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  • How do I balance program CPU reverse compatibility whist still being able to use cutting edge features?

    - by TheLQ
    As I learn more about C and C++ I'm starting to wonder: How can a compiler use newer features of processors without limiting it just to people with, for example, Intel Core i7's? Think about it: new processors come out every year with lots of new technologies. However you can't just only target them since a significant portion of the market will not upgrade to the latest and greatest processors for a long time. I'm more or less wondering how this is handled in general by C and C++ devs and compilers. Do compilers make code similar to if SSE is supported, do this using it, else do that using the slower way or do developers have to implement their algorithm twice, or what? More or less how do you release software that takes advantage of newer processor technologies while still keeping a low common denominator?

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  • How are trajectories calculated and transmitted to other players in Multi-Player ?

    - by giulio
    I play alot of COD4. And can see tracers for gunfire, missles, care packages fall from helicopters etc. There is alot of activity. I am curious to know the algorithm (at a high level) that manages all this action when you have 20 people on a map shooting each other to death ? This question touches on the subject but doesn't ask for a more in-depth answer as to how you the developers go about calculating and transmitting movement and collision detection for projectiles, be it missles/bullets or any other object that is flying through the air in real-time.

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  • What web oriented language would work best with binary data?

    - by Qqwy
    I want to create a service where people can upload files. However, since file storage costs money, I want to compress the files so they take less space. I would want to write my own compression algorithm, however, PHP doesn't have good ways to handle binary data (which is needed for many compression algorithms). So I wondered, what would be a better language to create such a website in? I have knowledge of PHP (and Javascript, HTML and CSS) but no experience with other things like Ruby, Perl, Python, and other web development languages.

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  • k-d tree implementation [closed]

    - by user466441
    when i run my code and debugged,i got this error - this 0x00093584 {_Myproxy=0x00000000 _Mynextiter=0x00000000 } std::_Iterator_base12 * const - _Myproxy 0x00000000 {_Mycont=??? _Myfirstiter=??? } std::_Container_proxy * _Mycont CXX0017: Error: symbol "" not found _Myfirstiter CXX0030: Error: expression cannot be evaluated + _Mynextiter 0x00000000 {_Myproxy=??? _Mynextiter=??? } std::_Iterator_base12 * but i dont know what does it means,code is this #include<iostream> #include<vector> #include<algorithm> using namespace std; struct point { float x,y; }; vector<point>pointleft(4); vector<point>pointright(4); //we are going to implement two comparison function for x and y coordinates,we need it in calculation of median (we should sort vector //by x or y according to depth informaton,is depth even or odd. bool sortby_X(point &a,point &b) { return a.x<b.x; } bool sortby_Y(point &a,point &b) { return a.y<b.y; } //so i am going to implement to median finding algorithm,one for finding median by x and another find median by y point medianx(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_X); temp=points[(points.size()/2)]; return temp; } point mediany(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_Y); temp=points[(points.size()/2)]; return temp; } //now construct basic tree structure struct Tree { float x,y; Tree(point a) { x=a.x; y=a.y; } Tree *left; Tree *right; }; Tree * build_kd( Tree *root,vector<point>points,int depth) { point temp; if(points.size()==1)// that point is as a leaf { if(root==NULL) root=new Tree(points[0]); return root; } if(depth%2==0) { temp=medianx(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if (points[i].x<temp.x) pointleft[i]=points[i]; else pointright[i]=points[i]; } } else { temp=mediany(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if(points[i].y<temp.y) pointleft[i]=points[i]; else pointright[i]=points[i]; } } return build_kd(root->left,pointleft,depth+1); return build_kd(root->right,pointright,depth+1); } void print(Tree *root) { while(root!=NULL) { cout<<root->x<<" " <<root->y; print(root->left); print(root->right); } } int main() { int depth=0; Tree *root=NULL; vector<point>points(4); float x,y; int n=4; for(int i=0;i<n;i++) { cin>>x>>y; points[i].x=x; points[i].y=y; } root=build_kd(root,points,depth); print(root); return 0; } i am trying ti implement in c++ this pseudo code tuple function build_kd_tree(int depth, set points): if points contains only one point: return that point as a leaf. if depth is even: Calculate the median x-value. Create a set of points (pointsLeft) that have x-values less than the median. Create a set of points (pointsRight) that have x-values greater than or equal to the median. else: Calculate the median y-value. Create a set of points (pointsLeft) that have y-values less than the median. Create a set of points (pointsRight) that have y-values greater than or equal to the median. treeLeft = build_kd_tree(depth + 1, pointsLeft) treeRight = build_kd_tree(depth + 1, pointsRight) return(median, treeLeft, treeRight) please help me what this error means?

