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  • Need some help on how to replay the last game of a java maze game

    - by Marty
    Hello, I am working on creating a Java maze game for a project. The maze is displayed on the console as standard output not in an applet. I have created most of hte code I need, however I am stuck at one problem and that is I need a user to be able to replay the last game i.e redraw the maze with the users moves but without any input from the user. I am not sure on what course of action to take, i was thinking about copying each users move or the position of each move into another array, as you can see i have 2 variables which hold the position of the player, plyrX and plyrY do you think copying these values into a new array after each move would solve my problem and how would i go about this? I have updated my code, apologies about the textIO.java class not being present, not sure how to resolve that exept post a link to TextIO.java [TextIO.java][1] My code below is updated with a new array of type char to hold values from the original maze (read in from text file and displayed using unicode characters) and also to new variables c_plyrX and c_plyrY which I am thinking should hold the values of plyrX and plyrY and copy them into the new array. When I try to call the replayGame(); method from the menu the maze loads for a second then the console exits so im not sure what I am doing wrong Thanks public class MazeGame { //unicode characters that will define the maze walls, //pathways, and in game characters. final static char WALL = '\u2588'; //wall final static char PATH = '\u2591'; //pathway final static char PLAYER = '\u25EF'; //player final static char ENTRANCE = 'E'; //entrance final static char EXIT = '\u2716'; //exit //declaring member variables which will hold the maze co-ordinates //X = rows, Y = columns static int entX = 0; //entrance X co-ordinate static int entY = 1; //entrance y co-ordinate static int plyrX = 0; static int plyrY = 1; static int exitX = 24; //exit X co-ordinate static int exitY = 37; //exit Y co-ordinate //static member variables which hold maze values //used so values can be accessed from different methods static int rows; //rows variable static int cols; //columns variable static char[][] maze; //defines 2 dimensional array to hold the maze //variables that hold player movement values static char dir; //direction static int spaces; //amount of spaces user can travel //variable to hold amount of moves the user has taken; static int movesTaken = 0; //new array to hold player moves for replaying game static char[][] mazeCopy; static int c_plyrX; static int c_plyrY; /** userMenu method for displaying the user menu which will provide various options for * the user to choose such as play a maze game, get instructions, etc. */ public static void userMenu(){ TextIO.putln("Maze Game"); TextIO.putln("*********"); TextIO.putln("Choose an option."); TextIO.putln(""); TextIO.putln("1. Play the Maze Game."); TextIO.putln("2. View Instructions."); TextIO.putln("3. Replay the last game."); TextIO.putln("4. Exit the Maze Game."); TextIO.putln(""); int option; //variable for holding users option TextIO.put("Type your choice: "); option = TextIO.getlnInt(); //gets users option //switch statement for processing menu options switch(option){ case 1: playMazeGame(); case 2: instructions(); case 3: if (c_plyrX == plyrX && c_plyrY == plyrY)replayGame(); else { TextIO.putln("Option not available yet, you need to play a game first."); TextIO.putln(); userMenu(); } case 4: System.exit(0); //exits the user out of the console default: TextIO.put("Option must be 1, 2, 3 or 4"); } } //end of userMenu /**main method, will call the userMenu and get the users choice and call * the relevant method to execute the users choice. */ public static void main(String[]args){ userMenu(); //calls the userMenu method } //end of main method /**instructions method, displays instructions on how to play * the game to the user/ */ public static void instructions(){ TextIO.putln("To beat the Maze Game you have to move your character"); TextIO.putln("through the maze and reach the exit in as few moves as possible."); TextIO.putln(""); TextIO.putln("Your characer is displayed as a " + PLAYER); TextIO.putln("The maze exit is displayed as a " + EXIT); TextIO.putln("Reach the exit and you have won escaped the maze."); TextIO.putln("To control your character type the direction you want to go"); TextIO.putln("and how many spaces you want to move"); TextIO.putln("for example 'D3' will move your character"); TextIO.putln("down 3 spaces."); TextIO.putln("Remember you can't walk through walls!"); boolean insOption; //boolean variable TextIO.putln(""); TextIO.put("Do you want to play the Maze Game now? (Y or N) "); insOption = TextIO.getlnBoolean(); if (insOption == true)playMazeGame(); else userMenu(); } //end of instructions method /**playMazeGame method, calls the loadMaze method and the charMove method * to start playing the Maze Game. */ public static void