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  • Keeping a Computer Tower Cool the Easy Way [Image Set]

    - by Asian Angel
    A lack of proper airflow will definitely not be a problem with this computer tower… Image courtesy of Envador.com You can view a multitude of images for the PVC Computer Tower in its final and early incarnations along with a parts list at the Envador link below. PVC Pipe Computer Tower – Envador.com [via There I Fixed It - Cheezburger Network] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Tower of Hanoi, stop sliding

    - by ArtWorkAD
    Hi, I developed a solution for the Tower of Hanoi problem: public static void bewege(int h, char quelle, char ablage, char ziel) { if(h > 0){ bewege(h - 1, quelle, ziel, ablage); System.out.println("Move "+ h +" from " + quelle + " to " + ziel); bewege(h - 1, ablage, quelle, ziel); } } It works fine. Now i want to limit the number of slides and throw an exception if a certain limit is reached. I tried it with a counter but it does not work: class HanoiNK{ public static void main(String args[]){ Integer n = Integer.parseInt(args[0]); Integer k = Integer.parseInt(args[1]); try{ bewege(k, n, 'A', 'B', 'C'); }catch(Exception e){ System.out.println(e); } } public static void bewege(int c, int h, char quelle, char ablage, char ziel) throws Exception{ if(h > 0){ if(counter != 0){ bewege(c, h - 1, quelle, ziel, ablage); c--; System.out.println("Move "+ h +" from " + quelle + " to " + ziel); bewege(c, h - 1, ablage, quelle, ziel); c--; }else{ throw new Exception("stop sliding"); } } } } The exception is never thrown. Any ideas?

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  • GSM Cell Towers Location & Triangulation Algorithm (Similar to OpenCellID / Skyhook / Google's MyLocation)

    - by ranabra
    Hi all, assuming I have a Fingerprint DB of Cell towers. The data (including Long. & Lat. CellID, signal strength, etc) is achieved by 'wardriving', similar to OpenCellID.org. I would like to be able to get the location of the client mobile phone without GPS (similar to OpenCellID / Skyhook Wireless/ Google's 'MyLocation'), which sends me info on the Cell towers it "sees" at the moment: the Cell tower connected to, and another 6 neighboring cell towers (assuming GSM). I have read and Googled it for a long time and came across several effective theories, such as using SQL 2008 Spatial capabilities, or using an euclidean algorithm, or Markov Model. However, I am lacking a practical solution, preferably in C# or using SQL 2008 :) The location calculation will be done on the server and not on the client mobile phone. the phone's single job is to send via HTTP/GPRS, the tower it's connected to and other neighboring cell towers. Any input is appreciated, I have read so much and so far haven't really advanced much. Thanx

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  • Java applet for Tower of Hanoi

    - by Naren
    I am planning to write a Java applet for Tower of Hanoi similar to link( http://www.mazeworks.com/hanoi/index.htm ) Can you suggest how should I start and proceed. And, btw, does it require multi threading? And also, major part of my doubt is to make a disc being clickable and being able to drag and drop the disc on a tower. detect a tower (if a disc is being dragged using mouse)

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  • How do we know the correct moves of Tower of Hanoi?

    - by Saqib
    We know that: In case of iterative solution: Alternating between the smallest and the next-smallest disks, follow the steps for the appropriate case: For an even number of disks: make the legal move between pegs A and B make the legal move between pegs A and C make the legal move between pegs B and C repeat until complete For an odd number of disks: make the legal move between pegs A and C make the legal move between pegs A and B make the legal move between pegs B and C repeat until complete In case of recursive solution: To move n discs from peg A to peg C: move n-1 discs from A to B. This leaves disc n alone on peg A move disc n from A to C move n-1 discs from B to C so they sit on disc n Now the questions are: How did we get this two solutions? Only by intuition? Or by logical/mathematical computation? If computation, how?

