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  • PHP elseif statement not executed even though initial if statement is false

    - by DarwinIcesurfer
    I am writing a recursive function to print out the differences between 2 multildimensional php arrays. The purpose of this code is to see the difference between jpeg headers to deteremine how adobe bridge cs3 is saving rating information within the jpg file. When I am single-stepping through the code using my eclipse - zend debugger ide, it appears that even though the initial if statement is false (ie both values are arrays), the subsequent elseif statements are never executed. The function is attached below. function array_diff_multi($array1,$array2,$level){ $keys = array_keys($array1); foreach($keys as $key) { $value1 = $array1[$key]; if(array_key_exists($key,$array2) ){ $value2 = $array2[$key]; // Check if they are both arrays, if so recursion is needed if (is_array($value1) && is_array($value2)){ array_diff_multi($value1,$value2,$level . "[ " . $key . " ]"); } // the values aren't both arrays *** THE CODE IN THE ELSEIF BELOW IS NOT EXECUTED *** elseif(is_array($value1) != is_array($value2)){ print "" . $level . $key ."=" . $value1 . "as array, compared to ". $value2 .""; } // the values don't match elseif($value1 != $value2){ print "" . $level . $key ."=" . $value1 ." != " . $value2 .""; } else; } else{ print "" . $level. $key . "does not exist in array2"; } } }

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  • Using pointers to adjust global objects in objective-c

    - by Rob
    Ok, so I am working with two sets of data that are extremely similar, and at the same time, these data sets are both global NSMutableArrays within the object. data_set_one = [[NSMutableArray alloc] init]; data_set_two = [[NSMutableArray alloc] init]; Two new NSMutableArrays are loaded, which need to be added to the old, existing data. These Arrays are also global. xml_dataset_one = [[NSMutableArray alloc] init]; xml_dataset_two = [[NSMutableArray alloc] init]; To reduce code duplication (and because these data sets are so similar) I wrote a void method within the class to handle the data combination process for both Arrays: -(void)constructData:(NSMutableArray *)data fromDownloadArray:(NSMutableArray *)down withMatchSelector:(NSString *)sel_str Now, I have a decent understanding of object oriented programming, so I was thinking that if I were to invoke the method with the global Arrays in the data like so... [self constructData:data_set_one fromDownloadArray:xml_dataset_one withMatchSelector:@"id"]; Then the global NSMutableArrays (data_set_one) would reflect the changes that happen to "array" within the method. Sadly, this is not the case, data_set_one doesn't reflect the changes (ex: new objects within the Array) outside of the method. Here is a code snippet of the problem // data_set_one is empty // xml_dataset_one has a few objects [constructData:(NSMutableArray *)data_set_one fromDownloadArray:(NSMutableArray *)xml_dataset_one withMatchSelector:(NSString *)@"id"]; // data_set_one should now be xml_dataset_one, but when echoed to screen, it appears to remain empty And here is the gist of the code for the method, any help is appreciated. -(void)constructData:(NSMutableArray *)data fromDownloadArray:(NSMutableArray *)down withMatchSelector:(NSString *)sel_str { if ([data count] == 0) { data = down; // set data equal to downloaded data } else if ([down count] == 0) { // download yields no results, do nothing } else { // combine the two arrays here } } This project is not ARC enabled. Thanks for the help guys! Rob

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  • Java import statement

    - by nattyP
    I am using java on debian 5 java version "1.6.0_20" Java(TM) SE Runtime Environment (build 1.6.0_20-b02) Java HotSpot(TM) Client VM (build 16.3-b01, mixed mode, sharing) Why is there a difference between the following Case 1: import java.util.*; Case 2: import java.util.*; import java.util.Arrays; import java.util.List; Why doesnt the first case cover the second case? The code only compiles when I import Arrays and List explicitly. Code: import java.util.*; import java.util.Arrays; import java.util.List; public class Test { public static void main (String[] args) { List<Integer> i = new ArrayList(Arrays.asList(1,2,3,4,5,6,7,8,9,10)); List<Integer> j = new ArrayList(); ListIterator<Integer> n = i.listIterator(i.size()); while(n.hasPrevious()) { j.add(n.previous()); } println(j); } static void println(Object o) { System.out.println(o); } static void print(Object o) { System.out.print(o); } }