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  • How to make my sprite jump properly?

    - by Matthew Morgan
    I'm currently working on a 2D platformer in XNA. I have, however been having some trouble with creating a fully functional jumping algorithm. This is what I have so far: if (keystate.IsKeyDown(Keys.W)) if (onGround = true) //"onground" is true when the collision between the main sprite and the ground is detected { spritePosition.Y = velocity.Y = -5; } So, the problem I am now having is that as soon as the jump starts the variable "onGround" = false and the sprite is brought back the ground by the simple gravity I have implemented. The other problem I have is creating a limit to the height after which the sprite should automatically return to the ground. Any advice or suggestions would be greatly appreciated.

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  • Algorithms for positioning rectangles evenly spaced with unknown connecting lines

    - by MacGyver
    I'm new to game development, but I'm trying to figure out a good algorithm for positioning rectangles (of any width and height) in a given surface area, and connecting them with any variation of lines. Two rectangles will never have more than one line connecting them. Where would I begin working on a problem like this? This is only a 2 dimensional surface. I read about graph theory, and it seems like this is a close representation of that. The rectangles would be considered a node, and the lines connecting them would be considered an edge in graph theory.

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  • Map, Set use cases in a general web app

    - by user2541902
    I am currently working on my own Java web app (to be shown in interview to get a Java job). So I've not worked on Java in professional environment, so no guidance. I have database, entity classes, JPA relationships. Use cases are like, user has albums, album has pics, user has locations, location has co-ordinates etc. I used List (ArrayList) everywhere. I can do anything with List and DB, get some entry, find etc. For example, I will keep the list of users in List, then use queries to get some entry (why would I keep them in Map with id/email as key?). I know very well the working and features, implementing classes of Map, Set. I can use them for solving some algorithm, processing some data etc. In interviews, I get asked have you worked with these, where have you used them etc. So, Please tell me cases where they should be used (DB or any popular real use case).

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  • How to tile multiple procedurally generated textures?

    - by Burhuc
    I'm trying to develop a procedural tile generator for a game, mostly for the ground tiles, instead of using "hand-drawn" tiles. To achieve this I'm using Perlin noise and a sine wave with multiple parameters, which already gives me pretty nice results. I don't want to generate 1 tile and repeat that one forever for one ground type, but I want to avoid recurrences, so I'm generating n different tiles. The problem I'm having now is that I want to tile the generated textures (smooth transitions). At the moment I have this: 4 256x256 textures. I thought a simple method would be to just add the positions of the different tiles to the noise generation algorithm, so that, when creating the 4 256x256 textures, it would behave like it would create a 512x512 texture, but that somehow didn't work as intented. So how can I tile those textures?

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  • Redirect from the main page on multilanguage site

    - by Pluto
    I've decided to start developing multilingual web site. Now I'm thinking about the structure. The idea is to use a simple algorithm to find out what language is most interesting to the visitor when he makes his first visit to the root page, and then forward him to the corresponding address, for example, http://example.com/en/ for English-speaking audience and http://example.com/ru/ for Russians. The question is, how search engines react on such redirect? If this approach does not take away site's reputation, which redirects should I choose: 301 or 302? I would be very grateful for the reasoned response.

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  • How to implement the setup rules like Clash of Clan?

    - by user25959
    Now I'm already implement the setup build rules which the building could move by unit grid width and height. But the validation detection is poor efficiency. The algorithm cost me 10~12(ms) in average when I move the building. Here is my approach to that: 1.Basic Grid, it is a two dimensional array. Grid[row][column], so that I can save info for each grid. Like whether is it in occupied or excluded. 2.Exclude Space, this is a space which limit same building numbers in space.

