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  • Can a shell loop do this?

    - by helpwithshell
    Ive seen loops to unzip all zip files in a directory, however, before I run this, I would rather make sure what Im about to run will work right: for i in dir; do cd $i; unzip '*.zip'; rm -rf *.zip; cd ..; done Basically I want it to look at the output of "dir" see all the folders, for each directory cd into it, unzip all the zip archives, then remove them, then cd back and do it again until theres no more. Is this something I should do in a single command or should I consider doing this in perl?

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  • C++ - my loop keeps on adding up to 0

    - by user1756913
    so far here's my code #include <iostream> using namespace std; int main () { int num1 = 0; int num2 = 0; int sum = 0; for(num2 = num1; num1 <= num2; num1 +=2) sum += num1; num1 = num1 / 2 == 0? num1 : num1 + 1; num2 = num2 / 2 == 0? num2 : num2 - 1; cout << "Enter the First Number:" << endl; cin >> num1; cout << "Enter the Second Number:" << endl; cin >> num2; cout << "Total Sum: " << sum << endl; } //end for but the sum keeps on adding up to 0 :/ here's the problem. Create a program that displays the sum of the even numbers between and including two numbers entered by the user. In other words, if the user enters an even number, that number should be included in the sum. For example, if the user enters the integers 2 and 7, the sum is 12 (2 + 4 + 6). If the user enters the integers 2 and 8, the sum is 20 (2 + 4 + 6 + 8 ). Display an error message if the first integer entered by the user is greater than the second integer.

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  • Python for loop question

    - by Joe Dunk
    I was wondering how to achieve the following in python: for( int i = 0; cond...; i++) if cond... i++; //to skip an run-through I tried this with no luck. for i in range(whatever): if cond... : i += 1

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  • Nested for-loop, searching files

    - by user2961510
    I have two files: filetest.txt ============ SSISPACKAGE1.dtsx SSISPACKAGE2.dtsx SSISPACKAGE3.dtsx SSISPACKAGE4.dtsx SSISPACKAGE5.dtsx SSISPACKAGE6.dtsx SSISPACKAGE7.dtsx SSISPACKAGE8.dtsx filetest2.txt ============= \\central_test_server\SSIS_Packages\Daily.bat \\central_test_server\SSIS_Packages\Weekly.bat \\central_test_server\SSIS_Packages\Monthly.bat \\central_test_server\SSIS_Packages\Quarterly.bat \\central_test_server\SSIS_Packages\SemiAnnually.bat \\central_test_server\SSIS_Packages\Annually.bat What I need is to cycle through filetest.txt, then search the files identified in filetest2.txt for the filename and output to a file the results. I am trying to identify in well over 100 bat files where each of about 100 SSIS Packages are running. I'm doing this in Windows batch, have tried about 20 various approaches without success - any help would be greatly appreciated.

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  • Java for-loop problem

    - by Dan
    OK so here's my code: http://so.pastebin.com/9swaiuRy The problem is that I am trying to make certain tiles blocked so the player cannot walk on them. However, it's only reading the FIRST tile which is board[0][0] and everything else is not checked.... What am I doing wrong? :( Thank you.

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  • how to change a while sql query loop into an array loop

    - by Mac Taylor
    hey guys i record number of queries of my website and in page the below script runs , 40 extra queries added to page . how can I change this sql connection into a propper and light one function tree_set($index) { //global $menu; Remove this. $q=mysql_query("select id,name,parent from cats where parent='$index'"); if(mysql_num_rows($q) === 0) { return; } // User $tree instead of the $menu global as this way there shouldn't be any data duplication $tree = $index > 0 ? '<ul>' : ''; // If we are on index 0 then we don't need the enclosing ul while($arr=mysql_fetch_assoc($q)) { $subFileCount=mysql_query("select id,name,parent from cats where parent='{$arr['id']}'"); if(mysql_num_rows($subFileCount) > 0) { $class = 'folder'; } else { $class = 'file'; } $tree .= '<li>'; $tree .= '<span class="'.$class.'">'.$arr['name'].'</span>'; $tree .=tree_set("".$arr['id'].""); $tree .= '</li>'."\n"; } $tree .= $index > 0 ? '</ul>' : ''; // If we are on index 0 then we don't need the enclosing ul return $tree; } i heard , this can be done by changing it into an array , but i don't know how to do so thanks in advance

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  • MySQL – How to Write Loop in MySQL

