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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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  • MySQL Rank Not Matching High Score in Table

    - by boddie
    While making a game the MySQL call to get the top 10 is as follows: SELECT username, score FROM userinfo ORDER BY score DESC LIMIT 10 This seems to work decently enough, but when paired with a call to get a individual player's rank the numbers may be different if the player has a tied score with other players. The call to get the players rank is as follows: SELECT (SELECT COUNT(*) FROM userinfo ui WHERE (ui.score, ui.username) >= (uo.score, uo.username)) AS rank FROM userinfo uo WHERE username='boddie'; Example results from first call: +------------+-------+ | username | score | +------------+-------+ | admin | 4878 | | test3 | 3456 | | char | 785 | | test2 | 456 | | test1 | 253 | | test4 | 78 | | test7 | 0 | | boddie | 0 | | Lz | 0 | | char1 | 0 | +------------+-------+ Example results from second call +------+ | rank | +------+ | 10 | +------+ As can be seen, the first call ranks the player at number 8 on the list, but the second call puts him at number 10. What changes or what can I do to make these calls give matching results? Thank you in advance for any help!

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  • Finding the angle of a fleeing dodo.

    - by donthackmyacc
    I'm coding some critter AI for a game i am working on for my Unity 3D project. I have no programming background and have been stumbling through this using tutorials and other peoples scripts. My problem is that i want my critter to run directly away from the player when the player kicks it. I need the dodo to run directly away from the player when kicked, and i dont know the math nor the syntax to calculate that angle. They are two characters moving independently through worldspace. Here is what i got so far: waypoint = (fleeWP.transform.position); transform.LookAt(Vector3(waypoint.x, transform.position.y, waypoint.z)); transform.Translate (Vector3.forward * speed * Time.deltaTime); This currently makes the critter move towards the waypoint, rather than away. I might be attacking this all wrong. Please chastise me.