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  • Use string to store statement (or part of a statement), and then add it to the code

    - by Dean
    I use multidimensional arrays to store product attributes (well Virtuemart does, to be precise). When I tried to echo the sub-arrays value, if the sub-array did not exist PHP threw: Fatal error: Cannot use string offset as an array To get around this, I attempted to create a function to check on every array level if it is an actual array, and if it is empty (when trying on the whole thing at once such as: is_array($array['level1']['level2']['level3']), I got the same error if level1 or level2 are not actual arrays). This is the function ($array contains the array to check, $array_levels is an array containing the names of the sub-arrays, in the order they should apper): function check_md_array($array,$array_levels){ if(is_array($array)){ $dimension = null; //This will store the dimensions string foreach($array_levels as $level){ $dimension .= "['" . $level . "']"; //Add the current dimension to the dimensions string if(!is_array($array/* THE CONTENT OF $dimension SHOULD BE INSERTED HERE*/)){ return false; } } return true; } } How can I take the string contained in $dimensions, and insert it into the code, to be part of the statement?

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  • How to reslove mysql_fetch_assoc(): problems!

    - by sky
    When i use the code below, im getting this error: Warning: mysql_fetch_assoc(): supplied argument is not a valid MySQL result resource when returning the data, anyone can fix it? Thanks! <?php $mysql_server_name="localhost"; $mysql_username=""; $mysql_password=""; $mysql_database=""; $conn=mysql_connect($mysql_server_name, $mysql_username, $mysql_password); ?> <?php $result = mysql_query("SELECT * FROM users"); $arrays = array(); while ($row = mysql_fetch_assoc($result)) { foreach ($row as $key => $val) { if (!array_contains_key($key)) { $arrays[$key] = array(); } $arrays[$key][] = $val; } } ?> <script type="text/javascript"> <?php foreach ($arrays as $key => $val) { print 'var ' . $key . ' = ' . json_encode($val) . ";\r\n"; } ?> </script>

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  • Large Object Heap Fragmentation

