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  • Java: omitting a data member from the equals method.

    - by cchampion
    public class GamePiece { public GamePiece(char cLetter, int nPointValue) { m_cLetter=cLetter; m_nPointValue=nPointValue; m_nTurnPlaced=0; //has not been placed on game board yet. } public char GetLetter() {return m_cLetter;} public int GetPointValue() {return m_nPointValue;} public int GetTurnPlaced() {return m_nTurnPlaced;} public void SetTurnPlaced(int nTurnPlaced) { m_nTurnPlaced=nTurnPlaced; } @Override public boolean equals(Object obj) { /*NOTE to keep this shorter I omitted some of the null checking and instanceof stuff. */ GamePiece other = (GamePiece) obj; //not case sensitive, and I don`t think we want it to be here. if(m_cLetter != other.m_cLetter) { return false; } if(m_nPointValue != other.m_nPointValue) { return false; } /* NOTICE! m_nPointValue purposely omitted. It does not affect hashcode or equals */ return true; } @Override public int hashCode() { /* NOTICE! m_nPointValue purposely omitted. It should not affect hashcode or equals */ final int prime = 41; return prime * (prime + m_nPointValue + m_cLetter); } private char m_cLetter; private int m_nPointValue; private int m_nTurnPlaced;//turn which the game piece was placed on the game board. Does not affect equals or has code! } Consider the given piece of code. This object has been immutable until the introduction of the m_nTurnPlaced member (which can be modified by the SetTurnPlaced method, so now GamePiece becomes mutable). GamePiece is used in an ArrayList, I call contains and remove methods which both rely on the equals method to be implemented. My question is this, is it ok or common practice in Java for some members to not affect equals and hashcode? How will this affect its use in my ArrayList? What type of java Collections would it NOT be safe to use this object now that it is mutable? I've been told that you're not supposed to override equals on mutable objects because it causes some collections to behave "strangely" (I read that somewhere in the java documentation).

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  • Rules Engine vs Expert System

    - by User1
    What is the difference between a rules engine and an expert system? Example1: Let's say that I have a program that determines the expiration date of a new driver's license. It takes inputs like visa expiration date, passport number, birthday, etc. It determines the expiration date of the driver's license from this input. It can even give an error if the input did not have enough valid identifications to allow a new driver's license. Example2: Let's say I am making an online version of the game Monopoly. I want the ability to change the rules of the game (say $400 for passing go or no one can buy properties until they land on the same property twice, etc). I have a module in the code to handle these rules. Are these both rules engines or are they expert systems? They both seem so similar. Is it just a synonym?

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  • Adjust price to demand: Simplest way

    - by marco92w
    For a game I need to adjust a price to the given demand. There's a shop which sells one item. If lots of people buy the item, the price should increase. If less people buy it, the price should decrease. How could I achieve this? This is just a little part of the game so I don't need a perfect solution. Just a very easy solution which does it so that the price is adjusted. Something like this: For every sold item, increase the price by 1,000 On every day, decrease the price by 1,500 (only one time) Don't let the price become negative Thank you very much in advance!

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  • Good programming style when handling multiple objects

    - by Glitch
    I've been programming a software version of a board game. Thus far I have written the classes which will correspond to physical objects on the game board. I'm well into writing the program logic, however I've found that many of the logic classes require access to the same objects. At first I was passing the appropriate objects to methods as they were called, but this was getting very tedious, particularly when the methods required many objects to perform their tasks. To solve this, I created a class which initialises and stores all the objects I need. This allows me to access an object from any class by calling Assets.dice(), for example. But now that I've thought about it, this doesn't seem right. This is why I'm here, I fear that I've created some sort of god class. Is this fear unfounded, or have I created a recipe for disaster?

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  • Optimize loading an XAP file with an asp.net website

    - by theoneawaited
    I've been developing a game using Silverlight 4 and silversprite (http://silversprite.codeplex.com/) This game is HEAVILY content dependent, using a lot of audio and images. My content folder is around 90 mbs worth of stuff. And because of that, my XAP file is around 60 MB, and takes 5 minutes to download from the website before any user can start playing. I am using Visual Web Developer 2010 to create my site and load the XAP. Is there a way where I can take content out of my XAP and put it in my ASP.net site project? Or perhaps upload my content files to the site's storage? This would make my XAP file much quicker to download. Anyone have suggestions? Thanks!