playMazeGame(){ loadMaze(); plyrMoves(); } //end of playMazeGame method /**loadMaze method, loads the 39x25 maze from the MazeGame.txt text file * and inserts values from the text file into the maze array and * displays the maze on screen using the unicode block characters. * plyrX and plyrY variables are set at their staring co ordinates so that when * a game is completed and the user selects to play a new game * the player character will always be at position 01. */ public static void loadMaze(){ plyrX = 0; plyrY = 1; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end of loadMaze method /**redrawMaze method, method for redrawing the maze after each move. * */ public static void redrawMaze(){ TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions maze = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ maze[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == plyrX && j == plyrY){ plyrX = i; plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (maze[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (maze[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (maze[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (maze[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end redrawMaze method /**replay game method * */ public static void replayGame(){ c_plyrX = plyrX; c_plyrY = plyrY; TextIO.readFile("MazeGame.txt"); //now reads from the external MazeGame.txt file rows = TextIO.getInt(); //gets the number of rows from text file to create X dimensions cols = TextIO.getlnInt(); //gets number of columns from text file to create Y dimensions mazeCopy = new char[rows][cols]; //creates maze array of base type char with specified dimnensions //loop to process the array and read in values from the text file. for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ mazeCopy[i][j] = TextIO.getChar(); } TextIO.getln(); } //end for loop TextIO.readStandardInput(); //closes MazeGame.txt file and reads from //standard input. //loop to process the array values and display as unicode characters for (int i = 0; i<rows; i++){ for (int j = 0; j<cols; j++){ if (i == c_plyrX && j == c_plyrY){ c_plyrX = i; c_plyrY = j; TextIO.put(PLAYER); //puts the player character at player co-ords } else{ if (mazeCopy[i][j] == '0') TextIO.putf("%c",WALL); //puts wall block if (mazeCopy[i][j] == '1') TextIO.putf("%c",PATH); //puts path block if (mazeCopy[i][j] == '2') { entX = i; entY = j; TextIO.putf("%c",ENTRANCE); //puts entrance character } if (mazeCopy[i][j] == '3') { exitX = i; //holds value of exit exitY = j; //co-ordinates TextIO.putf("%c",EXIT); //puts exit character } } } TextIO.putln(); } //end for loop } //end replayGame method /**plyrMoves method, method for moving the players character * around the maze. */ public static void plyrMoves(){ int nplyrX = plyrX; int nplyrY = plyrY; int pMoves; direction(); //UP if (dir == 'U' || dir == 'u'){ nplyrX = plyrX; nplyrY = plyrY; for(pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrX =plyrX + 1; } else { plyrX = plyrX-spaces; c_plyrX = plyrX; movesTaken++; } } }//end UP if //DOWN if (dir == 'D' || dir == 'd'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves ++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrX = plyrX+1; } else{ plyrX = plyrX+spaces; c_plyrX = plyrX; movesTaken++; } } } //end DOWN if //LEFT if (dir == 'L' || dir =='l'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again"); } else if (pMoves != spaces){ nplyrY = plyrY + 1; } else{ plyrY = plyrY-spaces; c_plyrY = plyrY; movesTaken++; } } } //end LEFT if //RIGHT if (dir == 'R' || dir == 'r'){ nplyrX = plyrX; nplyrY = plyrY; for (pMoves = 0; pMoves <= spaces; pMoves++){ if (maze[nplyrX][nplyrY] == '0'){ TextIO.putln("Invalid move, try again."); } else if (pMoves != spaces){ nplyrY += 1; } else{ plyrY = plyrY+spaces; c_plyrY = plyrY; movesTaken++; } } } //end RIGHT if //prints message if player escapes from the maze. if (maze[plyrX][plyrY] == '3'){ TextIO.putln("****Congratulations****"); TextIO.putln(); TextIO.putln("You have escaped from the maze."); TextIO.putln(); userMenu(); } else{ movesTaken++; redrawMaze(); plyrMoves(); } } //end of plyrMoves method /**direction, method * */ public static char direction(){ TextIO.putln("Enter the direction you wish to move in and the distance"); TextIO.putln("i.e D3 = move down 3 spaces"); TextIO.putln("U - Up, D - Down, L - Left, R - Right: "); dir = TextIO.getChar(); if (dir =='U' || dir == 'D' || dir == 'L' || dir == 'R' || dir == 'u' || dir == 'd' || dir == 'l' || dir == 'r'){ spacesMoved(); } else{ loadMaze(); TextIO.putln("Invalid direction!"); TextIO.put("Direction must be one of U, D, L or R"); direction(); } return dir; //returns the value of dir (direction) } //end direction method /**spaces method, gets the amount of spaces the user wants to move * */ public static int spacesMoved(){ TextIO.putln(" "); spaces = TextIO.getlnInt(); if (spaces <= 0){ loadMaze(); TextIO.put("Invalid amount of spaces, try again"); spacesMoved(); } return spaces; } //end spacesMoved method } //end of MazeGame class

