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  • Asus X202e VivoBook, dual boot. How to get around UEFI and have Win8 & Ubuntu?

    - by Nukeface
    I've gotten my hands on an Asus Vivobook X202e. I like it, handy to use, small, etc etc. Oh, it's the i3 core version. For school I still need Windows * sigh * for the .NET development. (I know, possible in Ubuntu, this n that, but for ease atm wanting to keep it with Win8). So. How to install both on this little thing? I've found a way into the BIOS (before splash screen, mash F2. Works only after reboot, not cold boot). But the whole boot loading setup is different than from what I know, and I must've messed up something because it's been "Attempting Repairs", "Analyzing hard disk", and a bunch of other things for the past 15 minutes. (All I've done is selected "disabled" on secure boot, picky as ** Microsoft). Keeping the original Windows installation is of no concern. Found the product key already and have a clean install waiting. BTW, not trying to leech knowledge, even though first question and no answers. I'm more and more active on Stackoverflow. But, especially due to secure boot and windows 8, I'm going over to Ubuntu. Well, more and more anyway, I like my Windows based games as well ;) UPDATE Managed to do a clean install of Windows 8 Pro. After disabling Secure Boot, also had to disable fast boot, and enable Launch CSM, leaving the option which appeared (Launch PXE OpROM) disabled. Then I rebooted, with the USB Boot drive I created using the Windows 7 USB DVD Download Tool (scroll down for download link), provided by Microsoft. During the installation, I chose to install a clean version, therefor deleted the partitions containing current windows files. I left the Recovery partition (you never know...). Of course, the new Windows Installation dit not like this. Apparantly Windows cannot be installed on a GPT hard disk. Remember I hadn't changed the partition table, was still factory default! Minus a few partitions, granted. So deleted ALL partittions, did a format of the disk, created a new partition. Et voila, Windows installation started. FINALLY! WONDROUS After the installation, Windows still had background images located in C:/Users/ ME /AppData/Local/Microsoft/Themes/RoamedThemeFiles/DesktopBackground/ that I had in the previous installation. Before doing: format, delete partition, cascade partitions, create new partition of different size, format partition, install Windows. It managed to keep the images through all that. Anyone got an idea on that one? It also remembered the settings for the Windows Aero theme... UPDATED QUESTION: After all this you'd think I'd have the rest figured out. Wrong. Ubuntu 12.10, 64 bit installation can't read the partitioning of the hdd during the installation. Any ideas on how to fix this so the install for a dual-boot system can proceed? (Preferably without starting anew with Windows as well ;) )

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  • Building Enterprise Smartphone App &ndash; Part 1: Why Build Smart Phone Apps

    - by Tim Murphy
    This is part 1 in a series of post based on a talk I gave recently at the Chicago Information Technology Architects Group.  Feel free to leave feedback. Intro Most of us already carry smartphones. We play games on them. We keep up with what is going on with our friends and our favorite teams. We take pictures of our kids at their events. But the question is if that is all they are good for. Many companies have aspects of their business that lend themselves to being performed by mobile devices. Some of them lean toward larger device such as tablets, but many can be executed on smartphones. This and the following articles will discuss some of the possible applications of smartphone technology for businesses, the platforms that are available and the considerations you need to make when building them. I'll take a look at some specific scenarios and wrap up with a couple of capabilities that are just emerging that can be used in the future. Why Build Enterprise Smartphone Applications So what are some of the ways that you can leverage smartphone technology to gain efficiency in your business or a clients business. There are a few major areas that I have seen mobile platforms being an advantage to. Your mobile sales force is a key candidate for leveraging smartphone apps.  They can visit clients in their retail location and place orders on site. It is a more personal approach which can gain you customer loyalty.  A sales person may also gather information about the way a client does business or who their target market is. This allows them you to focus marketing information or build customized support for your customer. You may also have need to track physical inventory in a store. This is something that has historically been done with laser scanners, but with the camera capabilities in today's phones and tablets it is possible to use more general multi-purpose devices.  This can save costs on both hardware and telecommunication contracts. Delivery verification is another area that historically has been the domain of specialized devices but can now be accomplished with smartphones.  This also reduces costs because it is also used for communicating with the driver and other operations.  Add to that the navigation capability of smartphones and you can see how the return on investment increases. Executives are always on the go. They spend most of their time in meetings and yet they need access to decision making information at their finger tips. With a smartphone app they can get alerts when major sales are closed or critical accounting process are completed that may need their attention. They can also answer questions by instantly pulling up BI reports. I have often heard operations support people say that they need things like VPN and RDP from their phones. If they can also have notifications of outages or critical support requests they can be react to situations without needing to be tied to their desks. These are all valid reasons to need smartphone applications.  In the next installment I will discuss platforms and features. del.icio.us Tags: Smartphones,Enterprise Smartphone Apps,Architecture