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  • Why does A* path finding sometimes go in straight lines and sometimes diagonals? (Java)

    - by Relequestual
    I'm in the process of developing a simple 2d grid based sim game, and have fully functional path finding. I used the answer found in my previous question as my basis for implementing A* path finding. (http://stackoverflow.com/questions/735523/pathfinding-2d-java-game). To show you really what I'm asking, I need to show you this video screen capture that I made. I was just testing to see how the person would move to a location and back again, and this was the result... http://www.screenjelly.com/watch/Bd7d7pObyFo Different choice of path depending on the direction, an unexpected result. Any ideas?

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  • displaying current minute of a soccer match

    - by zurna
    I could not figure out the logic I would need to display a current minute of a soccer match. I have three fields in the database. DateFirstStarted DateSecondStarted DateFullEnded I should enter DateFirstStarted when the game starts and on the website. i.e. game starts at 7:05pm, on 7:25pm it should display '20 on the website. However, it should stop on the 45th minute. Then, I enter DateSecondStarted when the second half starts and should count from 46 to 90 and freeze there. Do I make sense? How can I do it? Is there a better way to do this?

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  • Can we change dynamically the interval of "schedule" ?

    - by micropsari
    Hello, I'm making a game on iPhone using cocos2d, and I have a question. In my init method I'm doing this : [self schedule:@selector(newMonster:) interval:1]; It create a new monster every second. But I'd like that the interval change over time. For example : -The 10 first seconds of the game: a new monster appears every 1 second. -Then for 10 seconds: a new monster appears every 0.8 second. -And after every 0.5 second... How can I do that? Thanks !

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  • Classes to Entities; Like-class inheritence problems

    - by Stacey
    Beyond work, some friends and I are trying to build a game of sorts; The way we structure some of it works pretty well for a normal object oriented approach, but as most developers will attest this does not always translate itself well into a database persistent approach. This is not the absolute layout of what we have, it is just a sample model given for sake of representation. The whole project is being done in C# 4.0, and we have every intention of using Entity Framework 4.0 (unless Fluent nHibernate can really offer us something we outright cannot do in EF). One of the problems we keep running across is inheriting things in database models. Using the Entity Framework designer, I can draw the same code I have below; but I'm sure it is pretty obvious that it doesn't work like it is expected to. To clarify a little bit; 'Items' have bonuses, which can be of anything. Therefore, every part of the game must derive from something similar so that no matter what is 'changed' it is all at a basic enough level to be hooked into. Sounds fairly simple and straightforward, right? So then, we inherit everything that pertains to the game from 'Unit'. Weights, Measures, Random (think like dice, maybe?), and there will be other such entities. Some of them are similar, but in code they will each react differently. We're having a really big problem with abstracting this kind of thing into a database model. Without 'Enum' support, it is proving difficult to translate into multiple tables that still share a common listing. One solution we've depicted is to use a 'key ring' type approach, where everything that attaches to a character is stored on a 'Ring' with a 'Key', where each Key has a Value that represents a type. This works functionally but we've discovered it becomes very sluggish and performs poorly. We also dislike this approach because it begins to feel as if everything is 'dumped' into one class; which makes management and logical structure difficult to adhere to. I was hoping someone else might have some ideas on what I could do with this problem. It's really driving me up the wall; To summarize; the goal is to build a type (Unit) that can be used as a base type (Table per Type) for generic reference across a relatively global scope, without having to dump everything into a single collection. I can use an Interface to determine actual behavior so that isn't too big of an issue. This is 'roughly' the same idea expressed in the Entity Framework.

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  • ORM framework that extends base class with database-implementation.

    - by aioobe
    I have a game consisting of a client / server + a webpage. A central notion in both client and game-/webserver is an Account. Accounts are stored in a database thus I'm in need of some ORM and recently had a look at Hibernate and Cayenne. My understanding however, is that both frameworks provide an "DatabaseBackedAccount"-class which I extend with my other Account methods. My problem is that the Account class is reused heavily on the client side, and I would obviously not want to include database-related code on the client implementation. My current solution is to have an Account class (shared by server and client) and extend this with a DatabaseBackedAccount (overriding setter-methods and providing a commit method) on the server side. I find this quite natural and nice, however I've had to implement all gory sql-details and ORM myself. Is there any way to "turn the table" in any existing ORM framework, so that the generated classes extend my existing class?

