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  • Is Content Really King? Or is Link Building More Important?

    Most of you will of hopefully read that content is king when it comes to on-page SEO, but there has been a load of debate about this, mainly with the recent autoblogging craze, obviously most autoblogs are simply copying content from other sources, such as articlebase, so the content isn't unique, but does this matter? Is content king? Or is it just a myth?

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  • Samsung équipera un tiers de ses nouveaux smartphones avec Bada, quels seront les plus de cet OS mob

    Samsung équipera un tiers de ses nouveaux smartphones avec Bada, quels seront les plus de cet OS mobile basé sur Linux ? Samsung est le numéro deux mondial des mobiles, pour autant, le coréen reste très à la traine sur le marché des terminaux intelligents (seulement 8% des parts de marché en France en 2009). Le système d'exploitation maison de la firme, Bada, est vu par ses créateurs comme la botte secrète qui permettra d'investir le secteur des smartphones. Actuellement, un seul modèle (le Wave) en est équipé. Mais le constructeur promet une multiplication de la présence de Bada, en annonçant qu'un tiers des appareils qu'il lancera cette année en seront équipés. L'OS de Samsung est ouvert et basé sur ...

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  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

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  • Merge\Combine two datatables

    - by madlan
    I'm trying to merge\combine two datatables. I've looked at various examples and answers but they seem to create duplicate rows or require indexes (merge on datatable etc) I can't do this via SQL as one source is from a linked Oracle server accessed via MSSQL and the other from a different MSSQL Server that does not have linked access. The data is currently very simple: Name, Email, Phone DataTable1: "John Clark", "", "01522 55231" "Alex King", "[email protected]", "01522 55266" "Marcus Jones", "[email protected]", "01522 55461" DataTable2: "John Clark", "[email protected]", "01522 55231" "Alex King", "[email protected]", "" "Marcus Jones", "[email protected]", "01522 55461" "Warren bean", "[email protected]", "01522 522311" Giving a datatable with the following: "John Clark", "[email protected]", "01522 55231" "Alex King", "[email protected]", "01522 55266" "Marcus Jones", "[email protected]", "01522 55461" "Warren bean", "[email protected]", "01522 522311" Name is the field to match records on, with the first datatable taking priority.