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  • c++ / c confusion

    - by mrbuxley
    Im trying to make a small app in c++ that saves midifiles with this library. http://musicnote.sourceforge.net/docs/html/index.html The sample code that is given on the homepage looks like this. #include "MusicNoteLib.h" void main() { MusicNoteLib::Player player; // Create the Player Object player.Play("C D E F G A B"); // Play the Music Notes on the default MIDI output port } This piece of code won't compile in Visual studio 2008, I get many errors like MusicNoteLib.h(22) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int I don't understand the error or where to start looking... There also was some dll files that can be used instead of this h file. #ifndef __MUSICNOTE_LIB_H__EBEE094C_FF6E_43a1_A6CE_D619564F9C6A__ #define __MUSICNOTE_LIB_H__EBEE094C_FF6E_43a1_A6CE_D619564F9C6A__ /** @file MusicNoteLib.h * \brief Main header file for accessing the MusicNote Library */ /// <Summary> /// This header file can be included directly in your project or through /// MusicNoteLib.h of the MusicNoteDll project. If included directly, this /// will be built directly as a satic library. If included through MusicNoteDll /// this will use dllImports through MUSICNOTELIB_API /// </Summary> #ifndef MUSICNOTELIB_API #define MUSICNOTELIB_API #endif // MUSICNOTELIB_API //#include "Player.h" namespace MusicNoteLib /// Music Programming Library { typedef void (__stdcall *LPFNTRACEPROC)(void* pUserData, const TCHAR* szTraceMsg); typedef void (__stdcall *LPFNERRORPROC)(void* pUserData, long lErrCode, const TCHAR* szErrorMsg, const TCHAR* szToken); extern "C" { MUSICNOTELIB_API typedef void MStringPlayer; MUSICNOTELIB_API void* GetCarnaticMusicNoteReader(); /// <Summary> /// Creates a MusicString Player object. /// </Summary> MUSICNOTELIB_API MStringPlayer* CreateMusicStringPlayer(); /// <Summary> /// Plays Music string notes on the default MIDI Output device with the default Timer Resolution. /// Use PlayMusicStringWithOpts() to use custom values. /// @param szMusicNotes the Music string to be played on the MIDI output device /// @return True if the notes were played successfully, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicString(const TCHAR* szMusicNotes); /// <Summary> /// Same as PlayMusicString() except that this method accepts Callbacks. /// The Trace and Error callbacks will be used during the Parse of the Music Notes. /// @param szMusicNotes the Music string to be played on the MIDI output device /// @param traceCallbackProc the Callback to used to report Trace messages /// @param errorCallbackProc the Callback to used to report Error messages /// @param pUserData any user supplied data that should be sent to the Callback /// @return True if the notes were played successfully, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicStringCB(const TCHAR* szMusicNotes, LPFNTRACEPROC traceCallbackProc, LPFNERRORPROC errorCallbackProc, void* pUserData); /// <Summary> /// Plays Music string notes on the given MIDI Output device using the given Timer Resolution. /// Use PlayMusicString() to use default values. /// @param szMusicNotes the Music notes to be played /// @param nMidiOutPortID the device ID of the MIDI output port to be used for the play /// @param nTimerResMS preferred MIDI timer resolution, in MilliSeconds /// @return True if Play was successful, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicStringWithOpts(const TCHAR* szMusicNotes, int nMidiOutPortID, unsigned int nTimerResMS); /// <Summary> /// Same as PlayMusicStringWithOpts() except that this method accepts Callbacks. /// The Trace and Error callbacks will be used during the Parse of the Music Notes. /// @param szMusicNotes the Music notes to be played /// @param nMidiOutPortID the device ID of the MIDI output port to be used for the play /// @param nTimerResMS preferred MIDI timer resolution, in MilliSeconds /// @param traceCallbackProc the Callback to used to report Trace messages /// @param errorCallbackProc the Callback to used to report Error messages /// @param pUserData any user supplied data that should be sent to the Callback /// @return True if Play was successful, False otherwise /// </Summary> MUSICNOTELIB_API bool PlayMusicStringWithOptsCB(const TCHAR* szMusicNotes, int nMidiOutPortID, unsigned int nTimerResMS, LPFNTRACEPROC traceCallbackProc, LPFNERRORPROC errorCallbackProc, void* pUserData); /// <Summary> /// Save the given MusicString content into a MIDI output file /// @param szMusicNotes Music Notes to be converted to MIDI output /// @param szOutputFilePath path of the MIDI output file /// @return True if the the content was saved successfully, False otherwise /// </Summary> MUSICNOTELIB_API bool SaveAsMidiFile(const TCHAR* szMusicNotes, const char* szOutputFilePath); //MUSICNOTELIB_API typedef void (*ParseErrorProc)(const MusicNoteLib::CParser*, MusicNoteLib::CParser::ErrorEventHandlerArgs* pEvArgs); //MUSICNOTELIB_API typedef void (*ParseTraceProc)(const MusicNoteLib::CParser*, MusicNoteLib::CParser::TraceEventHandlerArgs* pEvArgs); MUSICNOTELIB_API void Parse(const TCHAR* szNotes, LPFNTRACEPROC traceCallbackProc, void* pUserData); } // extern "C" } // namespace MusicNoteLib #endif // __MUSICNOTE_LIB_H__EBEE094C_FF6E_43a1_A6CE_D619564F9C6A__

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  • change iframe source in ie using javascript

    - by rohini
    Hi, i have used an iframe which looks like this <iframe style='width: 330px; height: 278px' scrolling='no' name="iframeId" class="advPlayer" id="iframeId" frameborder="0" src='../../player/iabpreview.php?adid=<?php echo $selectedAdIdx ?>&amp;autoPlay=true'></iframe> whenever i click a div,i have to change the source of the iframe..so i am using if ($j.browser.msie) { frames['iframeId'].window.location="../player/iabpreview.php?adid="+adId+"&autoPlay=true"; }else { $j(".advPlayer").eq(0).attr("src", "../player/iabpreview.php?adid="+adId+"&autoPlay=true"); } this is working in firefox...but not in ie..... someone please help me...

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  • Overriding fetch in multiple spine models

    - by Adam Charnock
    I need to override Spine's @fetch() method in all of my Spine models. Currently I have code duplication as follows: TastypieEndpointMixin = fromJSON: (data) -> return unless data return Spine.Model.fromJSON(data.objects) class App.models.Position extends Spine.Model @configure 'Position', 'code', 'name' @extend Spine.Model.Ajax @extend TastypieEndpointMixin @url: '/api/v1/position/?format=json' validate: -> 'code is required' unless @code @fetch: -> defer = $.Deferred() @one "refresh", -> defer.resolve() super return defer class App.models.Player extends Spine.Model @configure 'Player', 'first_name', 'last_name', ... @extend Spine.Model.Ajax @extend TastypieEndpointMixin @url: '/api/v1/player/?format=json' @fetch: -> defer = $.Deferred() @one "refresh", -> defer.resolve() super return defer My question is: How can I create some form of parent class which contains @fetch()? I know this should be a simple problem to solve. I have tried many options (including extending Spine.Model and Spine.Model.Ajax), but nothing works and I cannot seem to get my head around it.

