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  • android SQLite vs Flat Files

    - by mixm
    hi. im creating a game right now and im a bit stuck on how to implement storage of levels. i need to be able to download level files from the internet ota. im not so familiar with transferring files ota, but i have some experience with databases (mysql). what would be a better way of storing the game's level data?

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  • How to use double buffering inside a thread and applet

    - by russell
    I have a question about when paint and update method is called?? i have game applet where i want to use double buffering.But i cant use it.the problem is In my game there is a ball which is moving inside run() method.I want to know how to use double buffering to swap the offscreen image and current image.Someone plz help. And when there is both update() and paint() method.which are called first,when and why ???

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  • Ruby background service

    - by FancyDancy
    I have a TCPclient written on Ruby. I want to use it in background. Currently it has a loop: loop do end So i can run a client, and it works forever. Is there a way to run in as a service, and write a pid to file, then i'll able to kill that process by pid?

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  • Java - get index of key in HashMap?

    - by llm
    In java if I am looping over the keySet() of a HashMap, how do I (inside the loop), get the numerical index of that key? Basically, as I loop through the map, I want to be able to get 0,1,2...I figure this would be cleaner than declaring an int and incrementing with each iteration. Thanks.

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  • Rounding values up or down in C#

    - by c11ada
    Hey all, I've created a game which gives a score at the end of the game, but the problem is that this score is sometimes a number with a lot of digits after the decimal point (like 87.124563563566). How would I go about rounding up or down the value so that I could have something like 87.12? Thanks!

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  • Scrolbar on a Label

    - by Michael Quiles
    I need to be able to scroll text on a label i am using this for the credits portion of a tic tac toe game. How can I make this happen we've only been taught to scroll through number values in the scrollbar not text. Your help is appreciated. private void xGameCreditsButton_Click(object sender, EventArgs e) { this.xWinnerLabel.BackColor = Color.White; this.xCreditsScrollBar.Visible = true; this.xWinnerLabel.Text = "This game was made possible with the help of: blah bla blah"; }

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  • C++ function not found during compilation