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • testing Clojure in Maven

    - by Ralph
    I am new at Maven and even newer at Clojure. As an exercise to learn the language, I am writing a spider solitaire player program. I also plan on writing a similar program in Scala to compare the implementations (see my post http://stackoverflow.com/questions/2571267/modern-java-alternatives-closed). I have configured a Maven directory structure containing the usual src/main/clojure and src/test/clojure directories. My pom.xml file includes the clojure-maven-plugin. When I run "mvn test", it displays "No tests to run", despite my having test code in the src/test/clojure directory. As I misnaming something? Here is my pom.xml file: <?xml version="1.0" encoding="UTF-8"?> <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>SpiderPlayer</groupId> <artifactId>SpiderPlayer</artifactId> <version>1.0.0-SNAPSHOT</version> <inceptionYear>2010</inceptionYear> <packaging>jar</packaging> <properties> <maven.build.timestamp.format>yyMMdd.HHmm</maven.build.timestamp.format> <main.dir>org/dogdaze/spider_player</main.dir> <main.package>org.dogdaze.spider_player</main.package> <main.class>${main.package}.Main</main.class> </properties> <build> <sourceDirectory>src/main/clojure</sourceDirectory> <testSourceDirectory>src/main/clojure</testSourceDirectory> <plugins> <plugin> <groupId>com.theoryinpractise</groupId> <artifactId>clojure-maven-plugin</artifactId> <version>1.3.1</version> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-antrun-plugin</artifactId> <version>1.3</version> <executions> <execution> <goals> <goal>run</goal> </goals> <phase>generate-sources</phase> <configuration> <tasks> <echo file="${project.build.sourceDirectory}/${main.dir}/Version.clj" message="(ns ${main.package})${line.separator}"/> <echo file="${project.build.sourceDirectory}/${main.dir}/Version.clj" append="true" message="(def version &quot;${maven.build.timestamp}&quot;)${line.separator}"/> </tasks> </configuration> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-assembly-plugin</artifactId> <version>2.1</version> <executions> <execution> <goals> <goal>single</goal> </goals> <phase>package</phase> <configuration> <descriptorRefs> <descriptorRef>jar-with-dependencies</descriptorRef> </descriptorRefs> <archive> <manifest> <mainClass>${main.class}</mainClass> </manifest> </archive> </configuration> </execution> </executions> </plugin> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-surefire-plugin</artifactId> <configuration> <redirectTestOutputToFile>true</redirectTestOutputToFile> <skipTests>false</skipTests> <skip>false</skip> </configuration> <executions> <execution> <id>surefire-it</id> <phase>integration-test</phase> <goals> <goal>test</goal> </goals> <configuration> <skip>false</skip> </configuration> </execution> </executions> </plugin> </plugins> </build> <dependencies> <dependency> <groupId>commons-cli</groupId> <artifactId>commons-cli</artifactId> <version>1.2</version> <scope>compile</scope> </dependency> </dependencies> </project> Here is my Clojure source file (src/main/clojure/org/dogdaze/spider_player/Deck.clj): ; Copyright 2010 Dogdaze (ns org.dogdaze.spider_player.Deck (:use [clojure.contrib.seq-utils :only (shuffle)])) (def suits [:clubs :diamonds :hearts :spades]) (def ranks [:ace :two :three :four :five :six :seven :eight :nine :ten :jack :queen :king]) (defn suit-seq "Return 4 suits: if number-of-suits == 1: :clubs :clubs :clubs :clubs if number-of-suits == 2: :clubs :diamonds :clubs :diamonds if number-of-suits == 4: :clubs :diamonds :hearts :spades." [number-of-suits] (take 4 (cycle (take number-of-suits suits)))) (defstruct card :rank :suit) (defn unshuffled-deck "Create an unshuffled deck containing all cards from the number of suits specified." [number-of-suits] (for [rank ranks suit (suit-seq number-of-suits)] (struct card rank suit))) (defn deck "Create a shuffled deck containing all cards from the number of suits specified." [number-of-suits] (shuffle (unshuffled-deck number-of-suits))) Here is my test case (src/test/clojure/org/dogdaze/spider_player/TestDeck.clj): ; Copyright 2010 Dogdaze (ns org.dogdaze.spider_player (:use clojure.set clojure.test org.dogdaze.spider_player.Deck)) (deftest test-suit-seq (is (= (suit-seq 1) [:clubs :clubs :clubs :clubs])) (is (= (suit-seq 2) [:clubs :diamonds :clubs :diamonds])) (is (= (suit-seq 4) [:clubs :diamonds :hearts :spades]))) (def one-suit-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :ace, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :two, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :three, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :four, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :five, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :six, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :seven, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :eight, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :nine, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :ten, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :jack, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :queen, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs} {:rank :king, :suit :clubs}]) (def two-suits-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds}]) (def four-suits-deck [{:rank :ace, :suit :clubs} {:rank :ace, :suit :diamonds} {:rank :ace, :suit :hearts} {:rank :ace, :suit :spades} {:rank :two, :suit :clubs} {:rank :two, :suit :diamonds} {:rank :two, :suit :hearts} {:rank :two, :suit :spades} {:rank :three, :suit :clubs} {:rank :three, :suit :diamonds} {:rank :three, :suit :hearts} {:rank :three, :suit :spades} {:rank :four, :suit :clubs} {:rank :four, :suit :diamonds} {:rank :four, :suit :hearts} {:rank :four, :suit :spades} {:rank :five, :suit :clubs} {:rank :five, :suit :diamonds} {:rank :five, :suit :hearts} {:rank :five, :suit :spades} {:rank :six, :suit :clubs} {:rank :six, :suit :diamonds} {:rank :six, :suit :hearts} {:rank :six, :suit :spades} {:rank :seven, :suit :clubs} {:rank :seven, :suit :diamonds} {:rank :seven, :suit :hearts} {:rank :seven, :suit :spades} {:rank :eight, :suit :clubs} {:rank :eight, :suit :diamonds} {:rank :eight, :suit :hearts} {:rank :eight, :suit :spades} {:rank :nine, :suit :clubs} {:rank :nine, :suit :diamonds} {:rank :nine, :suit :hearts} {:rank :nine, :suit :spades} {:rank :ten, :suit :clubs} {:rank :ten, :suit :diamonds} {:rank :ten, :suit :hearts} {:rank :ten, :suit :spades} {:rank :jack, :suit :clubs} {:rank :jack, :suit :diamonds} {:rank :jack, :suit :hearts} {:rank :jack, :suit :spades} {:rank :queen, :suit :clubs} {:rank :queen, :suit :diamonds} {:rank :queen, :suit :hearts} {:rank :queen, :suit :spades} {:rank :king, :suit :clubs} {:rank :king, :suit :diamonds} {:rank :king, :suit :hearts} {:rank :king, :suit :spades}]) (deftest test-unshuffled-deck (is (= (unshuffled-deck 1) one-suit-deck)) (is (= (unshuffled-deck 2) two-suits-deck)) (is (= (unshuffled-deck 4) four-suits-deck))) (deftest test-shuffled-deck (is (= (set (deck 1)) (set one-suit-deck))) (is (= (set (deck 2)) (set two-suits-deck))) (is (= (set (deck 4)) (set four-suits-deck)))) (run-tests) Any idea why the test is not running? BTW, feel free to suggest improvements to the Clojure code. Thanks, Ralph