    - by Pinal Dave
    Since, I have written courses on MySQL, I quite often get emails about MySQL courses. Here is the question, which I have received quite often. “How do I loop queries in MySQL?” Well, currently MySQL does not allow to write loops with the help of ad-hoc SQL. You have to write stored procedure (routine) for the same. Here is the example, how we can create a procedure in MySQL which will look over the code. In this example I have used SELECT 1 statement and looped over it. In reality you can put there any code and loop over it. This procedure accepts one parameter which is the number of the count the loop will iterate itself. delimiter // CREATE PROCEDURE doiterate(p1 INT) BEGIN label1: LOOP SET p1 = p1 - 1; IF p1 > 0 THEN SELECT 1; ITERATE label1; END IF; LEAVE label1; END LOOP label1; END// delimiter ; CALL doiterate(100); You can also use WHILE to loop as well, we will see that in future blog posts. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Query, SQL Tips and Tricks, T SQL

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  • Correct way to drive Main Loop in Cocoa

    - by Kyle
    I'm writing a game that currently runs in both Windows and Mac OS X. My main game loop looks like this: while(running) { ProcessOSMessages(); // Using Peek/Translate message in Win32 // and nextEventMatchingMask in Cocoa GameUpdate(); GameRender(); } Thats obviously simplified a bit, but thats the gist of it. In Windows where I have full control over the application, it works great. Unfortunately Apple has their own way of doing things in Cocoa apps. When I first tried to implement my main loop in Cocoa, I couldn't figure out where to put it so I created my own NSApplication per this post. I threw my GameFrame() right in my run function and everything worked correctly. However, I don't feel like its the "right" way to do it. I would like to play nicely within Apple's ecosystem rather than trying to hack a solution that works. This article from apple describes the old way to do it, with an NSTimer, and the "new" way to do it using CVDisplayLink. I've hooked up the CVDisplayLink version, but it just feels....odd. I don't like the idea of my game being driven by the display rather than the other way around. Are my only two options to use a CVDisplayLink or overwrite my own NSApplication? Neither one of those solutions feels quite right.

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  • deWitters Game loop in libgdx(Android)

    - by jaysingh
    I am a beginner and I want a complete example in LibGDX for android(Fixed time game loop) how to limit the framerate to 50 or 60. Also how to mangae interpolation between game state with simple example code e.g. deWiTTERS Game Loop: @Override public void render() { float deltaTime = Gdx.graphics.getDeltaTime(); Update(deltaTime); Render(deltaTime); } libgdx comments:- There is a Gdx.graphics.setVsync() method (generic = backend-independant), but it is not present in 0.9.1, only in the Nightlies. "Relying on vsync for fixed time steps is a REALLY bad idea. It will break on almost all hardware out there. See LwjglApplicationConfiguration, there's a flag in there that let s use toggle gpu/software vsynching. Play around with it." (Mario) NOTE that none of these limit the framerate to a specific value... if you REALLY need to limit the framerate for some reason, you'll have to handle it yourself by returning from render calls if xxx ms haven't passed since the last render call. li

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  • Problem with scrolling background in one OpenGL loop

    - by GvS
    I have 960x3000 map image in png and I'm scrolling it in a loop like this (it's called in 60 FPS loop): glPushMatrix(); glBindTexture( GL_TEXTURE_2D, mapTex[iBgImg]); glBegin(GL_QUADS); double mtstart = 0.0f - fBgVPos/(double)BgSize; double mtend = mtstart + mtsize; glTexCoord2d(0.0, mtstart); glVertex2f(fBgX, TOP_MARGIN); glTexCoord2d(1.0, mtstart); glVertex2f(fBgX + MAP_WIDTH, TOP_MARGIN); glTexCoord2d(1.0, mtend); glVertex2f(fBgX + MAP_WIDTH, BOTTOM_MARGIN); glTexCoord2d(0.0, mtend); glVertex2f(fBgX, BOTTOM_MARGIN); glEnd(); glPopMatrix(); unfortunately it isn't smooth when the game is in windowed mode. However, it is smooth in full screen mode. I'm using GLFW for windows. Maybe there is something wrong with my method? Is there anything better? Or could this be hardware problem? Edit: Window is created using glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE); glfwOpenWindowHint(GLFW_REFRESH_RATE, 60); and main loop is using glfwSwapInterval(1) to ensure 60 FPS;

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  • PHP programmer wanting to learn Flash game development

    - by grokker
    Hi! I'm currently a PHP programmer and one of my childhood dreams is to create a game. A game to show my friends or my children when the time comes :) The problem is I don't know Flash. I'm not great at drawing stuff or even artistic. I could program a little with Javascript and I could consider myself intermediate with jQuery. So my question is, how do I get started? What books do I read first? What's the steps that I should take on this journey? Thank you SO friends. I hope you all could help me create something I could be proud of :) P.S. I'm just assuming that Flash is the easiest way to create and show to other people my game. Anyway I'm very open for other suggestions! My game in mind is a side scroller about an indiana jones type of character and the setting is on the jungle with trees and snakes and a lot of animals!