    - by forthewinwin
    For a homework assignment: I'm supposed to create randomized alphabetial keys, print them to a file, and then hash each of them into a hash table using the function "goodHash", found in my below code. When I try to run the below code, it says my "goodHash" "identifier isn't found". What's wrong with my code? #include <iostream> #include <vector> #include <cstdlib> #include "math.h" #include <fstream> #include <time.h> using namespace std; // "makeKey" function to create an alphabetical key // based on 8 randomized numbers 0 - 25. string makeKey() { int k; string key = ""; for (k = 0; k < 8; k++) { int keyNumber = (rand() % 25); if (keyNumber == 0) key.append("A"); if (keyNumber == 1) key.append("B"); if (keyNumber == 2) key.append("C"); if (keyNumber == 3) key.append("D"); if (keyNumber == 4) key.append("E"); if (keyNumber == 5) key.append("F"); if (keyNumber == 6) key.append("G"); if (keyNumber == 7) key.append("H"); if (keyNumber == 8) key.append("I"); if (keyNumber == 9) key.append("J"); if (keyNumber == 10) key.append("K"); if (keyNumber == 11) key.append("L"); if (keyNumber == 12) key.append("M"); if (keyNumber == 13) key.append("N"); if (keyNumber == 14) key.append("O"); if (keyNumber == 15) key.append("P"); if (keyNumber == 16) key.append("Q"); if (keyNumber == 17) key.append("R"); if (keyNumber == 18) key.append("S"); if (keyNumber == 19) key.append("T"); if (keyNumber == 20) key.append("U"); if (keyNumber == 21) key.append("V"); if (keyNumber == 22) key.append("W"); if (keyNumber == 23) key.append("X"); if (keyNumber == 24) key.append("Y"); if (keyNumber == 25) key.append("Z"); } return key; } // "makeFile" function to produce the desired text file. // Note this only works as intended if you include the ".txt" extension, // and that a file of the same name doesn't already exist. void makeFile(string fileName, int n) { ofstream ourFile; ourFile.open(fileName); int k; // For use in below loop to compare with n. int l; // For use in the loop inside the below loop. string keyToPassTogoodHash = ""; for (k = 1; k <= n; k++) { for (l = 0; l < 8; l++) { // For-loop to write to the file ONE key ourFile << makeKey()[l]; keyToPassTogoodHash += (makeKey()[l]); } ourFile << " " << k << "\n";// Writes two spaces and the data value goodHash(keyToPassTogoodHash); // I think this has to do with the problem makeKey(); // Call again to make a new key. } } // Primary function to create our desired file! void mainFunction(string fileName, int n) { makeKey(); makeFile(fileName, n); } // Hash Table for Part 2 struct Node { int key; string value; Node* next; }; const int hashTableSize = 10; Node* hashTable[hashTableSize]; // "goodHash" function for Part 2 void goodHash(string key) { int x = 0; int y; int keyConvertedToNumber = 0; // For-loop to produce a numeric value based on the alphabetic key, // which is then hashed into hashTable using the hash function // declared below the loop (hashFunction). for (y = 0; y < 8; y++) { if (key[y] == 'A' || 'B' || 'C') x = 0; if (key[y] == 'D' || 'E' || 'F') x = 1; if (key[y] == 'G' || 'H' || 'I') x = 2; if (key[y] == 'J' || 'K' || 'L') x = 3; if (key[y] == 'M' || 'N' || 'O') x = 4; if (key[y] == 'P' || 'Q' || 'R') x = 5; if (key[y] == 'S' || 'T') x = 6; if (key[y] == 'U' || 'V') x = 7; if (key[y] == 'W' || 'X') x = 8; if (key[y] == 'Y' || 'Z') x = 9; keyConvertedToNumber = x + keyConvertedToNumber; } int hashFunction = keyConvertedToNumber % hashTableSize; Node *temp; temp = new Node; temp->value = key; temp->next = hashTable[hashFunction]; hashTable[hashFunction] = temp; } // First two lines are for Part 1, to call the functions key to Part 1. int main() { srand ( time(NULL) ); // To make sure our randomization works. mainFunction("sandwich.txt", 5); // To test program cin.get(); return 0; } I realize my code is cumbersome in some sections, but I'm a noob at C++ and don't know much to do it better. I'm guessing another way I could do it is to AFTER writing the alphabetical keys to the file, read them from the file and hash each key as I do that, but I wouldn't know how to go about coding that.

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  • Using Progressbar in c# windows application

    - by karthik
    The user will be able to search for some document in the local machine and i want to show user, a progress bar during my program searches. To be more clear, i have foreach loop for which i want to tie up my progress bar to show the progress. my foreach loop and progress should work simultaneously. Is this possible to do ?

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  • Should I use Flash or Java?

    - by cable729
    I want to make some 2d games that I may want to submit to a game site, such as newgrounds.com. Even if I decide not to submit, I'd still like to know which is a better choice. Which has a faster startup time? Which performs faster in a 2d game? Which IDE should I use? Thanks in advance!

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  • Dota map record tracking or saving in DB

    - by ajay009ajay
    Hello All, I want to fetch game record of Dota map. what player won, loss, kills or death ? I am fetching value, using PGPVN server but this not fetching custom map war craft III game. I did more and more googling. what is the perfect way to fetch this Dota map record ???? thanks in advance.

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  • get attributes from xml tree using linq

    - by nelsonwebs
    I'm working with an xml file that looks like this: <?xml version="1.0" encoding="UTF-8"?> <element1 xmlns="http://namespace1/"> <element2> <element3> <element4 attr1="2009-11-09"> <element5 attr2="NAME1"> <element6 attr3="1"> <element7 attr4="1" attr5="5.5" attr6="3.4"/> </element6> </element5> <element5 attr2="NAME2"> <element6 attr3="1"> <element7 attr4="3" attr5="4" attr6="4.5"/> </element6> </element5> </element4> </element3> </element2> </element1> Where I need to loop through element5 and retrieve the attributes in an Ienumberable like this: attr1, attr2, attr3, attr4, attr5, attr6 using linq to xml and c#. I can loop through the element5 and get all the attribute2 info using but I can't figure out how to get the parent or child attributes I need. UPDATE: Thanks for the feeback thus far. For clarity, I need to do a loop through attribute5. So basically, what I have right now (which isn't much) is . . . XElement xel = XElement.Load(xml); IEnumberable<XElement> cList = from el in xel.Elements(env + "element2").Element (n2 + "element3").Elements(n2 + "element4").Elements(ns + "element5") select el; foreach (XElement e in cList) Console.WriteLine(e.Attribute("attr2").Value.ToString()); This will give me the value all the attr 2 in the loop but I could be going about this all wrong for what I'm trying to acheive. I also need to collect the other attributes mentioned above in a collection (the Console reference is just me playing with this right now but the end result I need is a collection). So the end results would be a collection like attr1, attr2, attr3, attr4, attr5, attr6 2009-11-09, name1, 1, 1, 5.5, 3.4 2009-11-09, name2, 1, 3, 4, 4.5 Make Sense?