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  • Optimal search queries

    - by Macros
    Following on from my last question http://stackoverflow.com/questions/2788082/sql-server-query-performance, and discovering that my method of allowing optional parameters in a search query is sub optimal, does anyone have guidelines on how to approach this? For example, say I have an application table, a customer table and a contact details table, and I want to create an SP which allows searching on some, none or all of surname, homephone, mobile and app ID, I may use something like the following: select * from application a inner join customer c on a.customerid = a.id left join contact hp on (c.id = hp.customerid and hp.contacttype = 'homephone') left join contact mob on (c.id = mob.customerid and mob.contacttype = 'mobile') where (a.ID = @ID or @ID is null) and (c.Surname = @Surname or @Surname is null) and (HP.phonenumber = @Homphone or @Homephone is null) and (MOB.phonenumber = @Mobile or @Mobile is null) The schema used above isn't real, and I wouldn't be using select * in a real world scenario, it is the construction of the where clause I am interested in. Is there a better approach, either dynamic sql or an alternative which can achieve the same result, without the need for many nested conditionals. Some SPs may have 10 - 15 criteria used in this way

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  • Number of ways to place kings on chess board

    - by Rakesh
    You have an N x N chessboard and you wish to place N kings on it. Each row and column should contain exactly one king, and no two kings should attack each other (two kings attack each other if they are present in squares which share a corner). The kings in the first K rows of the board have already been placed. You are given the positions of these kings as an array pos[ ]. pos[i] is the column in which the king in the ith row has already been placed. All indices are 0-indexed. In how many ways can the remaining kings be placed? Input: The first line contains the number of test cases T. T test cases follow. Each test case contains N and K on the first line, followed by a line having K integers, denoting the array pos[ ] as described above. Output: Output the number of ways to place kings in the remaining rows satisfying the above conditions. Output all numbers modulo 1000000007. Constraints: 1 <= T <= 20 1 <= N <= 16 0 <= K <= N 0 <= pos_i < N The kings specified in the input will be in different columns and not attack each other. Sample Input: 5 4 1 2 3 0 5 2 1 3 4 4 1 3 0 2 6 1 2 Sample Output: 1 0 2 1 18 Explanation: For the first example, there is a king already placed at row 0 and column 2. The king in the second row must belong to column 0. The king in the third row must belong to column 3, and the last king must beong to column 1. Thus there is only 1 valid placement. For the second example, there is no valid placement. How should i approach this problem

