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  • Increase efficiency for an R simulator of the Monty Hall Puzzle

    - by jahan_m
    The Monty Hall Problem is a simple puzzle involving probability that even stumps professionals in careers dealing with some heavy-duty math. Here's the basic problem: Suppose you're on a game show, and you're given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say No. 1, and the host, who knows what's behind the doors, opens another door, say No. 3, which has a goat. He then says to you, "Do you want to pick door No. 2?" Is it to your advantage to switch your choice? You can find numerous explanations of the solution here: http://en.wikipedia.org/wiki/Monty_Hall_problem Goal of my simulation: Prove that a switching strategy will win you the car 2/3 of the time. I got curious and wanted to write a little function that simulates the problem many times and returns the proportion of wins if you switched and the proportion of wins if you stayed with your first choice. The function then plots the cumulative wins. First and foremost, I'm interested in hearing if my simulation is indeed replicating the Monty Problem, or if some aspect of the code got it wrong. Secondly, this function takes a long time to run once I get to about 10,000 simulations. I know I don't need this many simulations to prove this but I'd love to hear some ideas on how to make it more efficient. Thanks for your feedback! Monty_Hall=function(repetitions){ doors=c('A','B','C') stay_wins=0 switch_wins=0 series=data.frame(sim_num=seq(repetitions),cum_sum_stay=replicate(repetitions,0),cum_sum_switch=replicate(repetitions,0)) for(i in seq(repetitions)){ winning_door=sample(doors,1) contestant_chooses=sample(doors,1) if(contestant_chooses==winning_door) stay_wins=stay_wins+1 else switch_wins=switch_wins+1 series[i,'cum_sum_stay']=stay_wins series[i,'cum_sum_switch']=switch_wins } plot(series$sim_num,series$cum_sum_switch,col=2,ylab='Cumulative # of wins', xlab='Simulation #',main=sprintf('%d Simulations of the Monty Hall Paradox',repetitions),type='l') lines(series$sim_num,series$cum_sum_stay,col=4) legend('topleft',legend=c('Cumulative wins from switching', 'Cumulative wins from staying'),col=c(2,4),lty=1) result=list(series=series,stay_wins=stay_wins,switch_wins=switch_wins, proportion_stay_wins=stay_wins/repetitions, proportion_switch_wins=switch_wins/repetitions) return(result) } #Theory predicts that it is to the contestant's advantage if he #switches his choice to the other door. This function simulates the game #many times, and shows you the proportion of games in which staying or #switching would win the car. It also plots the cumulative wins for each strategy. Monty_Hall(100)

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  • onclickView not working...runuithread solution????

    - by nivedita
    hi..i m new to android....i m stuck at a point would really appreciate if ne1 cn help pls.. i m developing an pp which has grid of colored rectangles..made changing the background of textView..dere are 3 buttons which cause the backgroundcolor to change according to some algo..n 2 textview which show the current sts f game now the problem is i hv button example (one f the three buttons) which chnges example.setOnClickListener (new Button.OnClickListener() {public void onClick(View v) { status_val.setText("true board-example working"); level_1_true(); } } ); level_1_true();-sets background color f rectangles dis above code results in "activity not responding"..ie onclick listner does not change the view. someone suggested me runonuithread..but i cnt get how n what to do.. how do i change the d view of screen by clicking the button???

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  • Update Label Value in Cocos2d

    - by Viral
    hi friends I am making a game in cocos2d , In that while updating score the old score values get on the label and the new value get overwritten. I m using following code to display the score, LblScore = [CCLabel labelWithString:[NSString stringWithFormat:@"%d",score] dimensions:CGSizeMake(100, 300) alignment:UITextAlignmentCenter fontName:@"Arial" fontSize:32.0]; Because of this the score value are not shown and all things get massed up, If any one having idea how to update new score?

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  • "Access violation reading location" while accessing a global vector..