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  • In a Tower defense game, how to do buffs/debuffs

    - by Gabe
    The question is at the very bottom. If you understand Buffs/Debuffs in tower defense games then you should skip the bulk of this question and go to the bottom (seperated with the long line) I plan on making an IPhone TD game. The fact that its an iPhone game isn't relevant but I am coding in Objective-c with Cocos2D. I am relatively inexperienced in the field of game design so I'm looking for some advice from someone experienced in this field. In tower defense, there are two things that are relevant to my question: towers/enemies (both have their own classes/children). They each have stats like hp, damage, speed, etc. I want to add buffs/defuffs, for instance: Towers A,B and C each have 15 base damage. Tower D would be a buff tower with no damage, a tower with an AOE(area of effect) aura that gives 10% damage to all towers in range. Tower E might slow enemies in its AOE, a debuff. Stuff like that. The same could go for enemies. Enemy A is a boss that has a slow aura that affects towers and slows their base attack speed or something along those lines. So the question is, what would be the most effective way to implement this? If it was just towers then I would just mess around with the tower classes, but since tower classes and enemy classes are both affected, should I make a buff class? TD games can consume quite a bit of memory with large amounts of creeps and towers, and buffs I feel like would also consume quit a bit... So I'm trying to be as effective as possible.

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  • SWI-Prolog as an embedded application in VS2008 C++

    - by H.J. Miri
    I have a C++ application (prog.sln) which is my main program and I want to use Prolog as an embedded logic server (hanoi.pl) int main(int argc, char** argv) { putenv( "SWI_HOME_DIR=C:\\Program Files\\pl" ); argv[0] = "libpl.dll"; argv[1] = "-x"; argv[2] = "hanoi.pl"; argv[3] = NULL; PL_initialise(argc, argv); { fid_t fid = PL_open_foreign_frame(); predicate_t pred = PL_predicate( "hanoi", 1, "user" ); int rval = PL_call_predicate( NULL, PL_Q_NORMAL, pred, 3 ); qid_t qid = PL_open_query( NULL, PL_Q_NORMAL, pred, 3 ); while ( PL_next_solution(qid) ) return qid; PL_close_query(qid); PL_close_foreign_frame(fid); system("PAUSE"); } return 1; system("PAUSE"); } Here is my Prolog source code: :- use_module( library(shlib) ). hanoi( N ):- move( N, left, center, right ). move( 0, _, _, _ ):- !. move( N, A, B, C ):- M is N-1, move( M, A, C, B ), inform( A, B ), move( M, C, B, A ). inform( X, Y ):- write( 'move a disk from ' ), write( X ), write( ' to ' ), write( Y ), nl. I type at the command: plld -o hanoi prog.sln hanoi.pl But it doesn't compile. When I run my C++ app, it says: Undefined procedure: hanoi/1 What is missing/wrong in my code or at the prompt that prevents my C++ app from consulting Prolog? Appreciate any help/pointer.

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  • How does this iterative Tower of Hanoi work? C

    - by Nitesh Panchal
    Hello, while surfing google, i found this interesting solution to Tower Of Hanoi which doesn't even use stack. Can anybody explain me in brief, what is it actually doing? And this solution really acceptable? #include <stdio.h> #include <stdlib.h> int main() { int n, x; printf( "How many disks? " ); scanf( "%d", &n ); printf("\n"); for (x=1; x < (1 << n); x++) printf( "move from tower %i to tower %i.\n", (x&x-1)%3, ((x|x-1)+1)%3 ); return 0; }

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  • Placement of defensive structures in a game

    - by Martin
    I am working on an AI bot for the game Defcon. The game has cities, with varying populations, and defensive structures with limited range. I'm trying to work out a good algorithm for placing defence towers. Cities with higher populations are more important to defend Losing a defence tower is a blow, so towers should be placed reasonably close together Towers and cities can only be placed on land So, with these three rules, we see that the best kind of placement is towers being placed in a ring around the largest population areas (although I don't want an algorithm just to blindly place a ring around the highest area of population, sometime there might be 2 sets of cities far apart, in which case the algorithm should make 2 circles, each one half my total towers). I'm wondering what kind of algorithms might be used for determining placement of towers?

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  • How can we view 3d objects from top down view in TD game

    - by Syed
    I am making a tower defense game. I am working in x and y axis only. I have made a grid, snapped towers and made a pathfinding algo to run enemy. Initially I have worked with cubes and spheres in place of towers and enemies. Now I am going to place real towers (3D). Note that I haven't used z axis up till now. The user will analyze the game from top down view. I want the user to see towers placement with a little bit of 3d view but I have made my all code in 2d thing. Is there any solution to my problem that somewhat tower placement would view a 3D touch or you can say 2.5D ?? (like fieldrunners) or should I have to involve z axis and ignoring y axis ?