    - by Paul Ruane
    The C#/.NET application I am working on is suffering from a slow memory leak. I have used CDB with SOS to try to determine what is happening but the data does not seem to make any sense so I was hoping one of you may have experienced this before. The application is running on the 64 bit framework. It is continuously calculating and serialising data to a remote host and is hitting the Large Object Heap (LOH) a fair bit. However, most of the LOH objects I expect to be transient: once the calculation is complete and has been sent to the remote host, the memory should be freed. What I am seeing, however, is a large number of (live) object arrays interleaved with free blocks of memory, e.g., taking a random segment from the LOH: 0:000> !DumpHeap 000000005b5b1000 000000006351da10 Address MT Size ... 000000005d4f92e0 0000064280c7c970 16147872 000000005e45f880 00000000001661d0 1901752 Free 000000005e62fd38 00000642788d8ba8 1056 <-- 000000005e630158 00000000001661d0 5988848 Free 000000005ebe6348 00000642788d8ba8 1056 000000005ebe6768 00000000001661d0 6481336 Free 000000005f214d20 00000642788d8ba8 1056 000000005f215140 00000000001661d0 7346016 Free 000000005f9168a0 00000642788d8ba8 1056 000000005f916cc0 00000000001661d0 7611648 Free 00000000600591c0 00000642788d8ba8 1056 00000000600595e0 00000000001661d0 264808 Free ... Obviously I would expect this to be the case if my application were creating long-lived, large objects during each calculation. (It does do this and I accept there will be a degree of LOH fragmentation but that is not the problem here.) The problem is the very small (1056 byte) object arrays you can see in the above dump which I cannot see in code being created and which are remaining rooted somehow. Also note that CDB is not reporting the type when the heap segment is dumped: I am not sure if this is related or not. If I dump the marked (<--) object, CDB/SOS reports it fine: 0:015> !DumpObj 000000005e62fd38 Name: System.Object[] MethodTable: 00000642788d8ba8 EEClass: 00000642789d7660 Size: 1056(0x420) bytes Array: Rank 1, Number of elements 128, Type CLASS Element Type: System.Object Fields: None The elements of the object array are all strings and the strings are recognisable as from our application code. Also, I am unable to find their GC roots as the !GCRoot command hangs and never comes back (I have even tried leaving it overnight). So, I would very much appreciate it if anyone could shed any light as to why these small (<85k) object arrays are ending up on the LOH: what situations will .NET put a small object array in there? Also, does anyone happen to know of an alternative way of ascertaining the roots of these objects? Thanks in advance. Update 1 Another theory I came up with late yesterday is that these object arrays started out large but have been shrunk leaving the blocks of free memory that are evident in the memory dumps. What makes me suspicious is that the object arrays always appear to be 1056 bytes long (128 elements), 128 * 8 for the references and 32 bytes of overhead. The idea is that perhaps some unsafe code in a library or in the CLR is corrupting the number of elements field in the array header. Bit of a long shot I know... Update 2 Thanks to Brian Rasmussen (see accepted answer) the problem has been identified as fragmentation of the LOH caused by the string intern table! I wrote a quick test application to confirm this: static void Main() { const int ITERATIONS = 100000; for (int index = 0; index < ITERATIONS; ++index) { string str = "NonInterned" + index; Console.Out.WriteLine(str); } Console.Out.WriteLine("Continue."); Console.In.ReadLine(); for (int index = 0; index < ITERATIONS; ++index) { string str = string.Intern("Interned" + index); Console.Out.WriteLine(str); } Console.Out.WriteLine("Continue?"); Console.In.ReadLine(); } The application first creates and dereferences unique strings in a loop. This is just to prove that the memory does not leak in this scenario. Obviously it should not and it does not. In the second loop, unique strings are created and interned. This action roots them in the intern table. What I did not realise is how the intern table is represented. It appears it consists of a set of pages -- object arrays of 128 string elements -- that are created in the LOH. This is more evident in CDB/SOS: 0:000> .loadby sos mscorwks 0:000> !EEHeap -gc Number of GC Heaps: 1 generation 0 starts at 0x00f7a9b0 generation 1 starts at 0x00e79c3c generation 2 starts at 0x00b21000 ephemeral segment allocation context: none segment begin allocated size 00b20000 00b21000 010029bc 0x004e19bc(5118396) Large object heap starts at 0x01b21000 segment begin allocated size 01b20000 01b21000 01b8ade0 0x00069de0(433632) Total Size 0x54b79c(5552028) ------------------------------ GC Heap Size 0x54b79c(5552028) Taking a dump of the LOH segment reveals the pattern I saw in the leaking application: 0:000> !DumpHeap 01b21000 01b8ade0 ... 01b8a120 793040bc 528 01b8a330 00175e88 16 Free 01b8a340 793040bc 528 01b8a550 00175e88 16 Free 01b8a560 793040bc 528 01b8a770 00175e88 16 Free 01b8a780 793040bc 528 01b8a990 00175e88 16 Free 01b8a9a0 793040bc 528 01b8abb0 00175e88 16 Free 01b8abc0 793040bc 528 01b8add0 00175e88 16 Free total 1568 objects Statistics: MT Count TotalSize Class Name 00175e88 784 12544 Free 793040bc 784 421088 System.Object[] Total 1568 objects Note that the object array size is 528 (rather than 1056) because my workstation is 32 bit and the application server is 64 bit. The object arrays are still 128 elements long. So the moral to this story is to be very careful interning. If the string you are interning is not known to be a member of a finite set then your application will leak due to fragmentation of the LOH, at least in version 2 of the CLR. In our application's case, there is general code in the deserialisation code path that interns entity identifiers during unmarshalling: I now strongly suspect this is the culprit. However, the developer's intentions were obviously good as they wanted to make sure that if the same entity is deserialised multiple times then only one instance of the identifier string will be maintained in memory.

