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  • Functional Programming - Lots of emphasis on recursion, why?

    - by peakit
    I am getting introduced to Functional Programming [FP] (using Scala). One thing that is coming out from my initial learnings is that FPs rely heavily on recursion. And also it seems like, in pure FPs the only way to do iterative stuff is by writing recursive functions. And because of the heavy usage of recursion seems the next thing that FPs had to worry about were StackoverflowExceptions typically due to long winding recursive calls. This was tackled by introducing some optimizations (tail recursion related optimizations in maintenance of stackframes and @tailrec annotation from Scala v2.8 onwards) Can someone please enlighten me why recursion is so important to functional programming paradigm? Is there something in the specifications of functional programming languages which gets "violated" if we do stuff iteratively? If yes, then I am keen to know that as well. PS: Note that I am newbie to functional programming so feel free to point me to existing resources if they explain/answer my question. Also I do understand that Scala in particular provides support for doing iterative stuff as well.

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  • Is literate programming dead?

    - by Stephen
    A fair bit is written about literate programming, but I've yet to see any project that uses it in any capacity, nor have I seen it used to teach programming. My sample may small, so I'm looking for evidence that literate programming exists and is successful in the real world.

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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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  • Is functional GUI programming possible?

    - by eman
    I've recently caught the FP bug (trying to learn Haskell), and I've been really impressed with what I've seen so far (first-class functions, lazy evaluation, and all the other goodies). I'm no expert yet, but I've already begun to find it easier to reason "functionally" than imperatively for basic algorithms (and I'm having trouble going back where I have to). The one area where current FP seems to fall flat, however, is GUI programming. The Haskell approach seems to be to just wrap imperative GUI toolkits (such as GTK+ or wxWidgets) and to use "do" blocks to simulate an imperative style. I haven't used F#, but my understanding is that it does something similar using OOP with .NET classes. Obviously, there's a good reason for this--current GUI programming is all about IO and side effects, so purely functional programming isn't possible with most current frameworks. My question is, is it possible to have a functional approach to GUI programming? I'm having trouble imagining what this would look like in practice. Does anyone know of any frameworks, experimental or otherwise, that try this sort of thing (or even any frameworks that are designed from the ground up for a functional language)? Or is the solution to just use a hybrid approach, with OOP for the GUI parts and FP for the logic? (I'm just asking out of curiosity--I'd love to think that FP is "the future," but GUI programming seems like a pretty large hole to fill.)

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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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  • How to study programming with C language

    - by gurugio
    I am using only C for 5 years. So I am sure that I know C grammer, but I have no idea how to advance programming skills. There are many books for modern languages (such as C++, Java) to study programming skills like the refactoring or pattern, software architecture. But no book is written with C language. The book author say that his/her book is not language-dependent, but I don't think so. How can I advance my programming skills? I have to study modern language and read the books? Are there books about software design or programming skill written with C?

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  • Where to read about programming?

    - by minx
    I'm a programmer for some time now yet I haven't found the right websites which offer me the information I'm interested in. I've looked at TechCrunch, Slashdot, etc. but there wasn't so much actually about programming. When something urgently important happens in the programming world, where could I read it first? What are some good sites/communities around programming?

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  • Where are the new ideas in programming languages?

    - by 0xF
    I've recently been looking into the topic of programming languages and from what I've seen, few to none serious languages try making really "new" things that were not seen before their creation. Why do all more or less successful programming languages since 1980 or so just combine aspects of their predecessors? I just can't believe that programming languages "can't get any better"..

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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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  • 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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  • 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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  • 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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  • How I May Have Taken A Wrong Path in Programming

    - by Ygam
    I am in a major stump right now. I am a BSIT graduate, but I only started actual programming less than a year ago. I observed that I have the following attitude in programming: I tend to be more of a purist, scorning unelegant approaches to solving problems using code I tend to look at anything in a large scale, planning everything before I start coding, either in simple flowcharts or complex UML charts I have a really strong impulse on refactoring my code, even if I miss deadlines or prolong development times I am obsessed with good directory structures, file naming conventions, class, method, and variable naming conventions I tend to always want to study something new, even, as I said, at the cost of missing deadlines I tend to see software development as something to engineer, to architect; that is, seeing how things relate to each other and how blocks of code can interact (I am a huge fan of loose coupling) i.e the OOP thinking I tend to combine OOP and procedural coding whenever I see fit I want my code to execute fast (thus the elegant approaches and refactoring) This bothers me because I see my colleagues doing much better the other way around (aside from the fact that they started programming since our first year in college). By the other way around I mean, they fire up coding, gets the job done much faster because they don't have to really look at how clean their codes are or how elegant their algorithms are, they don't bother with OOP however big their projects are, they mostly use web APIs, piece them together and voila! Working code! CLients are happy, they get paid fast, at the expense of a really unmaintainable or hard-to-read code that lacks structure and conventions, or slow executions of certain actions (which the common reasoning against would be that internet connections are much faster these days, hardware is more powerful). The excuse I often receive is clients don't care about how you write the code, but they do care about how long you deliver it. If it works then all is good. Now, did my "purist" approach to programming may have been the wrong way to start programming? Should I just dump these purist concepts and just code the hell up because I have seen it: clients don't really care how beautifully coded it is?