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  • Collision detection by sliding against a plane in XNA

    - by Bevin
    Hello, I am attempting to engineer a collision detection algorithm for a custom Minecraft client I'm making. Basically, the entire world is made up of cubes, and the player (or camera) needs to be able to stand on and move against these cubes. The result I want is illustrated in this image: The green line is the player's movement vector. When the player is brushing up against a plane of one of the cubes, I want the vector to change to one that is perpendicular with the plane. The vector should, however, keep all of it's velocity in the plane's direction, yet lose all velocity towards the plane. I hope I've made my question clear. What is the best and most efficient way to implement a collision detection system like this? Also, will a system like this allow for a simple gravity component?

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  • PostgreSQL: keep a certain number of records in a table

    - by Alexander Farber
    Hello, I have an SQL-table holding the last hands received by a player in card game. The hand is represented by an integer (32 bits == 32 cards): create table pref_hand ( id varchar(32) references pref_users, hand integer not NULL check (hand > 0), stamp timestamp default current_timestamp ); As the players are playing constantly and that data isn't important (just a gimmick to be displayed at player profile pages) and I don't want my database to grow too quickly, I'd like to keep only up to 10 records per player id. So I'm trying to declare this PL/PgSQL procedure: create or replace function pref_update_game(_id varchar, _hand integer) returns void as $BODY$ begin delete from pref_hand offset 10 where id=_id order by stamp; insert into pref_hand (id, hand) values (_id, _hand); end; $BODY$ language plpgsql; but unfortunately this fails with: ERROR: syntax error at or near "offset" because delete doesn't support offset. Does anybody please have a better idea here? Thank you! Alex

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  • Javascript: sort objects

    - by tom
    function Player() { var score; this.getScore = function() { return score; } this.setScore = function(sc) { score = sc; } } function compare(playerA, playerB) { return playerA.getScore() - playerB.getScore(); } var players = []; players['player1'] = new Player(); players['player2'] = new Player(); Array(players).sort(compare); I have code that is similar to the above. When I step through the code with a debugger, the compare function never gets called and the array isn't sorted. I'm not sure what's wrong with my code?

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  • With PHP and AJAX, Can two clients inter-exchange data without MySQL?

    - by Devyn
    Hi, Let's assume I'm developing a AJAX, PHP chess game. During the game, one movement of a player will be notified to the another but we are not saving that information. Normally, we used to store in MySQL every time a player makes movement and show update position to another player. What I want is to reduce MySQL load as much as possible and server is not interested in movements between two players. Server will only save final result like who wins. So what should I do?

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  • When we should use NSThreads in a cocoa Touch ?

    - by srikanth rongali
    I am writing a small game by using cocos2d. It is a shooting game. Player on one side and enemy on other side. To run the both actions of player shooting and enemy shooting do we should use threads ? Or can we do without using them. At present I am not using threads. But I can manage to do both actions of player and enemy at same time. Should I use threads compulsory good performance ? Or am I doing wrong without using threads ? Please help me from this confusion. Thank you.

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  • Actionscript 3.0 platformer game

    - by Jez
    I have an flash game with the following code (http://pastie.org/9248528) When I run it, the player just falls and doesn't stop when he hits a platform. I tried debugging it and I had an error with moveCharacter's timer, but I don't know if that is the main problem. I put the player inside the wall and debugged it using breakpoints and it didn't detect that the player was inside the wall, skipping moving it to outside of the wall. If anyone has any ideas on what is wrong with my code then that would be great thanks!

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  • Finding number of different paths

    - by peiska
    I have a game that one player X wants to pass a ball to player Y, but he can be playing with more than one player and the others players can pass the ball to Y. I want to know how many different paths can the ball take from X to Y? for example if he is playing with 3 players there are 5 different paths, 4 players 16 paths, if he is playing with 20 players there are 330665665962404000 paths, and 40 players 55447192200369381342665835466328897344361743780 that the ball can take. the number max. of players that he can play with is 500. I was thinking in using Catalan Numbers? do you think is a correct approach to solve this? Can you give me some tips.