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • What's a good way to teach my son to program Java

    - by Software Monkey
    OK, so I've read through various posts about teaching beginner's to program, and there were some helpful things I will look at more closely. But what I want to know is whether there are any effective tools out there to teach a kid Java specifically? I want to teach him Java specifically because (a) with my strong background in C I feel that's too complex, (b) Java is the other language I know extremely well and therefore I can assist meaningfully without needing to teach myself a new but (to me) useless language, and (c) I feel that managed languages are the future, and lastly (d) Java is one of the simplest of all the languages I know well (aside from basic). I learned in basic, and I am open to teaching that first, but I am unaware of a decent free basic shell for Windows (though I haven't really searched, yet since it's not my first choice), and would anyway want to progress quickly to Java. My son is 8, so that's a couple of years earlier than I started - but he has expressed an interest in learning to program (possibly because I work from home a lot and he sees me programming all the time). If no-one can suggest a tool designed for this purpose, I will probably start him off with text/console based apps to teach the basics, and then progress to GUI building. Oh, one last thing, I am not a fan of IDE's (old school text editor type), so I would not be put off at all by a system that has him typing real code, and would likely prefer that to a toy drag/drop system. EDIT: Just to clarify; I really am specifically after ways to teach him Java; there are already a good many posts with good answers for other language alternatives - but that's not what I am looking for here. EDIT: What about Java frameworks for 2D video games - can anyone recommend any of them from personal experience? I like the idea of him starting with the mechanics in place (main game loop, scoring, etc) and adding the specifics for a game of his own imagining - that's what I did, though for me it was basic on a Commodore VIC-20 and a Sinclair ZX-81.

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  • Reverse engineering and patching a DirectX game?

    - by yodaj007
    Background I am playing Imperishable Night, one of the Touhou series of games. The shoot button is 'z', moving slower is 'shift', and the arrow keys move. Unfortunately for me, using shift-z ghosts my right arrow key, so I can't move to the right while shooting. This ghosting happens in all applications, and switching keyboards fixes it. Goal I want to locate in the disassembled code the directx function that gets the keyboard input and compares it against the 'z' key, and change that key to 'a'. I'm considering this a fun project. Assuming the size of the scan codes are the same, this should be fairly simple. And because the executable is only 400k, maybe this will provide a unique opportunity for me to explore the dark side of the computing underworld (kidding). Relevant experience I have some experience with coding in assembly, but not in the disassembly of such. I have no experience with the DirectX apis. Question I need some guidance. I've found a listing of directx keyboard scan codes, and a program called PEExplorer that looks like it will do what I need. Is there a means by which I can turn some of the assembly with C function calls so it's more easily read? I will need to locate where the game retrieves the currently pressed keys, compares those against a list, and it's that list I need to modify. Any input would be greatly appreciated.

