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Articles indexed in November 2012

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  • Implementing a multilanguage AI contest platform

    - by Alejandro Piad
    This is a followup to this question. To sum: I'm implementing an AI contest site, where each user may submit several AI implementations for different games. Think about Google AI Challenge but instead of just having a big event once a year, I would like it more on a league fashion, with all virtual players playing with each other every some close period of time. I want to support as many programming languages as possible. I've seen that contest sites (like codeforces) ask you to submit a source code and interact through stdin and stdout. The first question is: what is the best way of supporting multiple languages? As I see it, I can either ask people to upload some binary/script, and interact either through stdin/*stdout*, or sockets, or the file system; or ask people to submit source code, and wrap it with whatever is necessary for the interaction. I would like to skip the need to compile the code by myself (in the server, I mean), but I am willing to do it if its the "best" choice. I need to comunicate virtual players with each other, or even better, with some intermediary arbiter. The second question is regarding security. If I'm going to be running user code in my server, I want to ensure strict security conditions, like no file system access, no networking, etc. Otherwise it would be a safe heaven for hackers. I will be implementing the engine/arbiter in .NET. I would like to support at least C#, C++, Java and Python for the user's implementations. I'm willing to write interfaces for each of these languages to simplify the user interaction with the system. Thanks in advance.

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  • How can I plot a radius of all reachable points with pathfinding for a Mob (XNA)?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • How to add isometric (rts-alike) perspective and scolling in unity?

    - by keinabel
    I want to develop some RTS/simulation game. Therefore I need a camera perspective like one knows it from Anno 1602 - 1404, as well as the camera scrolling. I think this is called isometric perspective (and scrolling). But I honestly have no clue how to manage this. I tried some things I found on google, but they were not satisfying. Can you give me some good tutorials or advice for managing this? Thanks in advance

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  • Player Movement DirectX

    - by SullY
    I'm reading on a Book that's about Gamedevelopment with C++ and DirectX 9. There is something that interrests me: It says that playermovements are increasing with the power of the CPU. Becouse a faster CPU will move the player with every frame ( better CPU = better FPS ) To bypass it, it says you have just to multiplicate time*movementfactor . I'd like to know is there an another way to bypass it ?

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  • MMORPG Server architecture: How to handle player input (messages/packets) while the server has to update many other things at the same time?

    - by Renann
    Yes, the question is is very difficult. This is more or less like what I'm thinking up to now: while(true) { if (hasMessage) { handleTheMessage(); } } But while I'm receiving the player's input, I also have objects that need to be updated or, of course, monsters walking (which need to have their locations updated on the game client everytime), among other things. What should I do? Make a thread to handle things that can't be stopped no matter what? Code an "else" in the infinity loop where I update the other things when I don't have player's input to handle? Or even: should I only update the things that at least one player can see? These are just suggestions... I'm really confused about it. If there's a book that covers these things, I'd like to know. It's not that important, but I'm using the Lidgren lib, C# and XNA to code both server and client. Thanks in advance.

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Nifty gui hide/show image

    - by Mario
    I have a simple screen made with Nifty gui. On this game screen I want to put a simple image controls sound: just on and not. So I have two images to switch and get music stop or run. Problem is: how can I hide/disply an image with nifty gui? Here my java code when player click on image: Screen screen = nifty.getCurrentScreen(); Element el = screen.findElementByName("iconOn"); el.setVisible(false); el = screen.findElementByName("iconOff"); el.setVisible(true); This code doesn't work :( Thanks to everyone could help me

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  • what does AngleVectors method in quake 3 source code does