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  • Consulting a Prolog Source Code from within a VS2008 Solution File

    - by Joshua Green
    I have a Prolog file (Hanoi.pl) containing the code for solving the Hanoi Towers puzzle: hanoi( N ):- move( N, left, middle, right ). move( 0, _, _, _ ):- !. move( N, A, B, C ):- M is N-1, move( M, A, C, B ), inform( A, B ), move( M, C, B, A ). inform( X, Y ):- write( 'move a disk from ' ), write( X ), write( ' to ' ), writeln( Y ). I also have a C++ file written in VS2008 IDE: #include <iostream> #include <string> #include <stdio.h> #include <stdlib.h> using namespace std; #include "SWI-cpp.h" #include "SWI-Prolog.h" predicate_t phanoi; term_t t0; int main(int argc, char** argv) { long n = 5; int rval; if ( !PL_initialise(1, argv) ) PL_halt(1); PL_put_integer( t0, n ); phanoi = PL_predicate( "hanoi", 1, NULL ); rval = PL_call_predicate( NULL, PL_Q_NORMAL, phanoi, t0 ); system( "PAUSE" ); } How can I consult my Prolog source code (Hanoi.pl) from within my C++ code? Not from the Command Prompt - from the code, something like include or consult or compile? It is located in the same folder as my cpp file. Thanks,

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  • weather-indicator: networking error: HTTP Error 403: Forbidden?

    - by quanta
    Here're the ~/.cache/indicator-weather.log: [Fetcher] 2012-11-24 11:45:52,619 - DEBUG - Indicator: getWeather for location 'Hanoi, Ha N?i, Vietnam' [Fetcher] 2012-11-24 11:45:52,620 - DEBUG - Indicator: getWeather: updating weather report [Fetcher] 2012-11-24 11:45:52,620 - DEBUG - Location: default weather source 'Google' chosen for 'Hanoi' [Fetcher] 2012-11-24 11:45:53,019 - ERROR - Indicator: networking error: HTTP Error 403: Forbidden [Fetcher] 2012-11-24 11:45:53,020 - DEBUG - Indicator: updateWeather: waiting for 'Cacher' thread to terminate [Fetcher] 2012-11-24 11:45:53,020 - ERROR - Indicator: updateWeather: could not get weather, leaving cached data

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  • How to handle shoot instructions, in a multiplayer TD

    - by Martin Elvar Jensen
    I'm currently working on a Multiplayer Tower Defense game, using ImpactJS & Node. I seek some clarification about how to handle projectiles from towers, let me explain. So the server is running the master game, and the clients just follow the instruction from the server. Lets say there is about 20 towers on the stage, all needs instructions for which creeps to shoot at. Now lets say each towers fires twice in a second, that's 40 shots each second, (worst case scenario) which is 40 request per second to each client, would't this casue alot of stress to the server, saying that we have 50 games running the same time. So what i am really asking, is this method inefficient, and is there a smarter way to handle all these instructions. Thank you.

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  • Several classes need to access the same data, where should the data be declared?

    - by Juicy
    I have a basic 2D tower defense game in C++. Each map is a separate class which inherits from GameState. The map delegates the logic and drawing code to each object in the game and sets data such as the map path. In pseudo-code the logic section might look something like this: update(): for each creep in creeps: creep.update() for each tower in towers: tower.update() for each missile in missiles: missile.update() The objects (creeps, towers and missiles) are stored in vector-of-pointers. The towers must have access to the vector-of-creeps and the vector-of-missiles to create new missiles and identify targets. The question is: where do I declare the vectors? Should they be members of the Map class, and passed as arguments to the tower.update() function? Or declared globally? Or are there other solutions I'm missing entirely?

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  • Trying to re-install ubuntu 11.10on an HP Pavillion G6, screen goes black after the ubuntu logo shows.How do I get it to install normally?