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  • Roadmap to Android development

    - by Matthew
    Hello, I've done a little research, and am interested in developing for Android. I've never programmed before, and have no idea how to go from zero experience to developing for a mobile device. My interest is in eventually making some sort of 2d game. Is there a lesson plan for starting from the ground up? I would think one would need to learn the Java language to start. Looking at the Sun website, it's a bit daunting. Is there a book, specifically, that would wrap up this knowledge in a bit of a directed lesson plan? I'm not sure if opengl-es is what would be required for 2d games. I've done a little research on this, and it's even far more daunting than Java itself. I can't even begin to figure out where to start with even just opengl, sans -es. My best guess would be that I need further knowledge in Java to continue with this, but even still, is it possible to learn concurrently with Java?

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  • Can't find compiled resource bundles

    - by user351032
    I am using Adobe Flash Builder 4. I've run into this issue with my latest project, but I was able to re-create it with an almost empty project. Here is what I've done. Created a new Flex Project Created a locale/en_US folder within this project. Added a class that extends SparkDownloadProgressBar. All this class does is attempt to create a Label. When I try to debug this application, I get the following error. Error: Could not find compiled resource bundle 'components' for locale 'en_US'. at mx.resources::ResourceManagerImpl/installCompiledResourceBundle()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:340] at mx.resources::ResourceManagerImpl/installCompiledResourceBundles()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:269] at mx.resources::ResourceManagerImpl/processInfo()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:387] at mx.resources::ResourceManagerImpl()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManagerImpl.as:122] at mx.resources::ResourceManager$/getInstance()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\resources\ResourceManager.as:111] at mx.core::UIComponent()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\core\UIComponent.as:3728] at spark.components.supportClasses::TextBase()[E:\dev\4.0.0\frameworks\projects\spark\src\spark\components\supportClasses\TextBase.as:154] at spark.components::Label()[E:\dev\4.0.0\frameworks\projects\spark\src\spark\components\Label.as:384] at Preloader()[C:\SVN\Games\Social\Test\src\Preloader.as:21] at mx.preloaders::Preloader/initialize()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\preloaders\Preloader.as:253] at mx.managers::SystemManager/http://www.adobe.com/2006/flex/mx/internal::initialize()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:1925] at mx.managers::SystemManager/initHandler()[E:\dev\4.0.0\frameworks\projects\framework\src\mx\managers\SystemManager.as:2419] The Flex Compiler/Additional Compiler Arguments section does contain "-locale en_US", but I do not want to just remove this as I am planning to have this load different property files based on the localization region at run-time and how I understand it, I will need to add each locale that I am planning to use on the compile argument line. I am at a loss as to how to attack this problem. If you need anymore information from me to help with this, I will be more than happy to provide it. Thanks ahead of time for the help!

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  • Draw on screen border in Commodore 64

    - by Stefano Borini
    Ok. I hope it does not get closed because I have this curiosity since 25 years and I would love to understand the trick. In the commodore 64 the border was not addressable by the 6569 VIC. All you could do was to draw pixels in the central area, the one where the cursor moved. The border was always uniform, although you could change its color with poke 53280,color if i remember correctly. Nevertheless I clearly remember games intros where the border was featured with graphics, like it was fully addressable. I tried to understand how it worked but never got to the point. legends say it was a clever use of sprites, which could, under some circumstances, be drawn on the border, but I don't know if it's an urban legend. edit: just read this from one of the provided links Sprites were multiplexed across vertical raster lines (over 8 sprites, sometimes up to 120 sprites). Until the Group Crest released Krestage 3 in May 2007 there was the common perception that no more than 8 sprites could appear at one raster line, but assigning new Y coordinates made it reappear further down the screen. This is evil.... you beat the raster and reposition the sprite before it gets there...