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  • T-SQL: How Do I Create A "Private" Function Inside A Stored Procedure

    - by RPM1984
    Okay so im writing a SQL Server 2008 Stored Procedure (maintenance script). In doing so, being a good boy i've done plenty of error handling, checking rowcounts, printing output messages, etc But in doing this, ive found myself writing over and over again something like this: SELECT @RowsAffected = @@ROWCOUNT IF @RowsAffected > 0 BEGIN PRINT CAST(@RowsAffected, NVARCHAR(2)) + 'rows updated.' END Or debug messages like this: PRINT 'User ' + CAST(@UserId AS NVARCHAR(5)) + ' modified successfully' Is there a way i can create a kind of 'subroutine' inside the stored procedure (like a private method) that can accept something as a parameter (doesnt have to though) and do some logic? I want to be able to do something like this: CheckRowCounts Or this: PrintUserUpatedMessage(@UserId) Which would then perform the above logic (check rowcount, print message, etc) And yes obviously i can create a UDF, but then i would need to create/drop it etc as this logic is only required for the life of the execution of this stored procedure. Getting sick and tired of writing the same code over and over again, and changing all the different areas ive used it when i get an error =) Can anyone help?

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  • 8bpp Bitmap format on the Compact Framework

    - by Kieran
    Hi friends. I am messing around with Conway's Game of Life - http://en.wikipedia.org/wiki/Conway's_Game_of_Life I started out coding algorithmns for winforms and now want to port my work onto windows mobile 6.1 (compact framework). I came across an article by Jon Skeet where he compared several different algorithmns for calculating next generations in the game. He used an array of bytes to store a cells state (alive or dead) and then he would copy this array to an 8bpp bitmap. For each new generation, he works out the state of each byte, then copies the array to a bitmap, then draws that bitmap to a picturebox. void CreateInitialImage() { bitmap = new Bitmap(Width, Height, PixelFormat.Format8bppIndexed); ColorPalette palette = bitmap.Palette; palette.Entries[0] = Color.Black; palette.Entries[1] = Color.White; bitmap.Palette = palette; } public Image Render() { Rectangle rect = new Rectangle(0, 0, Width, Height); BitmapData bmpData = bitmap.LockBits(rect, ImageLockMode.ReadWrite, bitmap.PixelFormat); Marshal.Copy(Data, 0, bmpData.Scan0, Data.Length); bitmap.UnlockBits(bmpData); return bitmap; } His code above is beautifully simple and very fast to render. Jon is using Windows Forms but now I want to port my own version of this onto Windows Mobile 6.1 (Compact Framework) but . . . .there is no way to format a bitmap to 8bpp in the cf. Can anyone suggest a way of rendering an array of bytes to a drawable image in the CF. This array is created in code on the fly (it is NOT loaded from an image file on disk). I basically need to store an array of cells represented by bytes, they are either alive or dead and I then need to draw that array as an image. The game is particularly slow on the CF so I need to implement clever optimised algoritmns but also need to render as fast as possible and the above solution would be pretty dam perfect if only it was available on the compact framework. Many thanks for any help Any suggestions?

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  • One to two relationship in Doctrine with YAML

    - by Jeremy DeGroot
    I'm working on my first Symfony project with Doctrine, and I've run into a hitch. I'm trying to express a game with two players. The relationship I want to have is PlayerOne and PlayerTwo each being keyed to an ID in the Users table. This is part of what I've got so far: Game: actAs: { Timestampable:- } columns: id: { type: integer, notnull: true, unique: true } startDate: { type: timestamp, notnull: true } playerOne: { type: integer, notnull: true } playerTwo: { type: integer, notnull: true } winner: { type: integer, notnull:true, default:0 } relations: User: { onUpdate: cascade, local: playerOne, foreign: id} User: { onUpdate: cascade, local: playerTwo, foreign: id} That doesn't work. It builds fine, but the SQL it generates only includes a constraint for playerTwo. I've tried a few other things: User: { onUpdate: cascade, local: [playerOne, playerTwo], foreign: id} Also: User: [{ onUpdate: cascade, local: playerOne, foreign: id}, { onUpdate: cascade, local: playerTwo, foreign: id}] Those last two throw errors when I try to build. Is there anyone out there who understands what I'm trying to do and can help me achieve it?

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  • Initialization of components with interdependencies - possible antipattern?