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  • Vector iterators in for loops, return statements, warning, c++

    - by Crystal
    Had 3 questions regarding a hw assignment for C++. The goal was to create a simple palindrome method. Here is my template for that: #ifndef PALINDROME_H #define PALINDROME_H #include <vector> #include <iostream> #include <cmath> template <class T> static bool palindrome(const std::vector<T> &input) { std::vector<T>::const_iterator it = input.begin(); std::vector<T>::const_reverse_iterator rit = input.rbegin(); for (int i = 0; i < input.size()/2; i++, it++, rit++) { if (!(*it == *rit)) { return false; } } return true; } template <class T> static void showVector(const std::vector<T> &input) { for (std::vector<T>::const_iterator it = input.begin(); it != input.end(); it++) { std::cout << *it << " "; } } #endif Regarding the above code, can you have more than one iterator declared in the first part of the for loop? I tried defining both the "it" and "rit" in the palindrome() method, and I kept on getting an error about needing a "," before rit. But when I cut and paste outside the for loop, no errors from the compiler. (I'm using VS 2008). Second question, I pretty much just brain farted on this one. But is the way I have my return statements in the palindrome() method ok? In my head, I think it works like, once the *it and *rit do not equal each other, then the function returns false, and the method exits at this point. Otherwise if it goes all the way through the for loop, then it returns true at the end. I totally brain farted on how return statements work in if blocks and I tried looking up a good example in my book and I couldn't find one. Finally, I get this warnings: \palindrome.h(14) : warning C4018: '<' : signed/unsigned mismatch Now is that because I run my for loop until (i < input.size()/2) and the compiler is telling me that input can be negative? Thanks!

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  • Lua + SWIG Monkey Patching

    - by Tom J Nowell
    I have used SWIG to bind a set of classes to lua. The problem comes if I want to start monkey patching. e.g. game.GetEnemies1 = game.GetEnemies2 does not work as expected. The behaviour after that line is still consistent with the original GetEnemies1 not GetEnemies2. how do I combat this problem?

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  • Is ajax + comet + asp.net scalable ?

    - by pixel3cs
    Thinks at a backgammon online multiplayer game with over 100, or even 1000 online users. The game communication is done using Ajax + 3 seconds Comet connection interval + ASP.NET technology. Is this a real scenario ? Didn't so many Comet open connections block the server resulting in big latency ?

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  • What is the best AI language/framework for .NET?

    - by Eduardo Cobuci
    I'm building an academic work that consists in a turn-based strategy game. I'm using XNA 3 for the graphics but didn't decide what to use for AI. I was considering to use P#, a Prolog interpreter for .NET but i found it a bit poor. Do you anything better for game AI than Prolog (maybe Haskell?) or a better interpreter then P#?

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  • Thread class closing from other Class (Activity) with protected void onStop() Android