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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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  • Article about code density as a measure of programming language power

    - by prosseek
    I remember reading an article saying something like "The number of bugs introduced doesn't vary much with different programming languages, but it depends pretty much on SLOC (source lines of code). So, using the programming language that can implement the same functions with smaller SLOC is preferable in terms of stability." The author wanted to stress the advantages of using Functional Programming, as normally one can program with a smaller number of LOC. I remember the author cited a research paper about the irrelevance of choice of programming language and the number of bugs. Is there anyone who knows the research paper or the article?

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  • C++: Platform indepentend 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 of its platform independent. But Java is to 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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  • Starting Game dev on iPhone:iPad - learning path ??

    - by Tibi
    Hi there, I'm beginning in iPhone/iPad game dev and I'm searching to set up my learning path. The basic features I would like to learn (after the basic SDK iphone components programming) are : using a board like interface where I can move pawn with my fingers detect where the pawn was moved and triggers events in the game The board will be constitute by 6 tiles that may be organised randomly when starting the game : may i use an sdk component with a delegate and datasource to determine where the pawn was left and on which tile ? need to use dices (which kind of library may I use ?) ... Do you have any idea about where to start ? ;-) Many thanks, Tib.

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  • Game Server Language Selection

    - by mr.LiKaShing
    I am planning to make a online-multiplayer game with my friends. The game is a browser card game (so, players act in turns) and players could host rooms in a lobby. Flex + actionscript will be used to write for the client side. We are discussing what should be used for the server side. I suggested C#/Java and my friend suggested PHP. I kw there are couple of questions asking for what language to use but I think it should depend on specific conditions. Is there any suggestion for us? Thanks.

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  • Writing an AI for a turn-based board game

    - by Cyril
    Hi, i'm currently programming a board game (8x8) in which I need to develop an AI. I have read a lot of articles about AI in board games, minmax with or without alphabeta pruning, but I don't really know how to implements this, I don't know where to start... About my game, this is a turn-based game, each player has pieces on the board, they have to pick one and choose in moving this piece (1 or 2 cells max) or clone the piece (1 cell max). At the moment, I have a really stupid AI which choose a random piece then choose a random move to play... Could you please give me some clues, on how to implement this functionality ? Best regards

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  • Mathematics and Game Programming

    - by Xfcn
    I want to program graphical 2D games more complex than the basic 2D stuff I already know. I don't want to do 3D programming. Just more complex 2D stuff. I dropped high school before I could learn a lot of stuff so I walked away with enough algebra knowledge to balance my checkbook and do some light 2D Cartesian programming. Are there any good resources out there for a guy with a limited attention span (say 20 minutes apiece for a subject I'm keenly interested in) to learn, gradually, how to do something more useful with math in programming?

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  • Advice: USB Monitoring Programming

    - by Kashif
    I need an advice about USB programming in linux. i have to design a USB monitoring program that 'll keep checking usb ports of a linux cent os. as soon as a usb or external hard disk is connected, this program will shoot an email to some specific person about detail of usb (as size, mount on, time). when usb is disconnected, it will again shoot an email to some person with same kind of information. mean while this program will also write logs in syslog/messages with name of programing for easy tracking. Now I want ask that what is best way to develop this program. as I'm new to this field so i know nothing about it? either i should use perl, bash scripting or some other language? I have no idea what is right way to adopt coz this program will keep running all the time to keep a check on usb ports. I know few commands in like lsusb, fdisk (to check attached usb) and df -h (to get detail of usb) but dont know how i can achieve using these commands that i am thinking. also one more thing that in future i also need to modify this program for ubuntu and Citrix XenServer and it should be same everywhere.

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  • Do you have any “Family Feud” style questions and answers for a game for high school students?

    - by Ben Jakuben
    I am gathering questions and responses in math, science, and technology for a "Family Feud" style game for high school students. I am having trouble finding and thinking of questions, especially in the technology realm. Technology (programming or general tech) questions are preferred. If you have never seen the game show, "Family Feud" involves two teams trying to guess the most popular responses to questions asked to a group of 100 respondents. The team must guess all the popular responses to get the points for the question. For example, if the question is, "What are the major tags in HTML 4.0?", the responses might be: P (64 votes) DIV (16 votes) TABLE (8 votes) BLINK (4 votes)

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