    - by djzmo
    Hello there, -- First of all, I don't know whether the vector can be called as a "global vector" if I declared it under a namespace, but not in a class or function. -- I'm now writing a simple Irrlicht (http://irrlicht.sourceforge.net) wrapper for my game to make things simpler and easier, but recently I got an "Access violation reading location" error when trying to push_back a vector declared in the global scope. Here is my code so far: irrwrap.cpp: namespace irrw { //......... IrrlichtDevice *device; IVideoDriver *driver; irr::core::array<irr::video::ITexture*> TextureCollector; vector<int> TextureConnector; //......... } //.............. void irrInit(int iGraphicsDriver, int iWindowWidth, int iWindowHeight, int iScreenDepth, bool bFullScreen) { E_DRIVER_TYPE drvT; if(iGraphicsDriver == GD_SOFTWARE) drvT = EDT_SOFTWARE; else if(iGraphicsDriver == GD_D3D8) drvT = EDT_DIRECT3D8; else if(iGraphicsDriver == GD_D3D9) drvT = EDT_DIRECT3D9; else if(iGraphicsDriver == GD_OPENGL) drvT = EDT_OPENGL; //.............. irrw::device = createDevice(drvT, dimension2d<u32>(iWindowWidth, iWindowHeight), iScreenDepth, bFullScreen); irrw::driver = irrw::device->getVideoDriver(); //.................. } void irrLoadImage(irr::core::stringc szFileName, int iID, int iTextureFlag) { //........ irrw::TextureCollector.push_back(irrw::driver->getTexture(szFileName)); // the call stack pointed to this line irrw::TextureConnector.push_back(iID); } main.cpp: //......... INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT) { //......... irrInit(GD_OPENGL, 800, 600, 16, false); irrLoadImage("picture.jpg", 100, 1); //......... } and the error: Unhandled exception at 0x692804d6 in Game.exe: 0xC0000005: Access violation reading location 0x00000558. Now I really got no idea on how to fix the problem. Any kind of help would be appreciated :) Here are some prototypes: virtual ITexture* getTexture(const io::path& filename) = 0; typedef core::string<fschar_t> path; // under 'io' namespace typedef char fschar_t; typedef string<c8> stringc; typedef char c8; Just FYI, I am using MSVC++ 2008 EE. (CODE UPDATED)

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  • Ideas for a C/C++ library

    - by Mohit Deshpande
    I thought one of the best ways to familiarise myself with C/C++, is to make a helpful library. I was maybe thinking like a geometry library, like to calculate areas, surface area, etc. It would be useful in game programming. Or maybe an algebra library, like for different formulas like the distance formula, quadratic formula, etc. Or maybe like a standard library for very simple functions, like calculating the number of items in an array.

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  • Getting UI button's event in Windows Phone 7

    - by kite
    Hello. I'm currently making a game in XNA4 for Windows phone 7, and I'd like to know if it were possible to get the event of the return button, or even the windows button that are basically present on the phone's interface. If so, how can i do that? thanks, KiTe

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  • How to access the CGColor property of UIColor in CGContextSetFillColorWithColor?

    - by Azeworai
    CGContextSetFillColorWithColor(g, [UIColor greyColor].CGColor); I'm trying to follow O'Reilly's iPhone Game Development book on page 73 Chapter 3 but I'm running into a compile error that states error: request for member 'CGColor' in something not a structure or union According to the book's errata page this is an unconfirmed errata in the book. I'm hoping that someone could help me replace that line of code to something that works. The example project can be downloaded from sourceforge at this link.

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  • Is it possible to run a Java program inside a Flex application?

    - by Joshua
    I would like to be able to incorporate a simple game, written in Java as a component within a Flex Application. Am I crazy? Flex can display HTML, and SWF, it can also call JavaScript - but can I incorporate an applet somehow? I do NOT mean kludging it in as a sister component within a browser, but actually within the flex application itself, so that it could also run under Adobe Air, for instance.

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  • Alternative for ZAM 3D editor for Windows 7

    - by drasto
    I'm looking for some 3D editor that allows to create 3D objects and export them to XAML format. Because I'm under Windows Seven ZAM 3D editor is no option for me. I need to create relatively simple(but good looking) 3D objects, no game animations. I prefer simple and intuitive GUI, so Blender is no option for me... It would be good if the program had free trial. Any ides what might help me ? Thank you

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  • How we can perform Action on Sequence UIButtons?