    - by Josh Towers
    Installed Ubuntu 11.1 successfully without my wireless device being recognized. Used sudo apt-get update + upgrade commands to attempt to fix this. Computer crashes after upgrade and now it won't finish re-installing Ubuntu, after it shows the first purple screen with the Ubuntu logo, the screen goes black. Used the Derik's Boot Nuke CD and then attempted re-installment again, and the black screen problem remains consistent, seemingly no matter what I do. It sounds like it's installing but won't let me see anything or go anywhere. heelllppp

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  • 5 Ways to Determine Mobile Location

    - by David Dorf
    In my previous post, I mentioned the importance of determining the location of a consumer using their mobile phone.  Retailers can track anonymous mobile phones to determine traffic patterns both inside and outside their stores.  And with consumers' permission, retailers can send location-aware offers to mobile phones; for example, a coupon for cereal as you walk down that aisle.  When paying with Square, your location is matched with the transaction.  So there are lots of reasons for retailers to want to know the location of their customers.  But how is it done? I thought I'd dive a little deeper on that topic and consider the approaches to determining location. 1. Tower Triangulation By comparing the relative signal strength from multiple antenna towers, a general location of a phone can be roughly determined to an accuracy of 200-1000 meters.  The more towers involved, the more accurate the location. 2. GPS Using Global Positioning Satellites is more accurate than using cell towers, but it takes longer to find the satellites, it uses more battery, and it won't well indoors.  For geo-fencing applications, like those provided by Placecast and Digby, cell towers are often used to determine if the consumer is nearing a "fence" then switches to GPS to determine the actual crossing of the fence. 3. WiFi Triangulation WiFi triangulation is usually more accurate than using towers just because there are so many more WiFi access points (i.e. radios in routers) around. The position of each WiFi AP needs to be recorded in a database and used in the calculations, which is what Skyhook has been doing since 2008.  Another advantage to this method is that works well indoors, although it usually requires additional WiFi beacons to get the accuracy down to 5-10 meters.  Companies like ZuluTime, Aisle411, and PointInside have been perfecting this approach for retailers like Meijer, Walgreens, and HomeDepot. Keep in mind that a mobile phone doesn't have to connect to the WiFi network in order for it to be located.  The WiFi radio in the phone only needs to be on.  Even when not connected, WiFi radios talk to each other to prepare for a possible connection. 4. Hybrid Approaches Naturally the most accurate approach is to combine the approaches described above.  The more available data points, the greater the accuracy.  Companies like ShopKick like to add in acoustic triangulation using the phone's microphone, and NearBuy can use video analytics to increase accuracy. 5. Magnetic Fields The latest approach, and this one is really new, takes a page from the animal kingdom.  As you've probably learned from guys like Marlin Perkins, some animals use the Earth's magnetic fields to navigate.  By recording magnetic variations within a store, then matching those readings with ones from a consumer's phone, location can be accurately determined.  At least that's the approach IndoorAtlas is taking, and the science seems to bear out.  It works well indoors, and doesn't require retailers to purchase any additional hardware.  Keep an eye on this one.

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  • Google Code Jam Returns!

    Given a list of cell phone towers, the cost or gain of upgrading each one, and the requirement that every upgraded tower can only have upgraded towers in...

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  • Touch Event Not Work With PinchZoom

    - by Siddharth
    I was implemented pinch zoom functionality for my tower of defense game. I manage different entity to display all the towers. From that entity game player select the tower and drag to the actual position where he want to plot the tower. I set the entity in HUD also, so user scroll and zoom the region, the tower become visible all the time. Basically I have created the different entity to show and hide towers only so I can manage it easily. My problem is when I have not perform the scroll and zoom the tower touch and the dragging easily done but when I zoom and scroll the scene at that time the tower touch event does not call so the player can not able to drag and drop it to actual position. So anybody please help me to come out of it.

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  • Rotating pictures

    - by Samuel
    Hello! I am currently programming a Tower Defence game for university and i stumbled upon a problem: i want my towers to rotate towards the monster it is shooting at. The towers are bitmaps and we are supposed to program in a language called Modula 2: If you have heard of it any help is welcome to rotate bitmaps, if you havent it might still be helpful to know how i could start, how image rotation is done in general. Thanks in advance, Samuel

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  • How to handle duplicate values in d3.js