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  • Interview question ranking FizzBuzz (1), implementing malloc (10)

    - by blrs
    I'd like to have your opinion on the difficulty of the following interview question: Find the subarray with maximum sum in an array of integers in O(n) time. This trivial sounding problem was made famous by Jon Bentley in his Programming Pearls where he uses it to demonstrate algorithm design techniques. On a scale of 1-10, 1 being the FizzBuzz (or HoppityHop) test and 10 being implement the C stdlib function malloc(), how would you rank the above problem? I think the people who can best answer this question are those who have read Programming Pearls and have tried to solve this problem on their own. To motivate those who haven't, 'Programming Pearls' gets featured many times in the 'Top 10 programming books' list.

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  • Optimization of time-varying parameters

    - by brama
    I need to find an optimal set of "n" parameter values that minimize an objective function (a 2-hr simulation of a system). I have looked at genetic algorithm and simulated annealing methods, but was wondering if there are any better algorithms and guidance on their merits and limitations. With the above optimization methods I can find the optimal parameter values that hold true for the entire simulation duration. Incase, I want to find the optimal "time varying" parameter values (parameter values change with time during the 2-hr simulation), are there any methods/ideas other than making each time varying parameter value a variable to optimize? Any thoughts?

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  • Updated copy of the OBIEE Tuning whitepaper

    - by inowodwo
    The Product Assurance team have released an updated copy of the OBIEE Tuning Whitepaper. You can find it on the PA blog https://blogs.oracle.com/pa/entry/test or via Support note OBIEE 11g Infrastructure Performance Tuning Guide (Doc ID 1333049.1) https://support.us.oracle.com/oip/faces/secure/km/DocumentDisplay.jspx?id=1333049.1&recomm=Y This new revised document contains following useful tuning items: 1.    New improved HTTP Server caching algorithm. 2.    Oracle iPlanet Web Server tuning parameters. 3.    New tuning parameters settings / values for OPIS/OBIS components.

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  • Removing surrounding noises from voice recording

    - by Peak Reconstruction Wavelength
    I have a wave file whose frequency spectrum looks like this. http://i.stack.imgur.com/2rRaS.png It contains audio, which I want to keep while removing the rest. The problem is that the surround noise changes, just those distinct voice patterns remain. I marked the voice patterns for clarity: http://i.stack.imgur.com/eLkBl.png What could an algorithm look like / a workflow in adobe audition look like that removes everything but the voice patterns? I think that the main characteristic is the line-shaped form over time. Loudness alone is not enough as the noise is loud aswell.

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  • How to move an object along a circumference of another object?

    - by Lumis
    I am so out of math that it hurts, but for some of you this should be a piece of cake. I want to move an object around another along its ages or circumference on a simple circular path. At the moment my game algorithm knows how to move and position a sprite just at the edge of an obstacle and now it waits for the next point to move depending on various conditions. So the mathematical problem here is how to get (aX, aY) and (bX, bY) positions, when I know the Centre (cX, cY), the object position (oX, oY) and the distance required to move (d)

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  • Developing an AI opponent for Monopoly

    - by Bernhard Zürn
    i want to develop an AI opponent for the Board Game Monopoly. I want to implement the whole Game with Prolog (XPCE). The probability for a field on the Board being hit, can be computed with Markov Chains. I already know some "best practices" like "after 50% of the playing time it does not make sense to buy out of jail because in jail you get renting fees for your fields but you don't have to pay for other fields as long as you stay in prison". The interesting question always is: buy a streetfield ? buy houses / hotels ? how much ? so i think i would have to compute some kind of future liquidity .. does anyone know how to pack that into an algorithm or how to translate it to prolog ?

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  • View space lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • How to prevent "underwater sight" in games

    - by CPP_Person
    In many games where the player can go underwater, it seems like when you look where the top half of the screen is in the air, and the bottom half the screen is in the water, it's almost like the water doesn't exist and the player is... flying slowly with water sounds? Is there a logical way to solve this? An algorithm? Doesn't seem like any solution has come up yet since many games still have this. I don't want to make the same mistake.

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  • Bomb timer adventure game win32 c++ [on hold]

    - by user3491746
    I'm working on an adventure game in win32 and opengl for my 2nd year university project for class. I am pretty much finished my game but I'm stuck on the concept of how to program a timer which outputs hh : mm : ss -- but which countdown, not up. I've made a clock which counts up using vector matrices and the segxseg matrix algorithm but I cannot figure out how to make a clock (it can be simple even text using wsprintf) that counts down in that format. Can anyone possible give me an example or some literature that I can read on how to do this? Please dont suggest for me to use another environment, I've already been working here for 2 months on this game, and I'm pretty much done so i'm at no point to switch over. Can anyone show me how I can take a shot at this component of my project? Thanks a bunch! Anything that I can get is appreciated.