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  • Agile language for 2d game prototypes?

    - by instanceofTom
    Occasionally ( read: when my fiancé allows ) I like to prototype different game or game-like ideas I have. Usually I use Java or C# (not xna yet) because they are the languages I have the most practice with. However I would like to learn something more suited to agile development; a language in which it would be easier to knock out quick prototypes. At my job I have recently been working with looser (weak/dynamically typed) languages, specifically python and groovy, and I think something similar would fit what I am looking for. So, my question is: What languages (and framework/engine) would be good for rapidly developing prototypes of 2d game concepts? A few notes: I don't need blazing fast bitcrunching performance. In this case I would strongly prefer ease of development over performance. I'd like to use a language with a healthy community, which to me means a fair amount of maintained 3rd party, libraries. I'd like the language to be cross-platform friendly, I work on a variety of different operating systems and would like something that is portable with minimum effort. I can't imagine myself using a language with out decent options for debugging and editor syntax highlighting support. Note: If you are aware of a Java or C# library/framework that you think streamlines producing game prototypes I open to learning something new for those languages too

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  • O'Reilly Deal of the day - 10/June/2012 - Introducing HTML5 Game Development

    - by TATWORTH
    Today's deal of the day from O'Reilly at http://shop.oreilly.com/product/0636920022633.do?code=DEAL is Introducing HTML5 Game Development"Making video games is hard work that requires technical skills, a lot of planning, and—most critically—a commitment to completing the project. With this hands-on guide, you’ll learn step-by-step how to create a real 2D game from start to finish. In the process, you’ll use Impact, the JavaScript game framework that works with HTML5’s Canvas element. Not only will you pick up important tips about game design, you’ll also learn how to publish Impact games to the Web, desktop, and mobile—including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels."

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  • How does having the Debugger change the game execution on an XBOX 360?

    - by Sebastian Gray
    So I thought my issue was relating to the difference between a Debug and a Release build as per this question: What's the difference between a "Release" Xbox 360 build and a "Debug" one? but I've since found that if I go ahead and build a Creators Club version of the game using a Debug build and deploy to the XBOX, I get the same experience I had with the Release version of my game. However if I run the game from Visual Studio using F5 and having set the XBOX as the default platform, then the game runs as expected. If I change from Debug to Release and run with CTRL+F5 then the game also works as expected. How would running the game with the debugger attached change the results I am getting in game? Is there any way that I can use the same approach or change the default compilation of the game so that I can use this approach to release my game?

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  • JAVA Classes in Game programming.

    - by Gabriel A. Zorrilla
    I'm doing a little strategy game to help me learn Java in a fun way. The thing is I visioned the units as objects that would self draw on the game map (using images and buffering) and would react to the mouse actions with listeners attached to them. Now, based on some tutorials I've been reading regarding basic game programming, all seems to be drawn in the Graphics method of my Map class. If a new unit emerges, i just update the Map.Graphics method, it's not as easy as making a new Unit object which would self draw... In this case, I'd be stuck with a whole bunch of Map methods instead of using classes for rendering new things. So my question is, is it possible to use classes for rendering units, interface objects, etc, or i'll have to create methods and just do some kind of structural programming instead of object oriented? I'm a little bit confused and I'd like to have a mental blueprint of how things would be organized. Thanks!

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  • Choosing a scripting language for game and implementing it