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  • The Sensemaking Spectrum for Business Analytics: Translating from Data to Business Through Analysis

    - by Joe Lamantia
    One of the most compelling outcomes of our strategic research efforts over the past several years is a growing vocabulary that articulates our cumulative understanding of the deep structure of the domains of discovery and business analytics. Modes are one example of the deep structure we’ve found.  After looking at discovery activities across a very wide range of industries, question types, business needs, and problem solving approaches, we've identified distinct and recurring kinds of sensemaking activity, independent of context.  We label these activities Modes: Explore, compare, and comprehend are three of the nine recognizable modes.  Modes describe *how* people go about realizing insights.  (Read more about the programmatic research and formal academic grounding and discussion of the modes here: https://www.researchgate.net/publication/235971352_A_Taxonomy_of_Enterprise_Search_and_Discovery) By analogy to languages, modes are the 'verbs' of discovery activity.  When applied to the practical questions of product strategy and development, the modes of discovery allow one to identify what kinds of analytical activity a product, platform, or solution needs to support across a spread of usage scenarios, and then make concrete and well-informed decisions about every aspect of the solution, from high-level capabilities, to which specific types of information visualizations better enable these scenarios for the types of data users will analyze. The modes are a powerful generative tool for product making, but if you've spent time with young children, or had a really bad hangover (or both at the same time...), you understand the difficult of communicating using only verbs.  So I'm happy to share that we've found traction on another facet of the deep structure of discovery and business analytics.  Continuing the language analogy, we've identified some of the ‘nouns’ in the language of discovery: specifically, the consistently recurring aspects of a business that people are looking for insight into.  We call these discovery Subjects, since they identify *what* people focus on during discovery efforts, rather than *how* they go about discovery as with the Modes. Defining the collection of Subjects people repeatedly focus on allows us to understand and articulate sense making needs and activity in more specific, consistent, and complete fashion.  In combination with the Modes, we can use Subjects to concretely identify and define scenarios that describe people’s analytical needs and goals.  For example, a scenario such as ‘Explore [a Mode] the attrition rates [a Measure, one type of Subject] of our largest customers [Entities, another type of Subject] clearly captures the nature of the activity — exploration of trends vs. deep analysis of underlying factors — and the central focus — attrition rates for customers above a certain set of size criteria — from which follow many of the specifics needed to address this scenario in terms of data, analytical tools, and methods. We can also use Subjects to translate effectively between the different perspectives that shape discovery efforts, reducing ambiguity and increasing impact on both sides the perspective divide.  For example, from the language of business, which often motivates analytical work by asking questions in business terms, to the perspective of analysis.  The question posed to a Data Scientist or analyst may be something like “Why are sales of our new kinds of potato chips to our largest customers fluctuating unexpectedly this year?” or “Where can innovate, by expanding our product portfolio to meet unmet needs?”.  Analysts translate questions and beliefs like these into one or more empirical discovery efforts that more formally and granularly indicate the plan, methods, tools, and desired outcomes of analysis.  From the perspective of analysis this second question might become, “Which customer needs of type ‘A', identified and measured in terms of ‘B’, that are not directly or indirectly addressed by any of our current products, offer 'X' potential for ‘Y' positive return on the investment ‘Z' required to launch a new offering, in time frame ‘W’?  And how do these compare to each other?”.  Translation also happens from the perspective of analysis to the perspective of data; in terms of availability, quality, completeness, format, volume, etc. By implication, we are proposing that most working organizations — small and large, for profit and non-profit, domestic and international, and in the majority of industries — can be described for analytical purposes using this collection of Subjects.  This is a bold claim, but simplified articulation of complexity is one of the primary goals of sensemaking frameworks such as this one.  (And, yes, this is in fact a framework for making sense of sensemaking as a category of activity - but we’re not considering the recursive aspects of this exercise at the moment.) Compellingly, we can place the collection of subjects on a single continuum — we call it the Sensemaking Spectrum — that simply and coherently illustrates some of the most important relationships between the different types of Subjects, and also illuminates several of the fundamental dynamics shaping business analytics as a domain.  As a corollary, the Sensemaking Spectrum also suggests innovation opportunities for products and services related to business analytics. The first illustration below shows Subjects arrayed along the Sensemaking Spectrum; the second illustration presents examples of each kind of Subject.  Subjects appear in colors ranging from blue to reddish-orange, reflecting their place along the Spectrum, which indicates whether a Subject addresses more the viewpoint of systems and data (Data centric and blue), or people (User centric and orange).  This axis is shown explicitly above the Spectrum.  Annotations suggest how Subjects align with the three significant perspectives of Data, Analysis, and Business that shape business analytics activity.  This rendering makes explicit the translation and bridging function of Analysts as a role, and analysis as an activity. Subjects are best understood as fuzzy categories [http://georgelakoff.files.wordpress.com/2011/01/hedges-a-study-in-meaning-criteria-and-the-logic-of-fuzzy-concepts-journal-of-philosophical-logic-2-lakoff-19731.pdf], rather than tightly defined buckets.  For each Subject, we suggest some of the most common examples: Entities may be physical things such as named products, or locations (a building, or a city); they could be Concepts, such as satisfaction; or they could be Relationships between entities, such as the variety of possible connections that define linkage in social networks.  Likewise, Events may indicate a time and place in the dictionary sense; or they may be Transactions involving named entities; or take the form of Signals, such as ‘some Measure had some value at some time’ - what many enterprises understand as alerts.   The central story of the Spectrum is that though consumers of analytical insights (represented here by the Business perspective) need to work in terms of Subjects that are directly meaningful to their perspective — such as Themes, Plans, and Goals — the working realities of data (condition, structure, availability, completeness, cost) and the changing nature of most discovery efforts make direct engagement with source data in this fashion impossible.  Accordingly, business analytics as a domain is structured around the fundamental assumption that sense making depends on analytical transformation of data.  Analytical activity incrementally synthesizes more complex and larger scope Subjects from data in its starting condition, accumulating insight (and value) by moving through a progression of stages in which increasingly meaningful Subjects are iteratively synthesized from the data, and recombined with other Subjects.  The end goal of  ‘laddering’ successive transformations is to enable sense making from the business perspective, rather than the analytical perspective.Synthesis through laddering is typically accomplished by specialized Analysts using dedicated tools and methods. Beginning with some motivating question such as seeking opportunities to increase the efficiency (a Theme) of fulfillment processes to reach some level of profitability by the end of the year (Plan), Analysts will iteratively wrangle and transform source data Records, Values and Attributes into recognizable Entities, such as Products, that can be combined with Measures or other data into the Events (shipment of orders) that indicate the workings of the business.  More complex Subjects (to the right of the Spectrum) are composed of or make reference to less complex Subjects: a business Process such as Fulfillment will include Activities such as confirming, packing, and then shipping orders.  These Activities occur within or are conducted by organizational units such as teams of staff or partner firms (Networks), composed of Entities which are structured via Relationships, such as supplier and buyer.  The fulfillment process will involve other types of Entities, such as the products or services the business provides.  The success of the fulfillment process overall may be judged according to a sophisticated operating efficiency Model, which includes tiered Measures of business activity and health for the transactions and activities included.  All of this may be interpreted through an understanding of the operational domain of the businesses supply chain (a Domain).   We'll discuss the Spectrum in more depth in succeeding posts.