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  • CodeGolf: Brothers

    - by John McClane
    Hi guys, I just finished participating in the 2009 ACM ICPC Programming Conest in the Latinamerican Finals. These questions were for Brazil, Bolivia, Chile, etc. My team and I could only finish two questions out of the eleven (not bad I think for the first try). Here's one we could finish. I'm curious to seeing any variations to the code. The question in full: ps: These questions can also be found on the official ICPC website available to everyone. In the land of ACM ruled a greeat king who became obsessed with order. The kingdom had a rectangular form, and the king divided the territory into a grid of small rectangular counties. Before dying the king distributed the counties among his sons. The king was unaware of the rivalries between his sons: The first heir hated the second but not the rest, the second hated the third but not the rest, and so on...Finally, the last heir hated the first heir, but not the other heirs. As soon as the king died, the strange rivaly among the King's sons sparked off a generalized war in the kingdom. Attacks only took place between pairs of adjacent counties (adjacent counties are those that share one vertical or horizontal border). A county X attacked an adjacent county Y whenever X hated Y. The attacked county was always conquered. All attacks where carried out simultanously and a set of simultanous attacks was called a battle. After a certain number of battles, the surviving sons made a truce and never battled again. For example if the king had three sons, named 0, 1 and 2, the figure below shows what happens in the first battle for a given initial land distribution: INPUT The input contains several test cases. The first line of a test case contains four integers, N, R, C and K. N - The number of heirs (2 <= N <= 100) R and C - The dimensions of the land. (2 <= R,C <= 100) K - Number of battles that are going to take place. (1 <= K <= 100) Heirs are identified by sequential integers starting from zero. Each of the next R lines contains C integers HeirIdentificationNumber (saying what heir owns this land) separated by single spaces. This is to layout the initial land. The last test case is a line separated by four zeroes separated by single spaces. (To exit the program so to speak) Output For each test case your program must print R lines with C integers each, separated by single spaces in the same format as the input, representing the land distribution after all battles. Sample Input: Sample Output: 3 4 4 3 2 2 2 0 0 1 2 0 2 1 0 1 1 0 2 0 2 2 2 0 0 1 2 0 0 2 0 0 0 1 2 2 Another example: Sample Input: Sample Output: 4 2 3 4 1 0 3 1 0 3 2 1 2 2 1 2

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  • Publish a software with copyright and license

    - by King Chan
    I just read some artical about publishing software and I am personally developing some random metero application at the moment. The artical were suggesting the software should have a publisher website. But what I have to put down in the publisher website to keep my copyright? Is it simply really just "Designed/Developed @ 2012 By King Chan" at the bottom of the site and software and is enough? Or do I have to even write a long paragraph of license/agreement said the user who download/use the software cannot copy the icon/functionality etc? (The Apple and Samsung things get me worry about CopyRight now....)

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • What are the possible options for AI path-finding etc when the world is "partitionned"?

    - by Sebastien Diot
    If you anticipate a large persistent game world, and you don't want to end up with some game server crashing due to overload, then you have to design from the ground up a game world that is partitioned in chunks. This is in particular true if you want to run your game servers in the cloud, where each individual VM is relatively week, and memory and CPU are at a premium. I think the biggest challenge here is that the player receives all the parts around the location of the avatar, but mobs/monsters are normally located in the server itself, and can only directly access the data about the part of the world that the server own. So how can we make the AI behave realistically in that context? It can send queries to the other servers that own the neighboring parts, but that sounds rather network intensive and latency prone. It would probably be more performant for each mob AI to be spread over the neighboring parts, and proactively send the relevant info to the part that contains the actual mob atm. That would also reduce the stress in a mob crossing a border between two parts, and therefore "switching server". Have you heard of any AI design that solves those issues? Some kind of distributed AI brain? Maybe some kind of "agent" community working together through message passing?