    - by Rosarch
    I'm writing a game that has many components. Many of these are dependent upon one another. When creating them, I often get into catch-22 situations like "WorldState's constructor requires a PathPlanner, but PathPlanner's constructor requires WorldState." Originally, this was less of a problem, because references to everything needed were kept around in GameEngine, and GameEngine was passed around to everything. But I didn't like the feel of that, because it felt like we were giving too much access to different components, making it harder to enforce boundaries. Here is the problematic code: /// <summary> /// Constructor to create a new instance of our game. /// </summary> public GameEngine() { graphics = new GraphicsDeviceManager(this); Components.Add(new GamerServicesComponent(this)); //Sets dimensions of the game window graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); IsMouseVisible = true; screenManager = new ScreenManager(this); //Adds ScreenManager as a component, making all of its calls done automatically Components.Add(screenManager); // Tell the program to load all files relative to the "Content" directory. Assets = new CachedContentLoader(this, "Content"); inputReader = new UserInputReader(Constants.DEFAULT_KEY_MAPPING); collisionRecorder = new CollisionRecorder(); WorldState = new WorldState(new ReadWriteXML(), Constants.CONFIG_URI, this, contactReporter); worldQueryUtils = new WorldQueryUtils(worldQuery, WorldState.PhysicsWorld); ContactReporter contactReporter = new ContactReporter(collisionRecorder, worldQuery, worldQueryUtils); gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; pathPlanner = new PathPlanner(this, worldQueryUtils, WorldQuery); gameObjectManager.PathPlanner = pathPlanner; combatEngine = new CombatEngine(worldQuery, new Random()); } Here is an excerpt of the above that's problematic: gameObjectManager = new GameObjectManager(WorldState, assets, inputReader, pathPlanner); worldQuery = new DefaultWorldQueryEngine(collisionRecorder, gameObjectManager.Controllers); gameObjectManager.WorldQueryEngine = worldQuery; I hope that no one ever forgets that setting of gameObjectManager.WorldQueryEngine, or else it will fail. Here is the problem: gameObjectManager needs a WorldQuery, and WorldQuery needs a property of gameObjectManager. What can I do about this? Have I found an anti-pattern?

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  • Mapping words to numbers with respect to definition

    - by thornate
    As part of a larger project, I need to read in text and represent each word as a number. For example, if the program reads in "Every good boy deserves fruit", then I would get a table that converts 'every' to '1742', 'good' to '977513', etc. Now, obviously I can just use a hashing algorithm to get these numbers. However, it would be more useful if words with similar meanings had numerical values close to each other, so that 'good' becomes '6827' and 'great' becomes '6835', etc. As another option, instead of a simple integer representing each number, it would be even better to have a vector made up of multiple numbers, eg (lexical_category, tense, classification, specific_word) where lexical_category is noun/verb/adjective/etc, tense is future/past/present, classification defines a wide set of general topics and specific_word is much the same as described in the previous paragraph. Does any such an algorithm exist? If not, can you give me any tips on how to get started on developing one myself? I code in C++.

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  • Removing WS_BORDER and WS_CAPTION from windows styles doesn't work

    - by lordfrikk
    Hello, I created a small app in C# that removes border and caption from window, then it sets size to the user's resolution and centers it. It's a utility for me to use when I want to play games in windowed mode without being annoyed by the borders. Everything works fine with most games, but I tried to use it on a recently released game Alpha Protocol and it doesn't work. I could almost say that the game reverts my changes, but I'm not sure how to tell if that's true or not. I'm using imported API functions MoveWindow, SetWindowLong and SetWindowPos. Snippet: Win32.MoveWindow(hWnd, 0, 0, Convert.ToInt32(sizeXText.Text), Convert.ToInt32(sizeYText.Text), true); Win32.SetWindowLong(hWnd, GWL_STYLE, Win32.GetWindowLong(hWnd, GWL_STYLE) & ~WS_CAPTION & ~WS_BORDER); Win32.SetWindowPos(hWnd, 0, 0, 0, 0, SWP_NOZORDER|SWP_NOMOVE|SWP_NOSIZE|SWP_NOACTIVATE|SWP_DRAWFRAME);

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  • XNA or C# Pop-up progress bar for the LoadContent() method

    - by Warlax
    Hey people, We wrote a small game using Microsoft's XNA Game Studio 3.1. The LoadContent() takes a long time because, other than loading models, and config files, we're also running some one-time (per run) terrain analysis. We are not C# or XNA programmers... we're Java programmers, and want to be able to give the user some feedback that the system is loading. Preferably, this will be through a simple pop-up with a progress bar that will say something simple like "loading please wait". The progress bar doesn't have to be a 0 to 1 progress bar, it can instead be one of those 'back and forth' progress bars. I was hoping for some quick copy-paste ready code to just do that - as it is not a central piece of our project, nor do we have a need to delve into too much documentation. I appreciate you time, effort, and possible donation. Thanks.