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  • as3 dynamic button name capturing problem

    - by user16458
    i am using this code below to dynamically capture the name of the button pressed and then playing the related balloon movie clip animation. stage.addEventListener(MouseEvent.CLICK, player); function player(evt:MouseEvent){ var nameofballoon = evt.target.name; nameofballoon =nameofballoon.substring(nameofballoon.length-1,nameofballoon.length); var movie = "balloon"+nameofballoon; trace(movie); movie.gotoAndPlay("burst"); } i'm getting this error even though the name of the clip capture by the event is correct TypeError: Error #1006: value is not a function. at Balloons2_fla::MainTimeline/player() any thoughts ? what wrong with this code?

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  • Button in App on iOS 4.2 won't work properly

    - by MatthiasC
    My app, written for the iPad contains several UIButtons. One of them starts and stops an AVAudioPlayer: hitting the button once starts the player, hitting it again stops it accordingly. Rinse and repeat. This all works nicely on iOS version pre 4.2. When installing the App on an iPad with iOS 4.2, the button turns on and off the audio player exactly once, then stops working properly: after hitting the button, it turns into its selected state, but it does not start the audio player (as it should) and hitting the button again doesn't return it to its default state, either. As previously said: it's all fine and dandy pre 4.2, the problem only arises on the most current OS version. XCode 3.2.4 iPad with iOS 4.2

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  • What's wrong with the architecture of a game object drawing and updating itself?

    - by Ricket
    What are the reasons for and against a game object drawing and updating itself? For example, if you have a game where the player has a position on screen, why not have an all-encompassing class: public class Player { private int x, y, xVelocity, yVelocity; private Sprite s; //... public Player() { // load the sprite here, somehow? } public void draw(CustomGraphicsClass g) { g.draw(s, x, y); } public void update(long timeElapsed) { x += (xVelocity * timeElapsed); y += (yVelocity * timeElapsed); } } What is wrong with this design? What are the downfalls or concerns? How would you better write something like this, or better architect this type of thing in a game? Also, somewhat connected, how would you implement loading that Sprite image? And furthermore, how would you then implement collision between two Players? (I should probably separate these extra two questions into new questions, huh?)

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  • possible implementations of casting in c++

    - by lego69
    I have this snippet of the code in my header: class A { private: int player; public: A(int initPlayer = 0); A(const A&); A& operator=(const A&); ~A(); void foo() const; friend int operator==(const A& i, const A& member) const; }; implementation of the operator== int operator==(const A& i, const A& member) const{ if(i.player == member.player){ return 1; } return 0; } and I need casting for this part of my code: A *pa1 = new A(a2); assert(i == *pa1); i - is some int, which my function receives I receive an error non-member function, How can I fix it? thanks in advance

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  • How to use another classes member variables in c++?

    - by Stephen
    Hi there I'm currently programming a Yahtzee game, and I'm having trouble with some of my classes I have two classes, Player, and Scorecard. class Player { private: string name; Scorecard scorecard; }; class Scorecard { public: void display() { //... } }; (All the classes have the appropriate getters and setters) I'd like the scorecard class to be able to display the name of the player to the user. Is there any way that can be done?

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  • Problem with "not declared in this scope" error

    - by lego69
    I've got: error a1 was not declared in this scope Can somebody please explain why this code causes that? quiz.h #ifndef QUIZ_H_ #define QUIZ_H_ #include "quiz.cpp" class A { private: int player; public: A(int initPlayer); ~A(); void foo(); }; #endif /* QUIZ_H_ */ quiz.cpp #include "quiz.h" #include <iostream> using std::cout; using std::endl; A::A(int initPlayer = 0){ player = initPlayer; } A::~A(){ } void A::foo(){ cout << player; } main function #include "quiz.h" int main() { quiz(7); return 0; } quiz function #include "quiz.h" void quiz(int i) { A a1(i); a1.foo(); }

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  • Insert a row and avoiding race condition (PHP/MySQL)

    - by justkevin
    I'm working on a multiplayer game which has a lobby-like area where players select "sectors" to enter. The lobby gateway is powered by PHP, while actual gameplay is handled by one or more Java servers. The datastore is MySQL. The happy path: A player chooses a sector and tells the lobby he'd like to enter. The lobby checks whether this is okay, including checking whether there are too many players in the sector (compares the entry count in sector assignments for that sector against the sector's max_players value). The player is added to the sector_assignments table pairing him with the sector. The player client receives a passkey that will let him connect to the appropriate game server. The race condition: If two players request access to the same sector at close to same time, I can envision a case where they are both added because there was one space free when their check was started and max players gets exceeded. Is the best solution LOCK TABLE on sector_assignments? Is there another option?