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • C# Alternating threads

    - by Mutoh
    Imagine a situation in which there are one king and n number of minions submissed to him. When the king says "One!", one of the minions says "Two!", but only one of them. That is, only the fastest minion speaks while the others must wait for another call of the king. This is my try: using System; using System.Threading; class Program { static bool leaderGO = false; void Leader() { do { lock(this) { //Console.WriteLine("? {0}", leaderGO); if (leaderGO) Monitor.Wait(this); Console.WriteLine("> One!"); Thread.Sleep(200); leaderGO = true; Monitor.Pulse(this); } } while(true); } void Follower (char chant) { do { lock(this) { //Console.WriteLine("! {0}", leaderGO); if (!leaderGO) Monitor.Wait(this); Console.WriteLine("{0} Two!", chant); leaderGO = false; Monitor.Pulse(this); } } while(true); } static void Main() { Console.WriteLine("Go!\n"); Program m = new Program(); Thread king = new Thread(() => m.Leader()); Thread minion1 = new Thread(() => m.Follower('#')); Thread minion2 = new Thread(() => m.Follower('$')); king.Start(); minion1.Start(); minion2.Start(); Console.ReadKey(); king.Abort(); minion1.Abort(); minion2.Abort(); } } The expected output would be this (# and $ representing the two different minions): > One! # Two! > One! $ Two! > One! $ Two! ... The order in which they'd appear doesn't matter, it'd be random. The problem, however, is that this code, when compiled, produces this instead: > One! # Two! $ Two! > One! # Two! > One! $ Two! # Two! ... That is, more than one minion speaks at the same time. This would cause quite the tumult with even more minions, and a king shoudln't allow a meddling of this kind. What would be a possible solution?

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  • Calculating an orbit and approach velocties

    - by Mob
    I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass and the drone's thrusters' a force. I just want to find the best way to approach and then enter orbit. There was a pretty good answer about using bezier curves and doing it that way, but that is essentially a tween between two fixed points. The nodes are also moving as the drones enter orbit.

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  • More efficient in range checking

    - by Mob
    I am going to use a specific example in my question, but overall it is pretty general. I use java and libgdx. I have a ship that moves through space. In space there is debris that the ship can tractor beam in and and harvest. Debris is stored in a list, and the object contains it own x and y values. So currently there is no way to to find the debris's location without first looking at the debris object. Now at any given time there can be a huge (1000+) amount of debris in space, and I figure that calculating the distance between the ship and every single piece of debris and comparing it to maximum tractor beam length is rather inefficient. I have thought of dividing space into sectors, and have each sector contain a list of every object in it. This way I could only check nearby sectors. However this essentially doubles memory for the list. (I would reference the same object so it wouldn't double overall. I am not CS major, but I doubt this would be hugely significant.) This also means anytime an object moves it has to calculate which sector it is in, again not a huge problem. I also don't know if I can use some sort of 2D MAP that uses x and y values as keys. But since I am using float locations this sounds more trouble than its worth. I am kind of new to programming games, and I imagined there would be some eloquent solution to this issue.