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  • 2D Mask antialiasing in xna hlsl

    - by mohsen
    I have two texture2d , one of these is a mask texture and have 2kind color and i use that for mask (filter) second texture2D something like float4 tex = tex2D(sprite, texCoord); float4 bitMask = tex2D(mask, texCoord); if (bitMask.a >0) { return float4(0,0,0,0); } else { return float4(tex.b,tex.g,tex.r,1); } but because mask texture is just two color the result is too jagged i want know how i can do some antialiasing for edges that smooth these ty for reading and sry for my bad english

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  • Problem with RecordMyDesktop program

    - by Saeid87
    I am trying to record some tutorials using RecordMyDesktop application. The problem is the video becomes jagged and unusable as you can see from the screenshot I have taken while playing a saved video. I don't know what can be the problem, but I guess it has something to do with my graphics driver. My laptop is using Intel HD 3000 series and I couldn't find any update for it. If you know what might be the problem and how to solve it I will really appreciate it!

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  • Linux RAID-0 performance doesn't scale up over 1 GB/s

    - by wazoox
    I have trouble getting the max throughput out of my setup. The hardware is as follow : dual Quad-Core AMD Opteron(tm) Processor 2376 16 GB DDR2 ECC RAM dual Adaptec 52245 RAID controllers 48 1 TB SATA drives set up as 2 RAID-6 arrays (256KB stripe) + spares. Software : Plain vanilla 2.6.32.25 kernel, compiled for AMD-64, optimized for NUMA; Debian Lenny userland. benchmarks run : disktest, bonnie++, dd, etc. All give the same results. No discrepancy here. io scheduler used : noop. Yeah, no trick here. Up until now I basically assumed that striping (RAID 0) several physical devices should augment performance roughly linearly. However this is not the case here : each RAID array achieves about 780 MB/s write, sustained, and 1 GB/s read, sustained. writing to both RAID arrays simultaneously with two different processes gives 750 + 750 MB/s, and reading from both gives 1 + 1 GB/s. however when I stripe both arrays together, using either mdadm or lvm, the performance is about 850 MB/s writing and 1.4 GB/s reading. at least 30% less than expected! running two parallel writer or reader processes against the striped arrays doesn't enhance the figures, in fact it degrades performance even further. So what's happening here? Basically I ruled out bus or memory contention, because when I run dd on both drives simultaneously, aggregate write speed actually reach 1.5 GB/s and reading speed tops 2 GB/s. So it's not the PCIe bus. I suppose it's not the RAM. It's not the filesystem, because I get exactly the same numbers benchmarking against the raw device or using XFS. And I also get exactly the same performance using either LVM striping and md striping. What's wrong? What's preventing a process from going up to the max possible throughput? Is Linux striping defective? What other tests could I run?

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  • addObjectsFromArray

    - by derek.lo
    I have a question about memory management when using the addObjectsFromArray method. Basically, I have 2 arrays defined in the appDelegate. I need these 2 arrays for the duration of my application's runtime. I therefore release them in my appDelegate's dealloc method. When I go to use these two arrays in a class, I want one array to store the values from the other, so that the other can have it's contents removed, but still stick around for use. Something like this: [appDelegate.arrayTwo addObjectsFromArray:appDelegate.arrayOne]; [appDelegate.arrayOne removeAllObjects]; I'm getting the compiler error: EXC_BAD_ACCESS because of a pointer issue? retaining issue? Any help would be greatly appreciated! Thanks

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  • Array of pointers in Objective-C using NSArray

    - by Amir
    Hello, I am writting program for my iphone and have a qestion. lets say i have class named my_obj class my_obj { NSString *name; NSinteger *id; NSinteger *foo; NSString *boo; } now i allocate 100 objects from type my_obj and insert them to array from type NSArray. then i want to sort the Array in two different ways. one by the name and the second by the id. i want to allocate another two arrays from type NSArray *arraySortByName *arraySortById what i need to do if i just want the sorted arrays to be referenced to the original array so i will get two sorted arrays that point to the original array (that didnt changed!) i other word i dont want to allocate another 100 objects to each sorted array.