    - by Radius
    Hello, I am currently developing a 3D Action/RPG game in C++, and I would like some advice in choosing a scripting language to program the AI of the game. My team comes from a modding background, and in fact we are still finishing work on a mod of the game Gothic. In that game (which we also got our inspiration from) the language DAEDALUS (created by Piranha Bytes, the makers of the game) is used. Here is a full description of said language. The main thing to notice about this is that it uses instances moreso than classes. The game engine is closed, and so one can only guess about the internal implementation of this language, but the main thing I am looking for in a scripting language (which ideally would be quite similar but preferably also more powerful than DAEDALUS) is the fact that there are de facto 3 'separations' of classes - ie classes, instances and (instances of instances?). I think it will be easier to understand what I want if I provide an example. Take a regular NPC. First of all you have a class defined which (I understand) mirrors the (class or structure) inside the engine: CLASS C_NPC { VAR INT id ; // absolute ID des NPCs VAR STRING name [5] ; // Namen des NPC VAR STRING slot ; VAR INT npcType ; VAR INT flags ; VAR INT attribute [ATR_INDEX_MAX] ; VAR INT protection [PROT_INDEX_MAX]; VAR INT damage [DAM_INDEX_MAX] ; VAR INT damagetype ; VAR INT guild,level ; VAR FUNC mission [MAX_MISSIONS] ; var INT fight_tactic ; VAR INT weapon ; VAR INT voice ; VAR INT voicePitch ; VAR INT bodymass ; VAR FUNC daily_routine ; // Tagesablauf VAR FUNC start_aistate ; // Zustandsgesteuert // ********************** // Spawn // ********************** VAR STRING spawnPoint ; // Beim Tod, wo respawnen ? VAR INT spawnDelay ; // Mit Delay in (Echtzeit)-Sekunden // ********************** // SENSES // ********************** VAR INT senses ; // Sinne VAR INT senses_range ; // Reichweite der Sinne in cm // ********************** // Feel free to use // ********************** VAR INT aivar [50] ; VAR STRING wp ; // ********************** // Experience dependant // ********************** VAR INT exp ; // EXerience Points VAR INT exp_next ; // EXerience Points needed to advance to next level VAR INT lp ; // Learn Points }; Then, you can also define prototypes (which set some default values). But how you actually define an NPC is like this: instance BAU_900_Ricelord (Npc_Default) //Inherit from prototype Npc_Default { //-------- primary data -------- name = "Ryzowy Ksiaze"; npctype = NPCTYPE_GUARD; guild = GIL_BAU; level = 10; voice = 12; id = 900; //-------- abilities -------- attribute[ATR_STRENGTH] = 50; attribute[ATR_DEXTERITY] = 10; attribute[ATR_MANA_MAX] = 0; attribute[ATR_MANA] = 0; attribute[ATR_HITPOINTS_MAX]= 170; attribute[ATR_HITPOINTS] = 170; //-------- visuals -------- // animations Mdl_SetVisual (self,"HUMANS.MDS"); Mdl_ApplyOverlayMds (self,"Humans_Arrogance.mds"); Mdl_ApplyOverlayMds (self,"HUMANS_DZIDA.MDS"); // body mesh ,bdytex,skin,head mesh ,headtex,teethtex,ruestung Mdl_SetVisualBody (self,"Hum_Body_CookSmith",1,1,"Hum_Head_FatBald",91 , 0,-1); B_Scale (self); Mdl_SetModelFatness(self,2); fight_tactic = FAI_HUMAN_STRONG; //-------- Talente -------- Npc_SetTalentSkill (self,NPC_TALENT_1H,1); //-------- inventory -------- CreateInvItems (self, ItFoRice,10); CreateInvItem (self, ItFoWine); CreateInvItems(self, ItMiNugget,40); EquipItem (self, Heerscherstab); EquipItem (self, MOD_AMULETTDESREISLORDS); CreateInvItem (self, ItMi_Alchemy_Moleratlubric_01); //CreateInvItem (self,ItKey_RB_01); EquipItem (self, Ring_des_Lebens); //-------------Daily Routine------------- daily_routine = Rtn_start_900; }; FUNC VOID Rtn_start_900 () { TA_Boss (07,00,20,00,"NC_RICELORD"); TA_SitAround (20,00,24,00,"NC_RICELORD_SIT"); TA_Sleep (24,00,07,00,"NC_RICEBUNKER_10"); }; As you can see, the instance declaration is more like a constructor function, setting values and calling functions from within. This still wouldn't pose THAT much of a problem, if not for one more thing: multiple copies of this instance. For example, you can spawn multiple BAU_900_Ricelord's, and each of them keeps track of its own AI state, hitpoints etc. Now I think the instances are represented as ints (maybe even as the id of the NPC) inside the engine, as whenever (inside the script) you use the expression BAU_900_Ricelord it can be only assigned to an int variable, and most functions that operate on NPCs take that int value. However to directly modify its hitpoints etc you have to do something like var C_NPC npc = GetNPC(Bau_900_Ricelord); npc.attribute[ATR_HITPOINTS] = 10; ie get the actual C_NPC object that represents it. To finally recap - is it possible to get this kind of behaviour in any scripting languages you know of, or am I stuck with having to make my own? Or maybe there is an even better way of representing NPC's and their behaviours that way. The IDEAL language for scripting for me would be C#, as I simply adore that language, but somehow I doubt it is possible or indeed feasible to try and implement a similar kind of behaviour in C#. Many thanks

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  • Game Key Events: Event or Method Overload?