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  • Mac OS X Lion 10.7.2 update breaks SSL

    - by mcandre
    Summary After updating from 10.7.1 to 10.7.2, neither Safari nor Google Chrome can load GMail. Spinning Beachballs all around. The problem isn't GMail; Firefox loads GMail just fine. The problem isn't limited to Safari or Google Chrome; Other applications also have trouble with SSL: Gilgamesh and Safari. Any program that uses WebKit (Google Chrome, Safari) or a Cocoa library (Gilgamesh) to access the Internet has trouble loading secure sites. The various forums online suggest a handful of fixes, none of which work. Analysis Fix #1: Open Keychain Access.app and delete the Unknown certificate. The 10.7.2 update also prevents Keychain Access from loading. The Keychain program itself Spinning Beachballs. Fix #2: Delete ~/Library/Keychains/login.keychain and /Library/Keychains/System.keychain. This temporarily resolves the issue, and lets you load secure sites, but a minute or two after rebooting or hibernating somehow magically undoes the fix, so you have to delete these files over and over. Fix #3: Delete ~/Library/Application\ Support/Mob* and /Library/Application\ Support/Mob*. There is a rumor that the new MobileMe/iCloud service ubd is causing the issue. This fix does not resolve the issue. Fix #4: Open Keychain Access, open the Preferences, and disable OCSP and CRL. This fix does not resolve the issue. Fix #5: Use the 10.7.0 - 10.7.2 combo installer, rather than the 10.7.1 - 10.7.2 installer. When I run the combo installer, it stays forever at the "Validating Packages..." screen. The combo installer itself is bugged to He||. I force-quit the installer, ran "sudo killall installd" to force-quit the background installer process, and reran the combo installer. Same problem: it stalls at "Validing Packages..." Recap The only fix that works is deleting the keychains, but you have to do this every time you reboot or wake from hibernate. There is some evidence that ubd continually corrupts the keychain files, but the suggested ubd fix of deleting ~/Library/Application\ Support/Mob* and /Library/Application\ Support/Mob* does not resolve this issue. Evidently, something is corrupting the keychain over and over and over. Also posted on the Apple Support Communities.

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  • Oracle VM Deep Dives

    - by rickramsey
    "With IT staff now tasked to deliver on-demand services, datacenter virtualization requirements have gone beyond simple consolidation and cost reduction. Simply provisioning and delivering an operating environment falls short. IT organizations must rapidly deliver services, such as infrastructure-as-a-service (IaaS), platform-as-a-service (PaaS), and software-as-a-service (SaaS). Virtualization solutions need to be application-driven and enable:" "Easier deployment and management of business critical applications" "Rapid and automated provisioning of the entire application stack inside the virtual machine" "Integrated management of the complete stack including the VM and the applications running inside the VM." Application Driven Virtualization, an Oracle white paper That was published in August of 2011. The new release of Oracle VM Server delivers significant virtual networking performance improvements, among other things. If you're not sure how virtual networks work or how to use them, these two articles by Greg King and friends might help. Looking Under the Hood at Virtual Networking by Greg King Oracle VM Server for x86 lets you create logical networks out of physical Ethernet ports, bonded ports, VLAN segments, virtual MAC addresses (VNICs), and network channels. You can then assign channels (or "roles") to each logical network so that it handles the type of traffic you want it to. Greg King explains how you go about doing this, and how Oracle VM Server for x86 implements the network infrastructure you configured. He also describes how the VM interacts with paravirtualized guest operating systems, hardware virtualized operating systems, and VLANs. Finally, he provides an example that shows you how it all looks from the VM Manager view, the logical view, and the command line view of Oracle VM Server for x86. Fundamental Concepts of VLAN Networks by Greg King and Don Smerker Oracle VM Server for x86 supports a wide range of options in network design, varying in complexity from a single network to configurations that include network bonds, VLANS, bridges, and multiple networks connecting the Oracle VM servers and guests. You can create separate networks to isolate traffic, or you can configure a single network for multiple roles. Network design depends on many factors, including the number and type of network interfaces, reliability and performance goals, the number of Oracle VM servers and guests, and the anticipated workload. The Oracle VM Manager GUI presents four different ways to create an Oracle VM network: Bonds and ports VLANs Both bond/ports and VLANS A local network This article focuses the second option, designing a complex Oracle VM network infrastructure using only VLANs, and it steps through the concepts needed to create a robust network infrastructure for your Oracle VM servers and guests. More Resources Virtual Networking for Dummies Download Oracle VM Server for x86 Find technical resources for Oracle VM Server for x86 -Rick Follow me on: Blog | Facebook | Twitter | Personal Twitter | YouTube | The Great Peruvian Novel