    - by Mario
    First I'm a d3.js noob :) How you can see from the title I've got a problem with duplicated data and aggregate the values is no option, because the name represent different bus stops. In this example maybe the stops are on the fron side and the back side of a building. And of course I like to show the names on the x-axis. If i created an example and the result is a bloody mess, see jsFiddel. x = index name = bus stop name n = value I've got a json e.g.: [{ "x": 0, "name": "Corniche St / Abu Dhabi Police GHQ", "n": 113 }, { "x": 1, "name": "Corniche St / Nation Towers", "n": 116 }, { "x": 2, "name": "Zayed 1st St / Al Khalidiya Public Garden", "n": 146 }, ... { "x": 49, "name": "Hamdan St / Tariq Bin Zeyad Mosque", "n": 55 }] The problem: It is possible that the name could appear more then once e.g. { "x": 1, "name": "Corniche St / Nation Towers", "n": 116 } and { "x": 4, "name": "Corniche St / Nation Towers", "n": 105 } I like to know is there a way to tell d3.js not to use distinct names and instead just show all names in sequence with their values. Any ideas or suggestions are very welcome :) If you need more information let me know. Thanks in advanced Mario

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  • repaint problem

    - by user357816
    I have a problem with my repaint in the method move. I dont know what to doo, the code is below import java.awt.*; import java.io.*; import java.text.*; import java.util.*; import javax.sound.sampled.*; import javax.swing.*; import javax.swing.Timer; import java.awt.event.*; import java.lang.*; public class bbb extends JPanel { public Stack<Integer> stacks[]; public JButton auto,jugar,nojugar; public JButton ok,ok2; public JLabel info=new JLabel("Numero de Discos: "); public JLabel instruc=new JLabel("Presiona la base de las torres para mover las fichas"); public JLabel instruc2=new JLabel("No puedes poner una pieza grande sobre una pequenia!"); public JComboBox numeros=new JComboBox(); public JComboBox velocidad=new JComboBox(); public boolean seguir=false,parar=false,primera=true; public int n1,n2,n3; public int click1=0; public int opcion=1,tiempo=50; public int op=1,continuar=0,cont=0; public int piezas=0; public int posx,posy; public int no; public bbb() throws IOException { stacks = new Stack[3]; stacks[0]=new Stack<Integer>(); stacks[1]=new Stack<Integer>(); stacks[2]=new Stack<Integer>(); setPreferredSize(new Dimension(1366,768)); ok=new JButton("OK"); ok.setBounds(new Rectangle(270,50,70,25)); ok.addActionListener(new okiz()); ok2=new JButton("OK"); ok2.setBounds(new Rectangle(270,50,70,25)); ok2.addActionListener(new vel()); add(ok2);ok2.setVisible(false); auto=new JButton("Automatico"); auto.setBounds(new Rectangle(50,80,100,25)); auto.addActionListener(new a()); jugar=new JButton("PLAY"); jugar.setBounds(new Rectangle(100,100,70,25)); jugar.addActionListener(new play()); nojugar=new JButton("PAUSE"); nojugar.setBounds(new Rectangle(100,150,70,25)); nojugar.addActionListener(new stop()); setLayout(null); info.setBounds(new Rectangle(50,50,170,25)); info.setForeground(Color.white); instruc.setBounds(new Rectangle(970,50,570,25)); instruc.setForeground(Color.white); instruc2.setBounds(new Rectangle(970,70,570,25)); instruc2.setForeground(Color.white); add(instruc);add(instruc2); add(jugar);add(nojugar);jugar.setVisible(false);nojugar.setVisible(false); add(info); info.setVisible(false); add(ok); ok.setVisible(false); add(auto); numeros.setBounds(new Rectangle(210,50,50,25)); numeros.addItem(1);numeros.addItem(2);numeros.addItem(3);numeros.addItem(4);numeros.addItem(5); numeros.addItem(6);numeros.addItem(7);numeros.addItem(8);numeros.addItem(9);numeros.addItem(10); add(numeros); numeros.setVisible(false); velocidad.setBounds(new Rectangle(150,50,100,25)); velocidad.addItem("Lenta"); velocidad.addItem("Intermedia"); velocidad.addItem("Rapida"); add(velocidad); velocidad.setVisible(false); } public void Mover(int origen, int destino) { for (int i=0;i<3;i++) { System.out.print("stack "+i+": "); for(int n : stacks[i]) System.out.print(n+";"); System.out.println(""); } System.out.println("de <"+origen+"> a <"+destino+">"); stacks[destino].push(stacks[origen].pop()); System.out.println(""); this.validate(); this.repaint( ); } public void hanoi(int origen, int destino, int cuantas) { while (parar) {} if (cuantas <= 1) Mover(origen,destino); else { hanoi(origen,3 - (origen+destino),cuantas-1); Mover(origen,destino); hanoi(3 - (origen+destino),destino,cuantas-1); } } public void paintComponent(Graphics g) { ImageIcon fondo= new ImageIcon("fondo.jpg"); g.drawImage(fondo.getImage(),0, 0,1366,768,null); g.setColor(new Color((int)(Math.random() * 254), (int)(Math.random() *255), (int)(Math.random() * 255))); g.fillRect(0,0,100,100); g.setColor(Color.white); g.fillRect(150,600,250,25); g.fillRect(550,600,250,25); g.fillRect(950,600,250,25); g.setColor(Color.red); g.fillRect(270,325,10,275); g.fillRect(270+400,325,10,275); g.fillRect(270+800,325,10,275); int x, y,top=0; g.setColor(Color.yellow); x=150;y=580; for(int ii:stacks[0]) { g.fillRect(x+((ii*125)/10),y-(((ii)*250)/10),((10-ii)*250)/10,20);} x=550;y=580; for(int ii:stacks[1]) {g.fillRect(x+((ii*125)/10),y-(((ii)*250)/10),((10-ii)*250)/10,20);} x=950;y=580; for(int ii:stacks[2]) {g.fillRect(x+((ii*125)/10),y-(((ii)*250)/10),((10-ii)*250)/10,20);} System.out.println("ENTRO"); setOpaque(false); } private class play implements ActionListener //manual { public void actionPerformed(ActionEvent algo) { parar=false; if(primera=true) { hanoi(0,2,no); primera=false; } } } private class stop implements ActionListener //manual { public void actionPerformed(ActionEvent algo) { parar=true; } } private class vel implements ActionListener //manual { public void actionPerformed(ActionEvent algo) { if (velocidad.getSelectedItem()=="Lenta") {tiempo=150;} else if (velocidad.getSelectedItem()=="Intermedia") {tiempo=75;} else tiempo=50; ok2.setVisible(false); jugar.setVisible(true); nojugar.setVisible(true); } } private class a implements ActionListener //auto { public void actionPerformed(ActionEvent algo) { auto.setVisible(false); info.setVisible(true); numeros.setVisible(true); ok.setVisible(true); op=3; } } private class okiz implements ActionListener //ok { public void actionPerformed(ActionEvent algo) { no=Integer.parseInt(numeros.getSelectedItem().toString()); piezas=no; if (no>0 && no<11) { info.setVisible(false); numeros.setVisible(false); ok.setVisible(false); for (int i=no;i>0;i--) stacks[0].push(i); opcion=2; if (op==3) { info.setText("Velocidad: ");info.setVisible(true); velocidad.setVisible(true); ok2.setVisible(true); } } else { } repaint(); } } } the code of the other class that calls the one up is below: import java.awt.*; import java.io.*; import java.net.URL; import javax.imageio.*; import javax.swing.*; import javax.swing.border.*; import java.lang.*; import java.awt.event.*; public class aaa extends JPanel { private ImageIcon Background; private JLabel fondo; public static void main(String[] args) throws IOException { JFrame.setDefaultLookAndFeelDecorated(true); final JPanel cp = new JPanel(new BorderLayout()); JFrame frame = new JFrame ("Torres de Hanoi"); frame.setDefaultCloseOperation (JFrame.EXIT_ON_CLOSE); frame.setSize(550,550); frame.setVisible(true); bbb panel = new bbb(); frame.getContentPane().add(panel); frame.pack(); frame.setVisible(true); } }

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  • What are algorithmic paradigms?

    - by Vaibhav Agarwal
    We generally talk about paradigms of programming as functional, procedural, object oriented, imperative etc but what should I reply when I am asked the paradigms of algorithms? For example are Travelling Salesman Problem, Dijkstra Shortest Path Algorithm, Euclid GCD Algorithm, Binary search, Kruskal's Minimum Spanning Tree, Tower of Hanoi paradigms of algorithms? Should I answer the data structures I would use to design these algorithms?

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