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  • Ajax security problem

    - by coolboycsaba
    I want to create a browser based game and I have a huge problem, the game can be easily hacked. The problem is at a page where you can go to "work", I store in a file the work ending date and the amount of money what you will receive after finishing the work. There are 4 type of works. The problem is that I use ajax to send to a php file the necessary information. The URL looks like this x.php?date=....&pay=.... The javascript part of the page calculates the date and the pay but if you simply enter in your URL bar x.php?date=anynumber&pay=99999 you will receive that 99999 dollars. What should I do ? And sorry for my bad english :)

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  • Can I prevent Flash's Input Events from stacking up when my framerate low?

    - by Matt W
    My Flash game targets 24 fps, but slows to 10 on slower machines. This is fine, except Flash decides to throttle the queue of incoming MouseEvent and KeyboardEvents, and they stack up and the Events fall behind. Way behind. It's so bad that, at 10 fps, if I spam the Mouse and Keyboard for a few seconds not much happens, then, after I stop, the game seems to play itself for the next 5 seconds as the Events trickle in. Spooky, I know. Does anyone know a way around this? I basically need to say to Flash, "I know you think we're falling behind, but throttling the input events won't help. Give them to me as soon as you get them, please."

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  • C++ Allocate Memory Without Activating Constructors

    - by schnozzinkobenstein
    I'm reading in values from a file which I will store in memory as I read them in. I've read on here that the correct way to handle memory location in C++ is to always use new/delete, but if I do: DataType* foo = new DataType[sizeof(DataType) * numDataTypes]; Then that's going to call the default constructor for each instance created, and I don't want that. I was going to do this: DataType* foo; char* tempBuffer=new char[sizeof(DataType) * numDataTypes]; foo=(DataType*) tempBuffer; But I figured that would be something poo-poo'd for some kind of type-unsafeness. So what should I do? And in researching for this question now I've seen that some people are saying arrays are bad and vectors are good. I was trying to use arrays more because I thought I was being a bad boy by filling my programs with (what I thought were) slower vectors. What should I be using???

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  • Creating an array & outputting its code definition for preloading

    - by user422318
    I want to create a 2d array that represents my 2d canvas. For each pixel, I will look up the value and then save an integer {0, 1, 2, 3, 4} as each element of the array. Unfortunately, this takes way too friggin' long to run each time I load the game. How can I write a script that creates this array for me and outputs the array code so I can just paste it in a js file and have it preloaded? (I'm prototyping a game, so I just need to run this for my test map or two.)

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  • Screen scraping an application window and interacting with the mouse and keyboard

    - by ccook
    The other day I found myself addicted to a flash game and frustrated by the thing at the same time. In a moment of frustration with the game I thought I would make a 'bot' to beat it for me. Well, I really wouldn't, but it made me realize: I don't know how to interact with another application in a way to do this. Which brings me to the question, how would one take screenshots of another running application and interact with it with the keyboard and mouse. Ideally the solution would be in a managed language like c#. When doing the background reading the net was drowning with articles on scrapping HTML. There were not many articles on actually screen scrapping an application. Diverse answers are appreciated as I’m really looking at surveying what’s out there.

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  • AI testing framework

    - by Jon
    I am looking at developing an AI player for a simple game I have created in C#. I will be creating a population of the bots and evolving them over generations. What I was wondering is there any frameworks out there that could be good for this sort of testing / development. Ideally I would like something that I could plug any / some type of games into and say, OK so have a population of X run it over Y generations and chart the results for me. I was having a think about how I would create something that would do this for me and allow me to reuse this later for different AI projects and all I could think of was to have some sort of core code and some interface contracts that the game and AI would use so that the server can script it. What are your thoughts, does anyone have any practical experience of this sort of thing?

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  • The framerate of one movieclip slowly declines over time. What could cause this? [Flash CS3]

    - by Miles
    I'm creating a flash rhythm game. I have a looping (at a certain frame I have a gotoAndPlay) movieclip that represents the notes that scroll by, which plays for about three minutes. As the level progresses, the movieclip's framerate begins to lag and stutter. I have no idea how this could occur. It is also worth mentioning that the notes are represented by text, if that makes any difference. As far as posting my code goes, I think it would be far too convoluted to be worth your time. And I think it could be a simple problem. I just don't understand how the framerate of this movieclip could drop independent of the rest of the game.

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