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  • Creating Custom validation rule and register it

    - by FormsEleven
    What is Validation Rule? A validation rule is a piece of code that performs some check ensuring that data meets given constraints.In an enterprise application development environment, often it might require developers to have validation be performed based on some logic at several places across projects. Instead of redundant validation creation, a custom validation rule provides a library with a validation rules that can be registered and used across applications.A custom Validation is encapsulated in a reusable component so that you do not have to write it every time when you need to do input validation. Here is how we can easily implement a custom validation that checks for name of an employee to be "KING" For creating a custom Validation , 1.         Create Generic Application Workspace "CustomValidator" with the project "Model" 2.         Create an BC4J based on emp table. 3.         Create a custom validation rule.In EmpNamerule class, update the validateValue(..) method as follows:  public boolean validateValue(Object value) { EntityImpl emp = (EntityImpl)value; if(emp.getAttribute("Ename").toString().equals("KING")){ return false; } return true; } Create ADF Library: Next step would be to create ADF library. Create ADF library with name lets say testADFLibrary1.jarRegister ADF Library Next step is to register the ADF library , so that its available across the applications. Invoke the menu "Tools -> Preferences"Select the option "Business Components -> Registered Rules" from left paneClick on button "Pick Library". The dialog "Select Library" comes up with  the user library addedAdd new library' that points to the above jarCheck the checkbox "Register" and set the name for the rule Sample UsageHere is how we can easily implement a validation rule that restrict the name of the employee not to be "KING".Create new Application with BC4J based on EMP table.Create new validation under Business rule tab for Ename & select the above custom validation rule.Run the AppModule tester.

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  • google docs + web app

    - by King
    Hi Guys I am trying to create a web app to share docs with all editor features (just like google docs). My main requirements for this app are as follows: 1. Should have all editor features (can be done using open office api, google docs api, Microsoft office web apps api) 2. Should be shared between multiple users and can be edited by multiple users and other sync features (can be done using google docs api, Microsoft office web apps) 3. Can save the document created and edited on my own/ custom server addr. (Which api can support this??? I know open office can support this) Guys can you please suggest me one api which can be used to do all the above. Also please suggest if I am underestimating any API above regarding any functionality that i thing is not supported. Thanks King

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  • How do I convert my matrix from OpenGL to Marmalade?

    - by King Snail
    I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • Databinding to an Entity Framework in WPF

    - by King Chan
    Is it good to use databinding to Entity Framework's Entity in WPF? I created a singleton entity framework context: To have only one connection and it won't open and close all the time. So I can pass the Entity around to any class, and can modify the Entity and make changes to the database. All ViewModels getting the entity out from the same Context and databinding to the View saves me time from mapping new object, but now I imagine there is problem in not using the newest Context: A ViewModel databinding to a Entity, then someone else updated the data. The ViewModel will still display the old data, because the Context is never being dispose to refresh. I always create new Context and then dispose of it. If I want to pass the Entity around, then there will be conflicts between Context and Entity. What is the suggested way of doing this ?

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  • Should each app have its own database, or should small apps be merged into one?

    - by King
    We have a bunch of small to medium sized apps, each of which has its own database (MSSQL Server). There was a suggestion that we consoldate the 'related' databases into a smaller set amount of larger databases. They don't particularly share a lot of data, they would just be under a similar business group. For example, using a 'Finance' DB to hold the tables and procedures for finance apps. Would it be appropriate to use a different schema for each app? E.g. App1.SomeTable App1.SomeOtherTable AppTwo.SomeTable What are the pros and cons of this approach? What should I watch out for? Thanks

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