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  • UART speed possibly wrong

    - by Mike
    My brain is fried, so I thought I would pass this one to the community. When sending 1 character to my embedded system, it consistently thinks it receives 2 characters. The first received character seems to map to the transmitted character (in some unkown way) and the second received character is always 0xff Here is what I observed: Tx char (in hex) Rx character (in hex), I left out the second byte (always ff) 31 9D 32 9B 33 99 61 3D 62 3B 63 39 64 37 65 35 41 7D 42 7B 43 79 I have check my clocks and them seem to be ok. The only diff between this non working version and the previous version is that i am now using a RS485 chip. I have traced the signal all the way up to the MCU and it looks fine (confirmed the bit value on the rx pin)

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  • Algorithm - Pick the best combination of Armor (for a game)

    - by Chu
    I'm designing a piece of a game where the AI needs to determine which combination of armor will give the best overall stat bonus to the character. Each character will have about 10 stats, of which only 3-4 are important, and of those important ones, a few will be more important than the others. Armor will also give a boost to 1 or all stats. For example, a shirt might give +4 to the character's int and +2 stamina while at the same time, a pair of pants may have +7 strength and nothing else. So let's say that a character has a healthy choice of armor to use (5 pairs of pants, 5 pairs of gloves, etc.) We've designated that Int and Perception are the most important stats for this character. How could I write an algorithm that would determine which combination of armor and items would result in the highest of any given stat (say in this example Int and Perception)?

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  • Compare GetNextInsertionPosition and GetNextContextPosition in WPF

    - by paradisonoir
    As I enter a character in my RichTextBox, I want to get the next character from the its TextRange. So here is how I do it: TextPointer ptr1= RichTextBox.CaretPosition; char nextChar = GetNextChar(); while (char.IsWhiteSpace(nextChar)) { ptr1= ptr1.GetNextInsertionPosition(LogicalDirection.Forward); nextChar = GetCharacterAt(Ptr1); } then I get the ptr1 of the next character and from the TextPointer, I get the TextRange, and do my changes. So here is the problem? when the next word is spelled correctly, I have no problem, but if it's not spelled properly then ptr1 would not point to the first character of the next word (the second character), and if I use GetNextContextPosition(LogicalDirection.Forward) it would give me the first letter of the next word if it's misspelled. So depending on the spelling only one of them works? I was just wondering if you have any idea about this problem? Is there anything wrong I am doing here?

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  • c printing string syntax

    - by user535256
    Hello guys, Just stuck on c syntax regarding strings. Say I have a string like (name[5]="peter";) in c say if I just wanted to print the last character of string or check the last character of the string, which in this case would be 'r' how can I do this? The way I was thinking does not seem to work name[5]="peter"; if(name[5]=="r") printf("last character of name is r"); Question: is there some sort of function to do this that can check one character of array, is a certain value, like name[5] is 'r' in string peter or likewise name[1] is 'n' Also how do I use printf to print that certain char, having problems using printf("last character of name is %s",name[5]) ??? Thanks

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Problem with finding the next word in RichTextBox

    - by paradisonoir
    As I enter a character in my RichTextBox, I want to get the next character from the its TextRange. So here is how I do it: TextPointer ptr1= RichTextBox.CaretPosition; char nextChar = GetNextChar(); while (char.IsWhiteSpace(nextChar)) { ptr1= ptr1.GetNextInsertionPosition(LogicalDirection.Forward); nextChar = GetCharacterAt(Ptr1); } then I get the ptr1 of the next character and from the TextPointer, I get the TextRange, and do my changes. So here is the problem? when the next word is spelled correctly, I have no problem, but if it's not spelled properly then ptr1 would not point to the first character of the next word (the second character), and if I use GetNextContextPosition(LogicalDirection.Forward) it would give me the first letter of the next word if it's misspelled. So depending on the spelling only one of them works? I was just wondering if you have any idea about this problem? Is there anything wrong I am doing here?