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  • c++ possible errors

    - by lego69
    hello I've got error a1 was not declared in this scope, can somebody please explain me my fault my header: #ifndef QUIZ_H_ #define QUIZ_H_ #include "quiz.cpp" class A { private: int player; public: A(int initPlayer); ~A(); void foo(); }; #endif /* QUIZ_H_ */ implementation of class functions: #include "quiz.h" #include <iostream> using std::cout; using std::endl; A::A(int initPlayer = 0){ player = initPlayer; } A::~A(){ } void A::foo(){ cout << player; } my main #include "quiz.h" int main() { quiz(7); return 0; } function quiz: #include "quiz.h" void quiz(int i) { A a1(i); a1.foo(); }

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  • Sphere entering in to the cube.unity

    - by Parthi
    I am trying Roll a Ball unity tutorial.Everything is fine,but when I roll the ball it is moving through the cube instead of picking it. my player class is using UnityEngine; using System.Collections; public class player : MonoBehaviour { public float speed; // Use this for initialization // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 move = new Vector3(h,0,v); rigidbody.AddForce(move * speed * Time.deltaTime); } void OnTriggerEnter(Collider other) { if(other.gameObject.tag == "Pick up") { other.gameObject.SetActive(false); } } }

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  • Raycasting "fisheye effect" question

    - by mattboy
    Continuing my exploration of raycasting, I am very confused about how the correction of the fisheye effect works. Looking at the screenshot below from the tutorial at permadi.com, the way I understand the cause of the fisheye effect is that the rays that are cast are distances from the player, rather than the distances perpendicular to the screen (or camera plane) which is what really needs to be displayed. The distance perpendicular to the screen then, in my world, should simply be the distance of Y coordinates (Py - Dy) assuming that the player is facing straight upwards. Continuing the tutorial, this is exactly how it seems to be according to the below screenshot. From my point of view, the "distorted distance" below is the same as the distance PD calculated above, and what's labelled the "correct distance" below should be the same as Py - Dy. Yet, this clearly isn't the case according to the tutorial. My question is, WHY is this not the same? How could it not be? What am I understanding and visualizing wrong here?

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  • How to Upgrade Ubuntu 12.04.2 to Ubuntu 12.04.3

    - by Saurav Kumar
    I am currently using Ubuntu 12.04.2 32bit. I installed it using LiveCD. Tomorrow, 23rd August 2013,Ubuntu 12.04.3 is released. I want to upgrade from Ubuntu 12.04.2 to Ubuntu 12.04.3 without using any LiveCD. Is it possible? If so please suggest me how can I do. Actually while using Ubuntu 12.04.2 I have troubled with graphics. My graphics card is Intel i845G 64 MB. When Ubuntu starts it works fine and smooth without any lagging, but after sometime it hangs for few seconds (1 or 2 seconds) with a garbage screen and becomes sluggish. All windows and browsers start lagging and also it is not possible to play any video in any player (VLC, Movie Player, Xnoise, SMPlayer etc..). I think Upgrading to Ubuntu 12.04.3 could fix my problem. Any help will be greatly appreciated..

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  • How to eliminate screen jitter in Flash game?

    - by Huang F. Lei
    We made a flash game with a big screen size(1000x600), and the terrain graphic will jitter while the screen scrolling(that's, camera moving with player) continuously. What's the root cause? Or if you know how to eliminate this problem, please tell me. Any help is appreciated. UPDATE: The map's size is more bigger than screen, e.g 6000x1200. And the map has more than one layer, generally it has 3 layers. Terrain is composed by tiles. And FPS is 24. If the FPS is set to 60, things will be better. But any way, it should work well at 24 FPS. I'm not sure if it is a natural problem of flash player, because some times a terrain object(e.g a house) look like a little bit distorted.

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