    - by Prince Shazad
    As My Screen shot show that i am working on word matching game.In this game i assign my words to different UIButtons in Specific sequence on different loctions(my red arrow shows this sequence)and of rest UIButtons i assign a one of random character(A-Z).when i Click on any UIButtons its title will be assign to UILabel which is in Fornt of Current Section:i campare this UILabel text to below UILabels text which is in fornt of timer.when it match to any of my UILabels its will be deleted.i implement all this process already. But my problem is that which is show by black lines.if the player find the first word which is "DOG". he click the Two UIButtons in Sequence,but not press the Third one in Sequence.(as show by black line).so here i want that when player press the any UIButtons which is not in Sequence then remove the previous text(which is "DO") of UILabel and now the Text of UILabel is only "G" . Here is my code to get the UIButtons titles and assign it UILabel. - (void)aMethod:(id)sender { UIButton *button = (UIButton *)sender; NSString *get = (NSString *)[[button titleLabel] text]; NSString *origText = mainlabel.text; mainlabel.text = [origText stringByAppendingString:get]; if ([mainlabel.text length ]== 3) { if([mainlabel.text isEqualToString: a]){ lbl.text=@"Right"; [btn1 removeFromSuperview]; score=score+10; lblscore.text=[NSString stringWithFormat:@"%d",score]; words=words-1; lblwords.text=[NSString stringWithFormat:@"%d",words]; mainlabel.text=@""; a=@"tbbb"; } else if([mainlabel.text isEqualToString: c]){ lbl.text=@"Right"; [btn2 removeFromSuperview]; score=score+10; lblscore.text=[NSString stringWithFormat:@"%d",score]; words=words-1; lblwords.text=[NSString stringWithFormat:@"%d",words]; mainlabel.text=@""; c=@"yyyy"; } else if([mainlabel.text isEqualToString: d]){ lbl.text=@"Right"; [btn3 removeFromSuperview]; score=score+10; lblscore.text=[NSString stringWithFormat:@"%d",score]; words=words-1; lblwords.text=[NSString stringWithFormat:@"%d",words]; mainlabel.text=@""; d=@"yyyy"; } else { lbl.text=@"Wrong"; mainlabel.text=@""; } }} Thanx in advance

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  • Sprite to Line Collision

    - by Alu
    If I have a sprite, how would I check collision between two points? For example, in a game I am making, I would like to draw multiple lines that my sprite collides against. I'm thinking that this is more flexible than other collision systems if I had a lot of platforms.

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  • Drawing on top of every windows on X11

    - by Vítor Baptista
    Hi, I am trying to make an arcade machine. The user will purchase credits, which will allow him to play for X minutes. I want to write "9:42 minutes left" at the left corner of the screen, even if he's playing a full screen game (UrbanTerror, for example). I would really like if I could do this with Ruby, but any other language is OK. Any ideas? Thanks in advance.

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  • Debugging kernel hang

    - by l.thee.a
    I am trying to run an app which is using a kernel mode driver. System locks up every hour and the only way to recover it is a hard reset. Sysrq stops responding, telnet sessions hang and there are no error messages of any kind. Unfortunately the board does not have ejtag support. I have been trying to isolate it functionally, but this is like looking for a needle in a hay stack. Any suggestions? PS: This is a mips linux system (2.6.31).

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  • std::list or std::multimap

    - by Tamir
    Hey, I right now have a list of a struct that I made, I sort this list everytime I add a new object, using the std::list sort method. I want to know what would be faster, using a std::multimap for this or std::list, since I'm iterating the whole list every frame (I am making a game). I would like to hear your opinion, for what should I use for this incident.

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  • OpenGL ES functions not accepting values originating outside of it's view

    - by Josh Elsasser
    I've been unable to figure this out on my own. I currently have an Open GLES setup where a view controller both updates a game world (with a dt), fetches the data I need to render, passes it off to an EAGLView through two structures (built of Apple's ES1Renderer), and draws the scene. Whenever a value originates outside of the Open GL view, it can't be used to either translate objects using glTranslatef, or set up the scene using glOrthof. If I assign a new value to something, it will work - even if it is the exact same number. The two structures I have each contain a variety of floating-point numbers and booleans, along with two arrays. I can log the values from within my renderer - they make it there - but I receive errors from OpenGL if I try to do anything with them. No crashes result, but the glOrthof call doesn't work if I don't set the camera values to anything different. Code used to set up scene: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); //clears the color buffer bit glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); //sets up the scene w/ ortho projection glViewport(0, 0, 320, 480); glLoadIdentity(); glOrthof(320, 0, dynamicData.cam_x2, dynamicData.cam_x1, 1.0, -1.0); glClearColor(1.0, 1.0, 1.0, 1.0); /*error checking code here*/ "dynamicData" (which is replaced every frame) is created within my game simulation. From within my controller, I call a method (w/in my simulation) that returns it, and pass the result on to the EAGLView, which passes it on to the renderer. I haven't been able to come up with a better solution for this - suggestions in this regard would be greatly appreciated as well. Also, this function doesn't work as well (values originate in the same place): glTranslatef(dynamicData.ship_x, dynamicData.ship_y, 0.0); Thanks in advance. Additional Definitions: Structure (declared in a separate header): typedef struct { float ship_x, ship_y; float cam_x1, cam_x2; } dynamicRenderData; Render data getter (and builder) (every frame) - (dynamicData)getDynRenderData { //d_rd is an ivar, zeroed on initialization d_rd.ship_x = mainShip.position.x; d_rd.ship_y = mainShip.position.y; d_rd.cam_x1 = d_rd.ship_x - 30.0f; d_rd.cam_x2 = d_rd.cam_x1 + 480.0f; return d_rd; } Zeroed at start. (d_rd.ship_x = 0;, etc…) Setting up the view. Prototype (GLView): - (void)draw: (dynamicRenderData)dynamicData Prototype (Renderer): - (void)drawView: (dynamicRenderData)dynamicData How it's called w/in the controller: //controller [glview draw: [world getDynRenderData]]; //glview (within draw) [renderer drawView: dynamicData];