    - by kypronite
    I just downloaded quake 3 for learning purposes. I know some of some linear algebra(basic vector math ie: dot,cross product). However I can't decipher what below method does, I know what is yaw,pitch and roll. But I can't connect these with vector. Worse, I'm not sure this fall under what math 'category', so I don't really know how to google. Hence the question here. Anyone? void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle; static float sr, sp, sy, cr, cp, cy; // static to help MS compiler fp bugs angle = angles[YAW] * (M_PI*2 / 360); sy = sin(angle); cy = cos(angle); angle = angles[PITCH] * (M_PI*2 / 360); sp = sin(angle); cp = cos(angle); angle = angles[ROLL] * (M_PI*2 / 360); sr = sin(angle); cr = cos(angle); if (forward) { forward[0] = cp*cy; forward[1] = cp*sy; forward[2] = -sp; } if (right) { right[0] = (-1*sr*sp*cy+-1*cr*-sy); right[1] = (-1*sr*sp*sy+-1*cr*cy); right[2] = -1*sr*cp; } if (up) { up[0] = (cr*sp*cy+-sr*-sy); up[1] = (cr*sp*sy+-sr*cy); up[2] = cr*cp; } } ddddd

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  • Change the scale-policy of OpenGL ES in Android?

    - by wanting252
    I currently develop a game for Android in OpenGL ES 1.0, use libgdx library. I target the 720x480 screen size. For example, I design only one arts pack for 720x480. And what will happen in Android phones with screen-size smaller or bigger than it, 480x320 for instance? Could you please tell me how to change the scale-policy of OpenGL ES in Android? Or in libgdx specially? Is there anything like "Resample Image" like photoshop?(Nearest Neighbor, Bilinear, Bicubic etc..) for libgdx? Edit: I found some tutorials about texture filter in OpenGL, test it with Linear and Nearest. Linear is good for scaling but slow down the game, and Nearest is on the contrary. What should I do to get a balance between those?

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  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

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  • Using MinGW to compile a SFML project

    - by Kyle Martin
    Okay, so I have a C++ project that uses SFML, and I want to be able to compile it from the CMD using MinGW. I have it so I can compile.cpp's, however, I just need to know what more I have to do in order for it to work with SFML. I tried compiling it with CodeBlocks and MinGW, and it works fine, until I try to run it, at which point it tells me that sfml-system.dll is missing from my computer. Does this mean I installed it incorrectly? I followed the CodeBlocks installation down to the letter, from what I could tell... I put the include\SFML in the include\ of MinGW, and I put all the *.a's from lib\ into the \lib of MinGW as well. Thank you for the help you can give! Kyle

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  • Twin edges - Half edge data structure

    - by Pradeep Kumar
    I have implemented a Half-edge data structure for loading 3d objects. I find that the part of assigning twin/pair edges takes the longest computation time (especially for objects which have hundreds of thousands half edges). The reason is that I use nested loops to accomplish this. Is there a simpler and efficient way of doing this? Below is the code which I've written. HE is the half-edge data structure. hearr is a vector containing all the half edges. vert is the starting vertex and end is the ending vertex. Thanks!! HE *e1,*e2; for(size_t i=0;i<hearr.size();i++){ e1=hearr[i]; for(size_t j=1;j<hearr.size();j++){ e2=hearr[j]; if((e1->vert==e2->end)&&(e2->vert==e1->end)){ e1->twin=e2; e2->twin=e1; } } }

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  • Calculations on the iteration count in for loop in Ruby 1.8.7

    - by user1805035
    I was playing around with Ruby and Latex to create a color coding set. I'm more than a novice with C++, but haven't looked at Ruby until now. So, still learning a lot of coding. I have the following block of code below. When attempting to run this, band1 = 1e+02. I've tried band1 = (BigDecimal(i) * 100).to_f thinking maybe there was some odd floating point issue. This is just me trying anything though as an integer multiplied by an integer should create an integer, if I'm still thinking correctly. I've tried a variety of other things as well (things that I can do in C++, but this ain't C++), but to no avail. (1..9).each do |i| #Band 1 (0..9).each do |j| #Band 2 (0..11).each do |k| #Band 3 #Band 3 Start #these are the colors of the resistor bands b1 = $c_band12[i] b2 = $c_band12[j] b3 = $c_band3[k] b4 = "Gold" oms = ((i*100) + (j*10)) * $mult[k] band1 = i*100 band2 = j band3 = $mult[k] end end end Not sure what I'm missing. Should I be using .each_with_index through these iterations? I've tried this: (1..9).each_with_index {|i, indexi| #Band 1 (0..9).each_with_index {|j, indexj| #Band 2 (0..11).each_with_index {|k, indexk| #Band 3 #Band 3 Start #these are the colors of the resistor bands b1 = $c_band12[i] b2 = $c_band12[j] b3 = $c_band3[k] b4 = "Gold" oms = ((i*100) + (j*10)) * $mult[k] band1 = indexk * 100 and I get the same answer. I can't see why 1*100 should equate to such a large number? Thank you, AT