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  • iPhone programming - problem with CoreFoundation forking, PLEASE for the love of god help! lol

    - by Tom
    Hello all, I've been working on an iPhone for several months. It's a 2d shooting game akin to the old Smash TV type games. I'm doing everything alone and it has come out well so far, but now I am getting unpredictable crashes which seem to be related to CoreFoundation forking and not exec()ing, as the message THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONA LITY_YOU_MUST_EXEC__ always shows up somewhere in the debugger. Usually it shows up around a CFRunLoopRunSpecific and is related to either a timer firing or _InitializeTouchTapCount. I cannot figure out exactly what is causing the fork to occur. My main game loop is running on a timer, first updating all the logic and then drawing everything with openGL. There is nothing highly complex or unusual. I understand you cannot make CF calls on the childside of a fork, or access shared memory and things like that. I am not explicitly trying to fork anything. My question is: can anyone tell me what type of activity might cause CoreFoundation to randomly fork like this? I'd really like to finish this game and I don't know how to solve this problem. Thanks for any help.

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  • Sum of XML duration elements in SQL2008

    - by Matt
    I have a XML column that holds information about my games. Here's a sample of the information looks like. <game xmlns="http://my.name.space" > <move> <player>PlayerA</player> <start movetype="Move">EE5</start> <end movetype="Move">DF6</end> <movetime>PT1S</movetime> </move> <move> <player>PlayerB</player> <start movetype="Move">CG7</start> <end movetype="Move">DE6</end> <movetime>PT3S</movetime> </move> <move> <player>PlayerA</player> <start movetype="Move">FD3</start> <end movetype="Move">EG8</end> <movetime>PT4S</movetime> </move> </game> I'm trying to design an XML query to take the sum of my movetime element. Basically I need the sum of each players move time. So using the above sample, PlayerA would have a total move time of 5 seconds and PlayerB would have a total move time of 3 seconds. Here's the XML query that I've been currently been working with SELECT GameHistory.query('declare default element namespace "http://my.name.space"; data(/game/move/movetime)') AS Value FROM GamesWHERE Id=560 I'm a newbie to XSLT / XPATH functions :P

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  • Why calling Process.killProcess(Process.myPid()) is a bad idea?

    - by Tal Kanel
    I've read some posts saying using this method is "not good", shouldn't been use, it's not the right way to "close" the application and it's not how android works... I understand and accept the fact that Android OS knows better then me when it's the right time to terminate the process, but I didn't heard yet a good explanation why it's wrong using the killProcess() method?. after all - it's part of the android API... what I do know is that calling this method while other threads doing in potential an important work (operations on files, writing to DB, HTTP requests, running services..) can be terminated in the middle, and it's clearly not good. also I know I can benefit from the fact that "re-open" the application will be faster, cause the system maybe still "holds" in memory state from last time been used, and killProcess() prevents that. beside this reason, in assumption I don't have such operations, and I don't care my application will load from scratch each run, there are other reasons why not using the killProcess() method? I know about finish() method to close an Activity, so don't write me about that please.. finish() is only for Activity. not to all application, and I think I know exactly why and when to use it... and another thing - I'm developing also games with the Unity3D framework, and exporting the project to android. when I decompiled the generated apk, I was very suprised to find out that the java source code created from unity - implementing Unity's - Application.quit() method, with Process.killProcess(Process.myPid()). Application.quit() is suppose to be the right way to close game according to Unity3d guides (is it really?? maybe I'm wrong, and missed something), so how it happens that the Unity's framework developers which doing a very good work as it seems implemented this in native android to killProcess()? anyway - I wish to have a "list of reasons" why not using the killProcess() method, so please write down your answer - if you have something interesting to say about that. TIA

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  • What is a good standard exercise to learn the OO features of a language?

    - by FarmBoy
    When I'm learning a new language, I often program some mathematical functions to get used to the control flow syntax. After that, I like to implement some sorting algorithms to get used to the array/list constructs. But I don't have a standard exercise for exploring the languages OO features. Does anyone have a stock exercise for this? A good answer would naturally lend to inheritance, polymorphism, etc., for a programmer already comfortable with these concepts. An ideal answer would be one that could be communicated in a few words, without ambiguity, in the way that "implement mergesort" is completely unambiguous. (As an example, answering "design a game" is so vague as to be useless.) Any ideas? EDIT: I have to remark that the results here are somewhat ironic. 10 upvotes and (originally) 5 favorites suggest that this is a question others are interested in. Yet the most upvoted answer is one that says there is no good answer. Oh well. I think I'll look at the textbook below, I've found games useful in the past for OO.