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  • Model-layer validation in Doctrine, Symfony

    - by Andree
    Hi there, I have a schema.yml containing something similiar to the following: Character: tableName: characters actAs: { Timestampable: ~ } columns: id: { type: integer(4), primary: true, autoincrement: true } name: { type: string(255), notnull: true, notblank: true, minlength: 3 } I define the minlength of the column name to be 3. I created a unit test to test the minlength validation, and I found out that the validation is not working. $character = new Character(); $character->set('name', 'Dw'); $t->ok(! $character->isValid()); # This test failed Can someone tell me what might be the problem here? Thanks, Andree

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  • How can I estimate the entropy of a password?

    - by Wug
    Having read various resources about password strength I'm trying to create an algorithm that will provide a rough estimation of how much entropy a password has. I'm trying to create an algorithm that's as comprehensive as possible. At this point I only have pseudocode, but the algorithm covers the following: password length repeated characters patterns (logical) different character spaces (LC, UC, Numeric, Special, Extended) dictionary attacks It does NOT cover the following, and SHOULD cover it WELL (though not perfectly): ordering (passwords can be strictly ordered by output of this algorithm) patterns (spatial) Can anyone provide some insight on what this algorithm might be weak to? Specifically, can anyone think of situations where feeding a password to the algorithm would OVERESTIMATE its strength? Underestimations are less of an issue. The algorithm: // the password to test password = ? length = length(password) // unique character counts from password (duplicates discarded) uqlca = number of unique lowercase alphabetic characters in password uquca = number of uppercase alphabetic characters uqd = number of unique digits uqsp = number of unique special characters (anything with a key on the keyboard) uqxc = number of unique special special characters (alt codes, extended-ascii stuff) // algorithm parameters, total sizes of alphabet spaces Nlca = total possible number of lowercase letters (26) Nuca = total uppercase letters (26) Nd = total digits (10) Nsp = total special characters (32 or something) Nxc = total extended ascii characters that dont fit into other categorys (idk, 50?) // algorithm parameters, pw strength growth rates as percentages (per character) flca = entropy growth factor for lowercase letters (.25 is probably a good value) fuca = EGF for uppercase letters (.4 is probably good) fd = EGF for digits (.4 is probably good) fsp = EGF for special chars (.5 is probably good) fxc = EGF for extended ascii chars (.75 is probably good) // repetition factors. few unique letters == low factor, many unique == high rflca = (1 - (1 - flca) ^ uqlca) rfuca = (1 - (1 - fuca) ^ uquca) rfd = (1 - (1 - fd ) ^ uqd ) rfsp = (1 - (1 - fsp ) ^ uqsp ) rfxc = (1 - (1 - fxc ) ^ uqxc ) // digit strengths strength = ( rflca * Nlca + rfuca * Nuca + rfd * Nd + rfsp * Nsp + rfxc * Nxc ) ^ length entropybits = log_base_2(strength) A few inputs and their desired and actual entropy_bits outputs: INPUT DESIRED ACTUAL aaa very pathetic 8.1 aaaaaaaaa pathetic 24.7 abcdefghi weak 31.2 H0ley$Mol3y_ strong 72.2 s^fU¬5ü;y34G< wtf 88.9 [a^36]* pathetic 97.2 [a^20]A[a^15]* strong 146.8 xkcd1** medium 79.3 xkcd2** wtf 160.5 * these 2 passwords use shortened notation, where [a^N] expands to N a's. ** xkcd1 = "Tr0ub4dor&3", xkcd2 = "correct horse battery staple" The algorithm does realize (correctly) that increasing the alphabet size (even by one digit) vastly strengthens long passwords, as shown by the difference in entropy_bits for the 6th and 7th passwords, which both consist of 36 a's, but the second's 21st a is capitalized. However, they do not account for the fact that having a password of 36 a's is not a good idea, it's easily broken with a weak password cracker (and anyone who watches you type it will see it) and the algorithm doesn't reflect that. It does, however, reflect the fact that xkcd1 is a weak password compared to xkcd2, despite having greater complexity density (is this even a thing?). How can I improve this algorithm? Addendum 1 Dictionary attacks and pattern based attacks seem to be the big thing, so I'll take a stab at addressing those. I could perform a comprehensive search through the password for words from a word list and replace words with tokens unique to the words they represent. Word-tokens would then be treated as characters and have their own weight system, and would add their own weights to the password. I'd need a few new algorithm parameters (I'll call them lw, Nw ~= 2^11, fw ~= .5, and rfw) and I'd factor the weight into the password as I would any of the other weights. This word search could be specially modified to match both lowercase and uppercase letters as well as common character substitutions, like that of E with 3. If I didn't add extra weight to such matched words, the algorithm would underestimate their strength by a bit or two per word, which is OK. Otherwise, a general rule would be, for each non-perfect character match, give the word a bonus bit. I could then perform simple pattern checks, such as searches for runs of repeated characters and derivative tests (take the difference between each character), which would identify patterns such as 'aaaaa' and '12345', and replace each detected pattern with a pattern token, unique to the pattern and length. The algorithmic parameters (specifically, entropy per pattern) could be generated on the fly based on the pattern. At this point, I'd take the length of the password. Each word token and pattern token would count as one character; each token would replace the characters they symbolically represented. I made up some sort of pattern notation, but it includes the pattern length l, the pattern order o, and the base element b. This information could be used to compute some arbitrary weight for each pattern. I'd do something better in actual code. Modified Example: Password: 1234kitty$$$$$herpderp Tokenized: 1 2 3 4 k i t t y $ $ $ $ $ h e r p d e r p Words Filtered: 1 2 3 4 @W5783 $ $ $ $ $ @W9001 @W9002 Patterns Filtered: @P[l=4,o=1,b='1'] @W5783 @P[l=5,o=0,b='$'] @W9001 @W9002 Breakdown: 3 small, unique words and 2 patterns Entropy: about 45 bits, as per modified algorithm Password: correcthorsebatterystaple Tokenized: c o r r e c t h o r s e b a t t e r y s t a p l e Words Filtered: @W6783 @W7923 @W1535 @W2285 Breakdown: 4 small, unique words and no patterns Entropy: 43 bits, as per modified algorithm The exact semantics of how entropy is calculated from patterns is up for discussion. I was thinking something like: entropy(b) * l * (o + 1) // o will be either zero or one The modified algorithm would find flaws with and reduce the strength of each password in the original table, with the exception of s^fU¬5ü;y34G<, which contains no words or patterns.

