str in new string[] { "First#", "Second#" }) { #line default #line hidden @__w.Write("\r\n <div id=\""); #line 22 "blabla\blabla\Default.aspx" @__w.Write(str.Replace("#", "div")); #line default #line hidden @__w.Write("\">\r\n "); } This is the code that was generated from the asp page and this is the method that is meant to render our div (MainDiv), I found out that there is a missing bracket "}" that closes the method or the (for loop). now the problem has three parts: 1- first you should have a server control (in our situation is the MainDiv) and I'm not sure if it is only the div tag. 2- HTML control inside the server control and a code inside it using the double quotation mark ( for example <div id="<%=str instead of <div id='<%=str. 3-Any keyword which has block brackets e.g.:for{},while{},using{}...etc. now removing any part, will solve the problem !!! how is this happening ?? any ideas ? BTW: please help me to make the question more obvious, because I couldn't find the best words to describe the problem.

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