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  • iPhone programming - problem with CoreFoundation forking

    - by Tom
    Hello all, I've been working on an iPhone for several months. It's a 2d shooting game akin to the old Smash TV type games. I'm doing everything alone and it has come out well so far, but now I am getting unpredictable crashes which seem to be related to CoreFoundation forking and not exec()ing, as the message __THE_PROCESS_HAS_FORKED_AND_YOU_CANNOT_USE_THIS_COREFOUNDATION_FUNCTIONA LITY___YOU_MUST_EXEC__ always shows up somewhere in the debugger. Usually it shows up around a CFRunLoopRunSpecific and is related to either a timer firing or _InitializeTouchTapCount. I cannot figure out exactly what is causing the fork to occur. My main game loop is running on a timer, first updating all the logic and then drawing everything with openGL. There is nothing highly complex or unusual. I understand you cannot make CF calls on the childside of a fork, or access shared memory and things like that. I am not explicitly trying to fork anything. My question is: can anyone tell me what type of activity might cause CoreFoundation to randomly fork like this? I'd really like to finish this game and I don't know how to solve this problem. Thanks for any help.

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  • Any good tutorials or resources for learning how to design a scalable and "component" based game 'fr

    - by CodeJustin.com
    In short I'm creating a 2D mmorpg and unlike my last "mmo" I started developing I want to make sure that this one will scale well and work well when I want to add new in-game features or modify existing ones. With my last attempt with an avatar chat within the first few thousand lines of code and just getting basic features added into the game I seen my code quality lowering and my ability to add new features or modify old ones was getting lower too as I added more features in. It turned into one big mess that some how ran, lol. This time I really need to buckle down and find a design that will allow me to create a game framework that will be easy to add and remove features (aka things like playing mini-games within my world or a mail system or buddy list or a new public area with interactive items). I'm thinking that maybe a component based approach MIGHT be what I'm looking for but I'm really not sure. I have read documents on mmorpg design and 2d game engine architecture but nothing really explained a way of designing a game framework that will basically let me "plug-in" new features into the main game and use the resources of the main game without changing much within my 'main game code'. Hope someone understands what I mean, any help will is appreciated.

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  • Mac OS X: Getting detailed process information (specifically its launch arguments) for arbitrary run

    - by Jasarien
    I am trying to detect when particular applications are launched. Currently I am using NSWorkspace, registering for the "did launch application" notification. I also use the runningApplications method to get apps that are currently running when my app starts. For most apps, the name of the app bundle is enough. I have a plist of "known apps" that I cross check with the name of that passed in the notification. This works fine until you come across an app that acts as a proxy for launching another application using command line arguments. Example: The newly released Portal on the Mac doesn't have a dedicated app bundle. Steam can create a shortcut, which serves as nothing more than to launch the hl2_osx app with the -game argument and portal as it's parameter. Since more Source based games are heading to the Mac, I imagine they'll use the same method to launch, effectively running the hl2_osx app with the -game argument. Is there a nice way to get a list of the arguments (and their parameters) using a Cocoa API? NSProcessInfo comes close, offering an `-arguments' method, but only provides information for its own process... NSRunningApplication offers the ability to get information about arbitrary apps using a PID, but no command line args... Is there anything that fills the gap between the two? I'm trying not to go down the route of spawning an NSTask to run ps -p [pid] and parsing the output... I'd prefer something more high level.

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  • Game login authentication and security.