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  • How to print an isosceles triangle

    - by Steve
    Hello, I'm trying to learn programming by myself, I'm working from a book that has the following problem which I can't solve: Allow the user to input two values: a character to be used for printing an isosceles triangle and the size of the peak for the triangle. For example, if the user inputs # for the character and 6 for the peak, you should produce the following display: # ## ### #### ##### ###### ##### #### ### ## # This is the code I've got so far: char character; int peak; InputValues(out character, out peak); for (int row = 1; row < peak * 2; row++) { for (int col = 1; col <= row; col++) { Console.Write(character); } Console.WriteLine(); } Console.Read() // hold console open Thanks in advance.

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  • Accesing Label.text in DataList

    - by Itay Gurvich
    So im trying to access informtaion from a label inside the DataList by pressing a button inside it. I put a code in thusly: protected void DataList1_SelectedIndexChanged(object sender, EventArgs e) { Character character = (Character)Session["character"]; Label lbl = (Label)DataList1.SelectedItem.FindControl("lblName"); int SkillID = int.Parse(DAL.ExecuteScalar("SELECT SkillID FROM skills WHERE SkillName = '" + lbl.ToString() + "'").ToString()); DAL.ExecuteNonQuery("INSERT INTO AssignedSkills (Offensive) Values ('" + SkillID.ToString() + "') WHERE CharID = '" + character.get_name().ToString() + "'"); } when i press the button its not even getting there and im getting an error "Invalid postback or callback argument." how can i access it?

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  • Java static source analysis/parsing (possibly with antlr), what is a good tool to do this?

    - by Berlin Brown
    I need to perform static source analysis on Java code. Ideally, I want the system to work out of the box without much modification from me. For example, I have used Antlr in the past, but I spent a lot of time building grammar files and still didn't get what I wanted. I want to be able to parse a java file and have return the character position of say: Character position start and end of a Java block comment Character position start and end of a Java class file Character position start and end of a Java method declaration, signature, and implementation. It looks like Antlr will do that, but I have yet to finish a grammar that actually gives me the positions of the code I need. Does anyone have that complete Antlr grammar and Java code to give the character positions of the parts in the Java source.

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  • How do I pick the most beneficial combination of items from a set of items?

    - by Chu
    I'm designing a piece of a game where the AI needs to determine which combination of armor will give the best overall stat bonus to the character. Each character will have about 10 stats, of which only 3-4 are important, and of those important ones, a few will be more important than the others. Armor will also give a boost to 1 or all stats. For example, a shirt might give +4 to the character's int and +2 stamina while at the same time, a pair of pants may have +7 strength and nothing else. So let's say that a character has a healthy choice of armor to use (5 pairs of pants, 5 pairs of gloves, etc.) We've designated that Int and Perception are the most important stats for this character. How could I write an algorithm that would determine which combination of armor and items would result in the highest of any given stat (say in this example Int and Perception)?

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  • Set intersection of two strings

    - by user1785712
    import java.util.*; class set { public static void main(String args[]) { TreeSet<Character> t1 = new TreeSet<Character>(); TreeSet<Character> t2 = new TreeSet<Character>(); String s1 = "Ambitab bachan"; String s2 = "Ranjikanth"; for(char c1:s1.toCharArray()) t1.add(c1); for(char c2:s2.toCharArray()) t2.add(c2); t2.retainAll(t1); System.out.println(t2); } } this program find the common character in two different string. in this program Treeset is used to store the value and retainAll() method is used to find the common characters. can anybody help me reduce the line of coding.thanks in advance

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  • Union,Except and Intersect operator in Linq