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  • Java application vs. Java applet

    - by user69514
    Hey guys I created this pacman game in Java. I would like to put in on my website so people can play on there. However I have never done any applets, nor do I know javascript. Is there a way to automatically convert the project into an applet? Or do I have to code it from scratch?

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  • Generate 2D cross-section polygon from 3D mesh

    - by nornagon
    I'm writing a game which uses 3D models to draw a scene (top-down orthographic projection), but a 2D physics engine to calculate response to collisions, etc. I have a few 3D assets for which I'd like to be able to automatically generate a hitbox by 'slicing' the 3D mesh with the X-Y plane and creating a polygon from the resultant edges. Google is failing me on this one (and not much helpful material on SO either). Suggestions?

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  • Registry Problem

    - by Dominik
    I made a launcher for my game server. (World of Warcraft) I want to get the installpath of the game, browsed by the user. I'm using this code to browse, and get the installpath, then set some other strings from the installpath string, then just strore in my registry key. using System; using System.Drawing; using System.Reflection; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; using Microsoft.Win32; using System.IO; using System.Net.NetworkInformation; using System.Diagnostics; using System.Runtime; using System.Runtime.InteropServices; using System.Security; using System.Security.Cryptography; using System.Text; using System.Net; using System.Linq; using System.Net.Sockets; using System.Collections.Generic; using System.Threading; namespace WindowsFormsApplication1 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } string InstallPath, WoWExe, PatchPath; private void Form1_Load(object sender, EventArgs e) { RegistryKey LocalMachineKey_Existence; MessageBox.Show("Browse your install location.", "Select Wow.exe"); OpenFileDialog BrowseInstallPath = new OpenFileDialog(); BrowseInstallPath.Filter = "wow.exe|*.exe"; if (BrowseInstallPath.ShowDialog() == DialogResult.OK) { InstallPath = System.IO.Path.GetDirectoryName(BrowseInstallPath.FileName); WoWExe = InstallPath + "\\wow.exe"; PatchPath = InstallPath + "\\Data\\"; LocalMachineKey_Existence = Registry.LocalMachine.CreateSubKey(@"SOFTWARE\ExistenceWoW"); LocalMachineKey_Existence.SetValue("InstallPathLocation", InstallPath); LocalMachineKey_Existence.SetValue("PatchPathLocation", PatchPath); LocalMachineKey_Existence.SetValue("WoWExeLocation", WoWExe); } } } } The problem is: On some computer, it doesnt stores like it should be. For example, your wow.exe is in C:\ASD\wow.exe, your select it with the browse windows, then the program should store it in the Existence registry key as C:\ASD\Data\ but it stores like this: C:\ASDData , so it forgots a backslash :S Look at this picture: http://img21.imageshack.us/img21/2829/regedita.jpg My program works cool on my PC, and on my friends pc, but on some pc this "bug" comes out :S I have windows 7, with .NEt 3.5 Please help me.

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  • Grasp Controller, Does it really need a UI to exist?

    - by dbones
    I have a Domain model which can be in multiple states, and if these states go out of a given range it the domain should automatically react. For example I have a Car which is made of multiple things which have measurements the Engine - Rev counter and Temperature the Fuel Tank - capacity Is is plaseable to have a CarStateController, which observses the engine and the tank, and if these states go out of range IE the engine temperature goes above range, turn the engine fan on?? There is no UI, (you could argue it would show a light on the dash board, but for this case it does not) is this a valid use of a GRASP controller pattern? if not what is this CarStateController Called? Or have I completely missed the point and this should be the State Pattern?

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  • Declaring a C function to return an array

    - by Jaska
    How can I make a function which returns an array? I tried this const int WIDTH=11; const int HEIGHT=11; int main() { char A[WIDTH][HEIGHT]; A=rand_grid(WIDTH,HEIGHT); return 0; } // Initializes a random board. char[][] rand_grid(int i, int k) { char* A[i][k]; for(j=0;j<i;++j) { for(l=0;l<k;++l) { A[j][l]=ran(10); } } return A; } // Returns a random number from the set {0,...,9}. int ran(int i) { srand((unsigned int) time(0)); return(rand()%10); }

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