    - by Charles
    First off I will say I am completely new to security in coding. I am currently helping a friend develop a small game (in Python) which will have a login server. I don't have much knowledge regarding security, but I know many games do have issues with this. Everything from 3rd party applications (bots) to WPE packet manipulation. Considering how small this game will be and the limited user base, I doubt we will have serious issues, but would like to try our best to limit problems. I am not sure where to start or what methods I should use, or what's worth it. For example, sending data to the server such as login name and password. I was told his information should be encrypted when sending, so in-case someone was viewing it (with whatever means), that they couldn't get into the account. However, if someone is able to capture the encrypted string, wouldn't this string always work since it's decrypted server side? In other words, someone could just capture the packet, reuse it, and still gain access to the account? The main goal I am really looking for is to make sure the players are logging into the game with the client we provide, and to make sure it's 'secure' (broad, I know). I have looked around at different methods such as Public and Private Key encryption, which I am sure any hex editor could eventually find. There are many other methods that seem way over my head at the moment and leave the impression of overkill. I realize nothing is 100% secure. I am just looking for any input or reading material (links) to accomplish the main goal stated above. Would appreciate any help, thanks.

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  • Programming Technique: How to create a simple card game

    - by Shyam
    Hi, As I am learning the Ruby language, I am getting closer to actual programming. So I was thinking of creating a simple card game. My question isn't Ruby orientated, but I do know want to learn how to solve this problem with a genuine OOP approach. In my card game I want to have four players. Using a standard deck with 52 cards, no jokers/wildcards. In the game I won't use the Ace as a dual card, it is always the highest card. So, the programming problems I wonder about are the following: How can I sort/randomize the deck of cards? There are four types, each having 13 values. Eventually there can be only unique values, so picking random values could generate duplicates. How can I implement a simple AI? As there are tons of card games, someone would have figured this part out already, so references would be great. I am a truly Ruby nuby, and my goal here is to learn to solve problems, so pseudo code would be great, just to understand how to solve the problem programmatically. I apologize for my grammar and writing style if it's unclear, for it is not my native language. Also pointers to sites where such challenges are explained, would be a great resource! Thank you for your comments, answers and feedback!

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  • php get, random records, and the back button

    - by Andrew Heath
    My site has a library full of games, nations, game scenarios, etc. library.php is given a type=___ & id=___ for example library.php?type=scenario&id=ABCD001 library.php saves the id to a session variable and loads an include appropriate for the type This all works just dandy. Now, I wanted to give my users the option of pulling up a random scenario. To do that, I added a special id to the logic within lib-scenario.php (the include) such that if given library.php?type=scenario&id=random the include knows to run an alternate query for a random record rather than for the actual id This also works just dandy... unless someone hits the Random Scenario button two+ times in a row, and decides that the previous random scenario was way cooler, I want to go back to that. Because the http address is always directory/library.php?type=scenario&id=random no matter how many times you click Random Scenario, as soon as you click back you'll be taken to the last page with an alternate address you visited. So, if you start at the Home page, and hit Random Scenario 35 times, then decide the 34th one was what you wanted and click BACK, you'll be put back onto the Home page. I must admit this was not a problem I had anticipated. One of my testers was the first to have the urge to back-up in the random scenario stream and here we are. How can I add back-up functionality to my script?

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  • Understanding byte order and functions like CFSwapInt32HostToBig