    - by Jalpesh P. Vadgama
    While developing a windows service using Linq-To-SQL i was in need of something that will intersect the two list and return a list with the result. After searching on net i have found three great use full operators in Linq Union,Except and Intersect. Here are explanation of each operator. Union Operator: Union operator will combine elements of both entity and return result as third new entities. Except Operator: Except operator will remove elements of first entities which elements are there in second entities and will return as third new entities. Intersect Operator: As name suggest it will return common elements of both entities and return result as new entities. Let’s take a simple console application as  a example where i have used two string array and applied the three operator one by one and print the result using Console.Writeline. Here is the code for that. C#, using GeSHi 1.0.8.6 using System; using System.Collections.Generic; using System.Linq; using System.Text;     namespace ConsoleApplication1 {     class Program     {         static void Main(string[] args)         {             string[] a = { "a", "b", "c", "d" };             string[] b = { "d","e","f","g"};               var UnResult = a.Union(b);             Console.WriteLine("Union Result");               foreach (string s in UnResult)             {                 Console.WriteLine(s);                          }               var ExResult = a.Except(b);             Console.WriteLine("Except Result");             foreach (string s in ExResult)             {                 Console.WriteLine(s);             }               var InResult = a.Intersect(b);             Console.WriteLine("Intersect Result");             foreach (string s in InResult)             {                 Console.WriteLine(s);             }             Console.ReadLine();                        }          } }   Parsed in 0.022 seconds at 45.54 KB/s Here is the output of console application as Expected. Hope this will help you.. Technorati Tags: Linq,Except,InterSect,Union,C#

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • Converting LINQ to Twitter to Twitter API v1.1

    - by Joe Mayo
    Twitter recently updated their API to v1.1 (Current status: API v1.1). Naturally, LINQ to Twitter  needed to be updated too. This blog post outlines the changes made to LINQ to Twitter during this conversion and highlights important features that LINQ to Twitter developers will want to know. Overall Impact Generally speaking, Twitter API v1.1 is semantically very much the same as it’s predecessor. The base URL changed and so did a few resource segments, but the resources themselves are still intact. The good news is that LINQ to Twitter has always shielded the developer from this plumbing, so the entities, types, and filters didn’t change much at all.  The following sections describe what did  change. Authentication In Twitter API v1.0 authentication was not required for some resources, such as user timelines and search. However, that’s all changed because *all* queries must be authenticated in Twitter API v1.1. LINQ to Twitter has various types of authorizers you can use, supporting whatever OAuth options are available via Twitter.  You can see the LINQ to Twitter documentation, Securing Your Applications, for more info on OAuth support. The New Search One of the larger changes to the API was Search. To be more specific, the Search entity now contains a List<Status>, named Statuses, to hold results.  Additionally, any meta-data associated with the search is now in a property named SearchMetaData. The change to the Search entity and responses is the big change, but the good news is that your Search query syntax doesn’t change. Different Rate Limits The issue of rate limits itself is contentious, but this discussion is focused on the coding experience and I’ll leave the politics to those who prefer to engage in that activity. What’s important here is that both headers and resources have changed. You should review Twitter’s Rate Limit documentation to understand what the changes mean.  A quick explanation is that rate limits are applied individually to each resource in 15 minute time intervals. In LINQ to Twitter these changes surface on the Help entity, via HelpType.RateLimits. The RateLimits query has a Resources filter where you can specify a comma-separated list of categories to return rate limit info for.  The results materialize in the RateLimits dictionary, keyed on category. The Help entity also has a RateLimitsAuthorizationContext, holding the Access Token for the user performing queries – and to whom the rate limits apply. In addition to the new RateLimits query, there are new RateLimit headers that appear in the query response, whose HTTP header name is of the form X-Rate-Limit… which is different from the previous header name. LINQ to Twitter surfaces these headers via the existing properties of the TwitterContext instance. For anyone who retrieved rate limit information via the Headers property of TwitterContext, you should be aware of the new header names.  I haven’t done anything with Feature rate limit properties yet, but they appear to no longer be available – this will require more follow-up. Error Handling Twitter API v1.1 has a new format for Error Codes & Responses. LINQ to Twitter wraps these messages in the TwitterQueryException, which has been updated appropriately. The Message property of TwitterQueryException now reflects the Twitter error message, when available. There’s also a new ErrorCode that’s populated with the message error code. Parameters Most parameters stayed the same, but one of interest is Include Entities (different from LINQ to Twitter data object entities). Entities are metadata hanging off tweets, that provide start/end position in the tweet and other information for mentions, urls, hash tags, and media. Entities used to not be included unless you specified you wanted them. Now, in v1.1, entities are included by default for all APIs that return a Status.  If you were always setting IncludeEntities to true, then you won’t see a change. However, be aware that you’ll now be receiving additional data in your response from Twitter, which will explain a sudden increase in bandwidth utilization. This might or might not  matter to you  depending on the requirements of your application, but you should be aware of it. Everything Else There might be small changes here and there that I haven’t mentioned, but these were the ones you should be most aware of.  Streams didn’t change, but Twitter will be deprecating username/password authentication on public streams, in favor of OAuth, so you’ll be seeing me make that change some time in the future.  Also, Twitter will continue to evolve the API and you can expect that LINQ to Twitter will change accordingly. Summary The big changes to Twitter API were Authentication, Search, Rate Limits, and Error Handling. All API calls must be authenticated. You’ll need to change your code to read Search results differently, but the query is much the same as you use now. There’s a new RateLimits API, one of the Help queries.  Also, the new error messages are integrated into TwitterQueryException. Besides these changes, I expect  most others to be small or affect a smaller percentage of developers.  You can get the latest version of LINQ to Twitter from NuGet or visit the LINQ to Twitter download page at CodePlex.com.   @JoeMayo

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  • How should I plan the inheritance structure for my game?