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  • how to increase or decrease the quantity in a field in my sql when we enter the new quantity

    - by madhu
    I'm doing a project I'm encountering a problem in my project......... the problem is i would like to increase or decrease the quantity in my sql quantity field when i pass the issued or delivered quantity i.e.... initially the quantity in the quantity filed is 1 when i intake the product of a quantity 10 then automatically it should update the quantity as 10+1=11 so it must update as 11, if i remove a 1 quantity it should update as 0........ how to write a code in jsp.......... pls do help

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  • Trie Backtracking in Recursion

    - by Darksky
    I am building a tree for a spell checker with suggestions. Each node contains a key (a letter) and a value (array of letters down that path). So assume the following sub-trie in my big trie: W / \ a e | | k k | | is word--> e e | ... This is just a subpath of a sub-trie. W is a node and a and e are two nodes in its value array etc... At each node, I check if the next letter in the word is a value of the node. I am trying to support mistyped vowels for now. So 'weke' will yield 'wake' as a suggestion. Here's my searchWord function in my trie: def searchWord(self, word, path=""): if len(word) > 0: key = word[0] word = word[1:] if self.values.has_key(key): path = path + key nextNode = self.values[key] return nextNode.searchWord(word, path) else: # check here if key is a vowel. If it is, check for other vowel substitutes else: if self.isWord: return path # this is the word found else: return None Given 'weke', at the end when word is of length zero and path is 'weke', my code will hit the second big else block. weke is not marked as a word and so it will return with None. This will return out of searchWord with None. To avoid this, at each stack unwind or recursion backtrack, I need to check if a letter is a vowel and if it is, do the checking again. I changed the if self.values.has_key(key) loop to the following: if self.values.has_key(key): path = path + key nextNode = self.values[key] ret = nextNode.searchWord(word, path) if ret == None: # check if key == vowel and replace path # return nextNode.searchWord(... return ret What am I doing wrong here? What can I do when backtracking to achieve what I'm trying to do?

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  • HTMLAgilitypack getting <P> and <STRONG> text

    - by StealthRT
    Hey all i am looking for a way to get this HTML code: <DIV class=channel_row><SPAN class=channel> <DIV class=logo><IMG src='/images/channel_logos/WGNAMER.png'></DIV> <P><STRONG>2</STRONG><BR>WGNAMER </P></SPAN> using the HtmlAgilityPack. I have been trying this: With channel info!Logo = .SelectSingleNode(".//img").Attributes("src").Value info!Channel = .SelectSingleNode(".//span[@class='channel']").ChildNodes(1).ChildNodes(0).InnerText info!Station = .SelectSingleNode(".//span[@class='channel']").ChildNodes(1).ChildNodes(2).InnerText End With I can get the Logo but it comes up with a blank string for the Channel and for the Station it says Index was out of range. Must be non-negative and less than the size of the collection. I've tried all types of combinations: info!Station = .SelectSingleNode(".//span[@class='channel']").ChildNodes(1).ChildNodes(1).InnerText info!Station = .SelectSingleNode(".//span[@class='channel']").ChildNodes(1).ChildNodes(3).InnerText info!Station = .SelectSingleNode(".//span[@class='channel']").ChildNodes(0).ChildNodes(1).InnerText info!Station = .SelectSingleNode(".//span[@class='channel']").ChildNodes(0).ChildNodes(2).InnerText info!Station = .SelectSingleNode(".//span[@class='channel']").ChildNodes(0).ChildNodes(3).InnerText What do i need to do in order to correct this?