    - by Typeoneerror
    I've got an enumeration in my game. A simple string message with an appended PacketType is being sent with the message (so it knows what to do with the message) over GameKit WIFI connection. I used Apple's GKRocket sample code as a starting point. The code itself is working fantastically; I just want to understand what the line with CFSwapInt32HostToBig is doing. What on earth does that do? and why does it need to do it? My guess is that it's making sure the PacketType value can be converted to an unsigned integer so it can send it reliably, but that doesn't sound all that correct to me. The documentation states "Converts a 32-bit integer from big-endian format to the host’s native byte order." but I don't understand what the means really. typedef enum { PacketTypeStart, // packet to notify games to start PacketTypeRequestSetup, // server wants client info PacketTypeSetup, // send client info to server PacketTypeSetupComplete, // round trip made for completion PacketTypeTurn, // packet to notify game that a turn is up PacketTypeRoll, // packet to send roll to players PacketTypeEnd // packet to end game } PacketType; // .... - (void)sendPacket:(NSData *)data ofType:(PacketType)type { NSLog(@"sendPacket:ofType(%d)", type); // create the data with enough space for a uint NSMutableData *newPacket = [NSMutableData dataWithCapacity:([data length]+sizeof(uint32_t))]; // Data is prefixed with the PacketType so the peer knows what to do with it. uint32_t swappedType = CFSwapInt32HostToBig((uint32_t)type); // add uint to data [newPacket appendBytes:&swappedType length:sizeof(uint32_t)]; // add the rest of the data [newPacket appendData:data]; // Send data checking for success or failure NSError *error; BOOL didSend = [_gkSession sendDataToAllPeers:newPacket withDataMode:GKSendDataReliable error:&error]; if (!didSend) { NSLog(@"error in sendDataToPeers: %@", [error localizedDescription]); } }

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  • How to create a magic square in PHP?

    - by TerranRich
    I'd like to try my hand at creating a Magic Square in PHP (i.e. a grid of numbers that all add up to the same value), but I really don't know where to start. I know of the many methods that create magic square, such as starting "1" at a fixed position, then moving in a specific direction with each iteration. But that doesn't create a truly randomized Magic Square, which is what I'm aiming for. I want to be able to generate an N-by-N Magic Square of N² numbers where each row and column adds up to N(N²+1)/2 (e.g. a 5x5 square where all rows/columns add up to 65 — the diagonals don't matter). Can anybody provide a starting point? I don't want anybody to do the work for me, I just need to know how to start such a project? I know of one generator, written in Java (http://www.dr-mikes-math-games-for-kids.com/how-to-make-a-magic-square.html) but the last Java experience I had was over 10 years ago before I quickly abandoned it. Therefore, I don't really understand what the code is actually doing. I did notice, however, that when you generate a new square, it shows the numbers 1-25 (for a 5x5 square), in order, before quickly generating a fresh randomized square.

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  • The 10.6.3 os x update broke simulated key-presses for Nestopia.

    - by Lou Z.
    The iPhone app that I released is a wireless game controller, it translates touches on the device into key-presses on the networked Mac. This allowed for playing emulator (e.g. Nestopia) games using the iPhone as a controller. Of course, the day that I released it coincided with an os x update. After installing this update, the simulated key-presses no longer work in Nestopia! The crazier thing is, when I go to 'File Open' within Nestopia, I can cycle through the file list by hitting the up-arrow on my iphone controller; i.e. the simulated key-presses work in menu items, but not in the game itself. The code that I use to simulate keys is below. Given the list of changes here, can anyone identify which change would cause this problem? Thanks!! #define UP false #define DOWN true -(void)sendKey:(CGKeyCode)keycode andKeyDirection:(BOOL)keydirection{ CGEventRef eventRef = CGEventCreateKeyboardEvent(NULL, keycode, keydirection); CGEventPost(kCGSessionEventTap, eventRef); CFRelease(eventRef); }

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  • How to find minimum cut-sets for several subgraphs of a graph of degrees 2 to 4

    - by Tore
    I have a problem, Im trying to make A* searches through a grid based game like pacman or sokoban, but i need to find "enclosures". What do i mean by enclosures? subgraphs with as few cut edges as possible given a maximum size and minimum size for number of vertices that act as soft constraints. Alternatively you could say i am looking to find bridges between subgraphs, but its generally the same problem. Given a game that looks like this, what i want to do is find enclosures so that i can properly find entrances to them and thus get a good heuristic for reaching vertices inside these enclosures. So what i want is to find these colored regions on any given map. The reason for me bothering to do this and not just staying content with the performance of a simple manhattan distance heuristic is that an enclosure heuristic can give more optimal results and i would not have to actually do the A* to get some proper distance calculations and also for later adding competitive blocking of opponents within these enclosures when playing sokoban type games. Also the enclosure heuristic can be used for a minimax approach to finding goal vertices more properly. Do you know of a good algorithm for solving this problem or have any suggestions in things i should explore?