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  • Looping through with double variables

    - by Luke
    I have two arrays with two sets of values in ($a[] and $b[]) I want to do something like the following: $a[0] - $b[0] $a[0] - $b[1] $a[1] - $b[0] $a[1] - $b[1] This will continue until the arrays reach the end. So i want a hyphen to seperate the two arrays, with the first array staying the same until the second array has looped through. I am trying to get this in a dropdown with option value. How could i achieve this? I never tried doing any loops with two varaibles like that before, I literally have no idea at all! Thankyou

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  • Anyone Know a Great Sparse One Dimensional Array Library in Python?

    - by TheJacobTaylor
    I am working on an algorithm in Python that uses arrays heavily. The arrays are typically sparse and are read from and written to constantly. I am currently using relatively large native arrays and the performance is good but the memory usage is high (as expected). I would like to be able to have the array implementation not waste space for values that are not used and allow an index offset other than zero. As an example, if my numbers start at 1,000,000 I would like to be able to index my array starting at 1,000,000 and not be required to waste memory with a million unused values. Array reads and writes needs to be fast. Expanding into new territory can be a small delay but reads and writes should be O(1) if possible. Does anybody know of a library that can do it? Thanks!

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  • Simple explaination of Arraylists

    - by Jeremy
    I'm new to programming and I'm looking for a simple answer to build my foundation of understanding Arrays. I've used google and searched this site. After a bit of trial and error I get how to make and reference Arrays like thing[3] gets you the fourth thing in the thing array(since 0 is the first). which lets me do something like thing[3].getStupidNumber() to get the StupidNumber of the 4th thing in the thing array. Then I get to ArrayLists which seem to have much more utility but I cant make logical sense of them like Arrays. When i search I cant find this or word this correctly and thus far everything else I've learned clicked easily. so say I make an ArrayList thing with 5 things in it. how do i get to the .getStupidNumber() method inside the fourth thing, if possible? I think if I learn this I can learn the rest on my own. Thanks!

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  • How to code an efficient blacklist filter function in php?

    - by achairapart
    So, I have three arrays like this: [items] => Array ( [0] => Array ( [id] => someid [title] => sometitle [author] => someauthor ... ) ... ) and also a string with comma separated words to blacklist: $blacklist = "some,words,to,blacklist"; Now I need to match these words with (as they can be one of) id, title, author and show results accordingly. I was thinking of a function like this: $pattern = '('.strtr($blacklist, ",", "|").')'; // should return (some|words|etc) foreach ($items as $item) { if ( !preg_match($pattern,$item['id']) || !preg_match($pattern,$item['title']) || !preg_match($pattern,$item['author']) ) { // show item } } and I wonder if this is the most efficient way to filter the arrays or I should use something with strpos() or filter_var with FILTER_VALIDATE_REGEXP ... Note that this function is repeated per 3 arrays. However, each array will not contain more than 50 items.

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  • Arry of pointers in objective c using NSArray

    - by Amir
    Hello, I am writting program for my iphone and have a qestion. lets say i have class named my_obj class my_obj { NSString *name; NSinteger *id; NSinteger *foo; NSString *boo; } now i allocate 100 objects from type my_obj and insert them to array from type NSArray. then i want to sort the Array in two different ways. one by the name and the second by the id. i want to allocate another two arrays from type NSArray *arraySortByName *arraySortById what i need to do if i just want the sorted arrays to be referenced to the original array so i will get two sorted arrays that point to the original array (that didnt changed!) i other word i dont want to allocate another 100 objects to each sorted array.