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  • Align/Wrap images around div

    - by Ryan Phillips
    What I'm trying to achieve is a page with a div centered in the middle of the screen (720x360). This is done with jQuery using $(window).height() and $(window).width() and works perfectly. The next part is getting 180x180 images to fit around that middle div. These will fill the screen + beyond. I'm stuck on how to get these to align that way and I couldn't find a live example of anyone doing the same thing. So, is this even possible? Thanks, Any help is appreciated!

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  • Problems with 'while' loop and 'for' loop when reading through file

    - by David Beckham
    I wasted plenty of hours trying to figure out the problem but no luck. Tried asking the TA at my school, but he was useless. I am a beginner and I know there are a lot of mistakes in it, so it would be great if I can get some detail explanation as well. Anyways, basically what I am trying to do with the following function is: Use while loop to check and see if random_string is in TEXT, if not return NoneType if yes, then use a for loop to read lines from that TEXT and put it in list, l1. then, write an if statement to see if random_string is in l1. if it is, then do some calculations. else read the next line Finally, return the calculations as a whole. TEXT = open('randomfile.txt') def random (TEXT, random_string): while random_string in TEXT: for lines in TEXT: l1=TEXT.readline().rsplit() if random_string in l1: ''' do some calculations ''' else: TEXT.readline() #read next line??? return #calculations return None

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  • When Drag a object from one div to another , format gets changed

    - by Anuj
    When a object is dragged and dropped from one div to another, the format in li gets changes to text only. I want it in the same format i.e 'li' after droping it. $(function() { $( "#catalog ul" ).sortable({ zIndex: 10000, revert: true }); $( "#catalog" ).accordion(); $( "#catalog ul" ).draggable({ appendTo: "body", helper: "clone", zIndex: 10000 }); $( "#dialogIteration ol" ).droppable({ activeClass: "ui-state-default", hoverClass: "ui-state-hover", drop: function( event, ui ) { $( this ).find( ".placeholder" ).remove(); $( "<li></li>" ).text( ui.draggable.text() ).appendTo( this ); } }).sortable({ items: "li:not(.placeholder)", sort: function() { // gets added unintentionally by droppable interacting with sortable // using connectWithSortable fixes this, but doesn't allow you to customize active/hoverClass options $( this ).removeClass( "ui-state-default" ); } }); $( "ul, li" ).disableSelection(); $("#dialogIteration").dialog(); }); Demo: http://jsfiddle.net/coolanuj/7683X/7/

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  • Button stops working after loading div via ajax

    - by asovgir
    I have two divs on the page: main div and secondary, which loads a separate html page using ajax. All the links within the main div trigerred by a click event continue to work correctly and reference the appropriate content, but none of the jquery outside this div works (such as the navigation). Here's my jQuery: var url; $('.main a').live('click',function() { url = $(this).attr('href'); $('.secondary').load(url); return false; }); Can anyone help me why this isn't working? I think I am supposed to trigger a callback event but I am not sure how to do so. I know this question has been asked multiple times already (usually suggesting to use .live() or .on()), but none of those solutions seemed to work for me.

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  • Objective C instance variables - Newbie

    - by Dwayne King
    OK - so I'm sure my confusion here is just a result of being stuck in a "Java mindset" and not understanding how Obj C differs in this case. In Java, I can declare a variable in a class, like this, and each instance of that class will have it's own: MyClass { String myVar; MyClass() { // constructor } } In Obj C I tried to do the same thing by declaring a variable only in the .m file like this: #import "MyClass.h" @implementation MyClass NSString *testVar; @end My expectation here was that this variable has a scope limited to this class. So I created a second class (identical): #import "MySecondClass.h" @implementation MySecondClass NSString *testVar; @end What I'm seeing (and has me baffled) is that changing the variable in one class, affects the value seen in the other class. In fact, if I set a breakpoint, and then "Jump to Definition" of the variable, it takes me to th I've created an extremely small XCode project that demonstrates the problem here Nothing more humbling than moving to a new language :) Thanks in advance.