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  • Why is Lua considered a game language?

    - by Hoffmann
    I have been learning about Lua in the past month and I'm absolutely in love with the language, but all I see around that is built with lua are games. I mean, the syntax is very simple, there is no fuss, no special meaning characters that makes code look like regex, has all the good things about a script language and integrates so painlessly with other languages like C, Java, etc. The only down-side I saw so far is the prototype based object orientation that some people do not like (or lack of OO built-in). I do not see how ruby or python are better, surely not in performance ( http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=lua&lang2=python ). I was planning on writting a web app using lua with the Kepler framework and Javascript, but the lack of other projects that use lua as a web language makes me feel a bit uneasy since this is my first try with web development. Lua is considered a kids language, most of you on stackoverflow probably only know the language because of the WoW addons. I can't really see why that is... http://lua-users.org/wiki/LuaVersusPython this link provides some insights on Lua against Python, but this is clearly biased.

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  • Which book should I choose?

    - by sebastianlarsson
    Hi guys, I'm looking for a good read on object oriented design. The two books I'm currently looking Head First Design Patterns and Head First Object object-oriented analysis & design. They seem very similar when looking at the contents and browsing through available sample text. Which one would be the best choice? About myself: I have a bachelor in computer science and I am currently studying Msc. Software Quality Engineering (read Software Engineering with focus on Quality). I am already confident in object-oriented design and have a lot of programming courses in my backpack. I have done games in c++, courses in advanced java programming (I am SCJP certified), but my preferred language is C#. I have also worked with Java for the last 7 months while studying. I am currently also studying for certificates in C# (apart from my usual studies). So I believe I have the prerequisites of actually understanding the contents of both books. Reason: I just want to be better and keep evolving as a programmer. I think it is fun. I believe Bert Bates and Kathy Sierra are involved in both these books and I have previously read their SCJP preparation book in java. I really do enjoy their style of writing. Other books which I am considering are: Clean Code: A Handbook Of Agile Software Craftsmanship Thx in advance Sebastian

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  • Correct use of setEmtpyView in AdapterView

    - by Sebi
    I'm really having trouble using the setEmptyView method. I tried it to implement it in GridView and ListView, but both of them didnt work. Here a sample codeblock: networkGames = (GridView) baseLayer.findViewById(R.id.all_game_grid_network); networkGames.setBackgroundResource(R.drawable.game_border); networkGames.setSelector(R.drawable.game_active_border); networkGames.setOnItemClickListener(new NetworkGameListener()); networkGames.setEmptyView(View.inflate(baseLayer, R.drawable.no_network_games, null)); networkGames.setAdapter(new NetworkAdapter()); The network adapter contains no items: private class NetworkAdapter extends BaseAdapter { /* (non-Javadoc) * @see android.widget.Adapter#getCount() */ @Override public int getCount() { return 0; } /* (non-Javadoc) * @see android.widget.Adapter#getItem(int) */ @Override public Object getItem(int position) { return null; } /* (non-Javadoc) * @see android.widget.Adapter#getItemId(int) */ @Override public long getItemId(int position) { return 0; } /* (non-Javadoc) * @see android.widget.Adapter#getView(int, android.view.View, android.view.ViewGroup) */ @Override public View getView(int position, View convertView, ViewGroup parent) { return null; } } I also tried to call networkGames.setAdapter(null), but this doesnt work either. My emtpyView looks like this: <LinearLayout android:id="@+id/LinearLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <TextView android:text="There are currently no network games available. Start a new one." android:id="@+id/TextView01" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center"> </TextView> </LinearLayout> I really don't know what I'm doing wrong. I also read various tutorials, but none of them metnioned any problems.

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