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  • PHP: form input field names containing square brackets like field[index]

    - by gidireich
    Hi, I've seen lot of code that handle forms, which creates input fields with names containing square brackets. I understand that this is being somehow converted to PHP arrays when a PHP script examines the $_POST variable. My questions about this: What is the mechanism behind? At which point this names that merely contain brackets are converted to arrays? Is this a feature of the HTPP protocol? Of web servers? Of the PHP language? Continuing the previous question, is this a commonly used hack or a normal programming tool? What are (all) the rules of using brackets in input field names? Can multidimensional arrays be created this way? Thanks, Gidi

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  • MemoryError when running Numpy Meshgrid

    - by joaoc
    I have 8823 data points with x,y coordinates. I'm trying to follow the answer on how to get a scatter dataset to be represented as a heatmap but when I go through the X, Y = np.meshgrid(x, y) instruction with my data arrays I get MemoryError. I am new to numpy and matplotlib and am essentially trying to run this by adapting the examples I can find. Here's how I built my arrays from a file that has them stored: XY_File = open ('XY_Output.txt', 'r') XY = XY_File.readlines() XY_File.close() Xf=[] Yf=[] for line in XY: Xf.append(float(line.split('\t')[0])) Yf.append(float(line.split('\t')[1])) x=array(Xf) y=array(Yf) Is there a problem with my arrays? This same code worked when put into this example but I'm not too sure. Why am I getting this MemoryError and how can I fix this?

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  • Rspec: "array.should == another_array" but without concern for order

    - by nicholaides
    I often want to compare arrays and make sure that they contain the same elements, in any order. IS there a consise way to do this in RSpec? Here are methods that aren't acceptable: #to_set For example: array.to_set.should == another_array.to_set This fails when the arrays contain duplicate items. #sort For example: array.sort.should == another_array.sort This fails when the arrays elements don't implement #<=> #size and #to_set For example: array.to_set.should == another_array.to_set array.size.should == another_array.size This would work, but there's got to be a better way.

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  • How can I pass an array of floats to the fragment shader using textures?

    - by James
    I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform arrays causes segfaults in openGL so that is not an option. I tried texturing but the best i got was to use GL_DEPTH_COMPONENT glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, smap); Which doesn't work because that stores depth components (0.0 - 1.0) which I don't want because I have no idea how to calculate them using the depth value produced by the light sources MVP matrix multiplied by the coordinate of each vertex. Is there any way to store and access large 2D arrays of floats in openGL?

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Rubik's cube array rotation

    - by Ace
    I'm about to make a 3D Rubik's cube based game in Flash AS3 and Away3d. I don't really know how to manage the 2D arrays of the Rubik's cube. For example, how do I rotate the corresponding arrays if I rotate a side, or just rotate a middle part? In this stage I also don't know how to rotate those smaller cube parts all together if a side is rotating. First I was thinking of "groups" ( like in sketchup or 3ds max, blender), but that would be tricky, because the group components would change every time. So I was thinking of just rotating each individual piece along a global axis. However, I just know the Away3d functions to rotate the cube of his local X , Y or Z axis, but how to rotate in global axis? Does anyone know of a algorithm for doing these types of rotations?

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  • API always returns JSONObject or JSONArray Best practices

    - by Michael Laffargue
    I'm making an API that will return data in JSON. I also wanted on client side to make an utility class to call this API. Something like : JSONObject sendGetRequest(Url url); JSONObject sendPostRequest(Url url, HashMap postData); However sometimes the API send back array of object [{id:1},{id:2}] I now got two choices (): Make the method test for JSONArray or JSONObject and send back an Object that I will have to cast in the caller Make a method that returns JSONObject and one for JSONArray (like sendGetRequestAndReturnAsJSONArray) Make the server always send Arrays even for one element Make the server always send Objects wrapping my Array I going for the two last methods since I think it would be a good thing to force the API to send consistent type of data. But what would be the best practice (if one exist). Always send arrays? or always send objects?

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  • How to implement time traveling into a game?

    - by Billy
    I was wondering how to implement time travel into a game. Nothing super complex, just time-reversal like what's in Braid, where the user can rewind/fast forward time by 30 seconds or whatever. I searched around the web a lot, but my results usually referred to using time as in like "it's 3:00" or a timer and such. The only thing I could think of was using 2 arrays, one for the player's x position and the other for the player's y position, and then iterating through those arrays and placing the character at that position as they rewind/fast forward time. Could that work? If it would work, how large would the array have to be and how often should I store the player's x and y? If it doesn't work, what else could I try? Thanks in advance!

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