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  • How to compare 2 button title using index or tag value

    - by fasil moham
    Here my application i having set of button 12 buttons,button titles are hidden by default.Button titles are shown when it is clikced , -(IBAction)buttonAction:(id)sender { UIButton *button = (UIButton *)sender; int index = button.tag; [self showing:index]; //now, this method accepts a parameter. } -(void) showing:(NSInteger)index { UIButton* btn = nil; index = index - 1; NSArray* subViewArray = [self.view subviews]; NSInteger i = 0; for (UIView *view in subViewArray) { if ([view isKindOfClass:[UIButton class]]) { btn = (UIButton*) view; NSString* text; if (i == index) { text = [self.textArray objectAtIndex:i]; //put the array that you are using self.previousButtonTag = i; //make a class variable }else { text = @""; } i++; [btn setTitle:text forState:UIControlStateNormal]; } } } 1.I want to compare two button title values to check whether it is equal or not.Im facing the problem , 2.Only press button title only visible,when i click other button previous title is hided,I want to enable two button title on click and wen it is wrong it should be hided.Please suggest me the How to solve this issue,Please do the needfully

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  • servicestack Razor view with request and response DTO

    - by user7398
    I'm having a go with the razor functionality in service stack. I have a razor cshtml view working for one of my response DTO's. I need to access some values from the request DTO in the razor view that have been filled in from some fields from the REST route, so i can construct a url to put into the response html page and also label some form labels. Is there anyway of doing this? I don't want to duplicate the property from the request DTO into the response DTO just for this html view. Because i'm trying to emulate an existing REST service of another product, i do not want to emit extra data just for the html view. eg http://localhost/rest/{Name}/details/{Id} eg @inherits ViewPage<DetailsResponse> @{ ViewBag.Title = "todo title"; Layout = "HtmlReport"; } this needs to come from the request dto NOT @Model <a href="/rest/@Model.Name">link to user</a> <a href="/rest/@Model.Name/details/@Model.Id">link to user details</a>

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  • run two thread at the same time in java

    - by user1805005
    i have used timertask to schedule my java program. now when the run method of timertask is in process, i want to run two threads which run at the same time and do different functions. here is my code.. please help me.. import java.util.Calendar; import java.util.Date; import java.util.Timer; import java.util.TimerTask; public class timercheck extends TimerTask{ // my first thread Thread t1 = new Thread(){ public void run(){ for(int i = 1;i <= 10;i++) { System.out.println(i); } } }; // my second thread Thread t2 = new Thread(){ public void run(){ for(int i = 11;i <= 20;i++) { System.out.println(i); } } }; public static void main(String[] args){ long ONCE_PER_DAY = 1000*60*60*24; Calendar calendar = Calendar.getInstance(); calendar.set(Calendar.HOUR_OF_DAY, 12); calendar.set(Calendar.MINUTE, 05); calendar.set(Calendar.SECOND, 00); Date time = calendar.getTime(); TimerTask check = new timercheck(); Timer timer = new Timer(); timer.scheduleAtFixedRate(check, time ,ONCE_PER_DAY); } @Override // run method of timer task public void run() { t1.start(); t2.start(); } }

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  • Can't send FB Notifications with new API

    - by Zak Khalique
    Really need some help with this one! I'm trying to send notifications from a canvas app using the new notifications API but I keep getting the following exception: OAuthException: (#200) Only web canvas apps can send app notifications However, the app IS loaded in the Facebook canvas -- I'm making an ajax call to my server when the user takes a particular action which triggers the notification POST request. The user has also authorized the app. This is the code I'm using: $graphUrl = $user_id . "/notifications"; $params = array( "access_token" => $admintoken, "href" => $link, "template" => "string of text < 180 chars" ); try { $result = $facebook->_graph($graphUrl, 'POST', $params); } catch (Exception $e){ echo $e; }

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