    - by Ell
    If you were going to develop a game in say, Ruby, and you were provided with a game framework, would you rather act on key up/down events by overloading a method on the main window like so: class MyGameWindow < Framework::GameWindow def button_down(id) case id when UpArrow do_something when DownArrow do_something end end end Or have an event class with which you can make a method and assign a handle to it, like so: class MyGameWindow < Framework::GameWindow def initialize key_down.add_handler(method(:do_something)) end def do_something puts "blah blah" end end Please give your views, which do you think would be better in a game developement area, and thanks in advance, ell.

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  • How to add monsters to a Pokemon game?

    - by Michael J. Hardy
    My friends and I are starting a game like Pokemon and we wanted to know how will we add monsters to the game? We're using VisualBasic because my friend's brother said it would be easier. So far we can put pictures of the monsters on the screen and you can click to attack and stuff. Right now when we want to add a monster we have to make a new window. This will take us a long time to make all the windows for each type of monster. Is there a tool or something to make this go faster? How do game companies do this?

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  • Dot Game and Dynamic Programming

    - by Albert Diego
    I'm trying to solve a variant of the dot game with dynamic programming. The regular dot game is played with a line of dots. Each player takes either one or two dots at their respective end of the line and the person who is left with no dots to take wins. In this version of the game, each dot has a different value. Each player takes alternate turns and takes either dot at either end of the line. I want to come up with a way to use dynamic programming to find the max amount that the first player is guaranteed to win. I'm having problems grasping my head around this and trying to write a recurrence for the solution. Any help is appreciated, thanks!

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  • Python Game using pyGame with Window Menu elements

    - by Zoja
    Here's the deal. I'm trying to write an arkanoid clone game and the thing is that I need a window menu like you get in pyGTK. For example File-(Open/Save/Exit) .. something like that and opening an "about" context where the author should be written. I'm already using pyGame for writting the game logic. I've tried pgu to write the GUI but that doesn't help me, altough it has those menu elements I'm taking about, you can't include the screen of the game in it's container. Does anybody know how to include such window menus with the usage of pyGame ?

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  • C++: Platform independent game lib?

    - by Martijn Courteaux
    Hi, I want to write a serious 2D game, and it would be nice if I have a version for Linux and one for Windows (and eventually OSX). Java is fantastic because it is platform independent. But Java is too slow to write a serious game. So, I thought to write it in C++. But C++ isn't very cross-platform friendly. I can find game libraries for Windows and libraries for Linux, but I'm searching one that I can use for both, by recompiling the source on a Windows platform and on a Linux platform. Are there engines for this or is this idea irrelevant? Isn't it that easy (recompiling)? Any advice and information about C++ libraries would be very very very appreciated!

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  • How do I learn Flash Game Development?

    - by grokker
    I'm currently a PHP programmer and one of my childhood dreams is to create a game. The problem is I don't know Flash. I'm not great at drawing stuff or even artistic. I could program a little with JavaScript and I could consider myself intermediate with JQuery. Question How do I get started with Flash Game development? What books do I read first? The type of game is a side scroller about an Indiana Jones type of character and the setting is on the jungle with trees and snakes and a lot of animals.

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  • Creating a Java platform game as easily as possible

    - by directx
    I need to create a Java-based platformer game for a high school project (not computer science related), and I want to spend as little time on technical stuff as possible. I'm already experienced in Java, and I already have most of the gameplay, graphics, etc. All I need to do is code it. I've looked and I'm considering one of two options that do not involving coding a game from scratch: Copy an existing Java platformer (best option, but I can't find an open source Java platformer) Use a Java game engine to avoid coding from scratch. I've looked at JGame but I'm not sure if it's the best bet for a platformer.

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  • Does this game have a solution

    - by Bragboy
    Hi, I am developing a simple game using Java swing. I want to know whether this particular game has a solution in the following scenario. If I am convinced that theoretically a solution cannot be arrived at this point, I will throw a notification to the user. 3x3 4x4 The objective of this game is to fill numbers from 1 to 8 (or 1 to 15) using the one space available to push the numbers to that empty space. Every time I end up with the combination shown above. I just want to convince myself that there is no way to attain the proper solution from the above scenario. Please help. EDIT : Solution has been posted at here and here

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