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  • Petstore using Java EE 6 ? Almost!

    - by arungupta
    Antonio Goncalves, a Java Champion, JUG leader, and a well-known author, has started building a Petstore-like application using Java EE 6. The complete end-to-end sample application will build a eCommerce website and follows the Java EE 6 design principles of simple and easy-to-use to its core. Its using several technologies from the platform such as JPA 2.0, CDI 1.0, Bean Validation 1.0, EJB Lite 3.1, JSF 2.0, and JAX-RS 1.1. The two goals of the project are: • use Java EE 6 and just Java EE 6 : no external framework or dependency • make it simple : no complex business algorithm The application works with GlassFish and JBoss today and there are plans to add support for TomEE. Download the source code from github.com/agoncal/agoncal-application-petstore-ee6. And feel free to fork if you want to use a fancy toolkit as the front-end or show some nicer back-end integration. Some other sources of similar end-to-end applications are: • Java EE 6 Tutorial • Java EE 6 Galleria • Java EE 6 Hands-on Lab

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  • Initialize array in amortized constant time -- what is this trick called?

    - by user946850
    There is this data structure that trades performance of array access against the need to iterate over it when clearing it. You keep a generation counter with each entry, and also a global generation counter. The "clear" operation increases the generation counter. On each access, you compare local vs. global generation counters; if they differ, the value is treated as "clean". This has come up in this answer on Stack Overflow recently, but I don't remember if this trick has an official name. Does it? One use case is Dijkstra's algorithm if only a tiny subset of the nodes has to be relaxed, and if this has to be done repeatedly.

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  • Interviews that include Algorithms and Data Structures

    - by EricFromSouthPark
    I want to start looking for jobs in great companies and I have four years of enterprise corporations development, three years with C#.NET and alomst one year with Ruby On Rails, JS, etc... But when I look up interview questions from Google, Amazon, Fog Creek, DropBox, etc... they are really targeted at students that are coming fresh out of college and still remember what was Dynamic Programming and Dijkstra algorithms ... but I don't! :( It has been a while for me ... If a I need a sort algorithm I would either Google it or there already is a library and method that does it for me. So what should I do? Do they realize that this guy is not coming from college and will ask more general questions about software architecture or nop! I should go back find my old Data structures book from the storage and read them? In that case wht books and language do you recommend to hone my skills?

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  • Computer Science Career Advice: Master's in Computer Science vs. Software Engineering?

    - by Everton
    Hello, I am a college student and I am majoring in Computer Science and Applied Mathematics. As I get closer to my senior year I have noticed that continuing my studies is the best choice right for me now. I see that several universities offer an Computer Science Master's Degree and an Software Engineering degree. What are their pros and cons? I feel that while the Computer Science master's degree seems a little too broad the Software Engineering is too restrictive. I did not decide yet between an career of Software development or research ( algorithm development among other things ). Any advice would be greatly apreciated!

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  • Implementing ASP.NET 4.0 Page.MetaDescription Property

    Before ASP.NET 4.0, you had to manually code your meta description tags. The meta description tag, though no longer used by major search engines in their ranking algorithm, is still an important factor for increasing website traffic. Bear in mind that searchers coming from search engines (such as Google) will only click on the results provided if the meta description is relevant to the query. If you want to increase your organic traffic (traffic coming from search engines) then one thing that you can easily improve are the meta descriptions. In ASP.NET 4.0, this can be easily implemented using...

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  • What is the difference between _Procedural Generation_ and _Random Generation_?

    - by U-No-Poo
    Today, I got into an argument about the term "procedural generation". My point was that its different from "classic" random generation in that procedural generation is based on a more mathematical, fractal-based, algorithm leading to a more "realistic" distribution and the usual randomness of most languages are based on a pseudo-random-number generator, leading to an "unrealistic", in a way, ugly, distribution. This discussion was made with a heightmap in mind. The discussion left me somehow unconvinced about my own arguments though, so, is there more to it? Or am I the one who is, in fact, simply wrong?

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