    - by Eric Thoma
    I am trying to write a platform shooter in C++ with a really good class structure for robustness. The game itself is secondary; it is the learning process of writing it that is primary. I am implementing an inheritance tree for all of the objects in my game, but I find myself unsure on some decisions. One specific issue that it bugging me is this: I have an Actor that is simply defined as anything in the game world. Under Actor is Character. Both of these classes are abstract. Under Character is the Philosopher, who is the main character that the user commands. Also under Character is NPC, which uses an AI module with stock routines for friendly, enemy and (maybe) neutral alignments. So under NPC I want to have three subclasses: FriendlyNPC, EnemyNPC and NeutralNPC. These classes are not abstract, and will often be subclassed in order to make different types of NPC's, like Engineer, Scientist and the most evil Programmer. Still, if I want to implement a generic NPC named Kevin, it would nice to be able to put him in without making a new class for him. I could just instantiate a FriendlyNPC and pass some values for the AI machine and for the dialogue; that would be ideal. But what if Kevin is the one benevolent Programmer in the whole world? Now we must make a class for him (but what should it be called?). Now we have a character that should inherit from Programmer (as Kevin has all the same abilities but just uses the friendly AI functions) but also should inherit from FriendlyNPC. Programmer and FriendlyNPC branched away from each other on the inheritance tree, so inheriting from both of them would have conflicts, because some of the same functions have been implemented in different ways on the two of them. 1) Is there a better way to order these classes to avoid these conflicts? Having three subclasses; Friendly, Enemy and Neutral; from each type of NPC; Engineer, Scientist, and Programmer; would amount to a huge number of classes. I would share specific implementation details, but I am writing the game slowly, piece by piece, and so I haven't implemented past Character yet. 2) Is there a place where I can learn these programming paradigms? I am already trying to take advantage of some good design patterns, like MVC architecture and Mediator objects. The whole point of this project is to write something in good style. It is difficult to tell what should become a subclass and what should become a state (i.e. Friendly boolean v. Friendly class). Having many states slows down code with if statements and makes classes long and unwieldy. On the other hand, having a class for everything isn't practical. 3) Are there good rules of thumb or resources to learn more about this? 4) Finally, where does templating come in to this? How should I coordinate templates into my class structure? I have never actually taken advantage of templating honestly, but I hear that it increases modularity, which means good code.

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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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  • What would one call this architecture?

    - by Chris
    I have developed a distributed test automation system which consists of two different entities. One entity is responsible for triggering tests runs and monitoring/displaying their progress. The other is responsible for carrying out tests on that host. Both of these entities retrieve data from a central DB. Now, my first thought is that this is clearly a server-client architecture. After all, you have exactly one organizing entity and many entities that communicate with said entity. However, while the supposed clients to communicate to the server via RPC, they are not actually requesting services or information, rather they are simply reporting back test progress, in fact, once the test run has been triggered they can complete their tasks without connection to the server. The request for a service is actually made by the supposed server which triggers the clients to carry out tests. So would this still be considered a server-client architecture or is this something different?

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  • Point me to info about constructing filters (of lists)

    - by jah
    I would like some pointers to information which would help me understand how to go about providing the ability to filter a list of entities by their attributes as well as by attributes of related entities. As an example, imagine a web app which provides order management of some kind. Orders and related entities are stored in a relational database. And imagine that the app has an interface which lists the orders. The problem is: how does one allow the list to be filtered by, for example:- order number (an attribute) line item name (an attribute of a n-n related entity) some text in an administrative note related to the order (text found in an attribute of a 1-1 related entity) I'm trying to discover whether there is something like a standard, efficient way to construct the queries and the filtering form; or some possible strategies; or any theory on the topic; or some example code. My google foo fails me.

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  • Playing a sound on collision?

    - by Eric McLoughlin
    I'm making a pool game. I've separated the gameplay logic and the physics into two systems, entities and physics. Each entity holds a reference to a body which the physics system uses. The body itself holds a reference back to it's owner. When an entity collides with another entity, the Collided(Entity other) method is called on both. What I'm trying to do now is to play a sound when both entities colliding are of a certain subclass. I'm not sure how to do that. I could do it in the Collided method, but then the sound would be played two times at the same time, since the method was called on both entities. How do you suggest I do this?

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  • What would one call this architecture?

    - by Chris
    I have developed a distributed test automation system which consists of two different entities. One entity is responsible for triggering tests runs and monitoring/displaying their progress. The other is responsible for carrying out tests on that host. Both of these entities retrieve data from a central DB. Now, my first thought is that this is clearly a server-client architecture. After all, you have exactly one organizing entity and many entities that communicate with said entity. However, while the supposed clients to communicate to the server via RPC, they are not actually requesting services or information, rather they are simply reporting back test progress, in fact, once the test run has been triggered they can complete their tasks without connection to the server. The request for a service is actually made by the supposed server which triggers the clients to carry out tests. So would this still be considered a server-client architecture or is this something different?

    Read the article

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