    - by user1761337
    I have a Problem with Closing the Thread. I will Closing the Thread with onStop,onPause and onDestroy. This is my Source in the Activity Class: @Override protected void onStop(){ super.onStop(); finish(); } @Override protected void onPause() { super.onPause(); finish(); } @Override public void onDestroy() { this.mWakeLock.release(); super.onDestroy(); } And the Thread Class: public class GameThread extends Thread { private SurfaceHolder mSurfaceHolder; private Handler mHandler; private Context mContext; private Paint mLinePaint; private Paint blackPaint; //for consistent rendering private long sleepTime; //amount of time to sleep for (in milliseconds) private long delay=1000/30; //state of game (Running or Paused). int state = 1; public final static int RUNNING = 1; public final static int PAUSED = 2; public final static int STOPED = 3; GameSurface gEngine; public GameThread(SurfaceHolder surfaceHolder, Context context, Handler handler,GameSurface gEngineS){ //data about the screen mSurfaceHolder = surfaceHolder; mHandler = handler; mContext = context; gEngine=gEngineS; } //This is the most important part of the code. It is invoked when the call to start() is //made from the SurfaceView class. It loops continuously until the game is finished or //the application is suspended. private long beforeTime; @Override public void run() { //UPDATE while (state==RUNNING) { Log.d("State","Thread is runnig"); //time before update beforeTime = System.nanoTime(); //This is where we update the game engine gEngine.Update(); //DRAW Canvas c = null; try { //lock canvas so nothing else can use it c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { //clear the screen with the black painter. //reset the canvas c.drawColor(Color.BLACK); //This is where we draw the game engine. gEngine.doDraw(c); } } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } this.sleepTime = delay-((System.nanoTime()-beforeTime)/1000000L); try { //actual sleep code if(sleepTime>0){ this.sleep(sleepTime); } } catch (InterruptedException ex) { Logger.getLogger(GameThread.class.getName()).log(Level.SEVERE, null, ex); } while (state==PAUSED){ Log.d("State","Thread is pausing"); try { this.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }} How i can close the Thread from Activity Class??

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  • How to set a cell value = to whats looping?

    - by digitalgavakie
    I have this code below. How can I set a cell value to = whats looping through that value? Sub Test2() ' Select cell A2, *first line of data*. Range("A2").Select ' Set Do loop to stop when an empty cell is reached. Do Until IsEmpty(ActiveCell) ' Insert your code here. ' Step down 1 row from present location. ActiveCell.Offset(1, 0).Select Loop End Sub

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  • Numpy/Python performing terribly vs. Matlab

    - by Nissl
    Novice programmer here. I'm writing a program that analyzes the relative spatial locations of points (cells). The program gets boundaries and cell type off an array with the x coordinate in column 1, y coordinate in column 2, and cell type in column 3. It then checks each cell for cell type and appropriate distance from the bounds. If it passes, it then calculates its distance from each other cell in the array and if the distance is within a specified analysis range it adds it to an output array at that distance. My cell marking program is in wxpython so I was hoping to develop this program in python as well and eventually stick it into the GUI. Unfortunately right now python takes ~20 seconds to run the core loop on my machine while MATLAB can do ~15 loops/second. Since I'm planning on doing 1000 loops (with a randomized comparison condition) on ~30 cases times several exploratory analysis types this is not a trivial difference. I tried running a profiler and array calls are 1/4 of the time, almost all of the rest is unspecified loop time. Here is the python code for the main loop: for basecell in range (0, cellnumber-1): if firstcelltype == np.array((cellrecord[basecell,2])): xloc=np.array((cellrecord[basecell,0])) yloc=np.array((cellrecord[basecell,1])) xedgedist=(xbound-xloc) yedgedist=(ybound-yloc) if xloc>excludedist and xedgedist>excludedist and yloc>excludedist and yedgedist>excludedist: for comparecell in range (0, cellnumber-1): if secondcelltype==np.array((cellrecord[comparecell,2])): xcomploc=np.array((cellrecord[comparecell,0])) ycomploc=np.array((cellrecord[comparecell,1])) dist=math.sqrt((xcomploc-xloc)**2+(ycomploc-yloc)**2) dist=round(dist) if dist>=1 and dist<=analysisdist: arraytarget=round(dist*analysisdist/intervalnumber) addone=np.array((spatialraw[arraytarget-1])) addone=addone+1 targetcell=arraytarget-1 np.put(spatialraw,[targetcell,targetcell],addone) Here is the matlab code for the main loop: for basecell = 1:cellnumber; if firstcelltype==cellrecord(basecell,3); xloc=cellrecord(basecell,1); yloc=cellrecord(basecell,2); xedgedist=(xbound-xloc); yedgedist=(ybound-yloc); if (xloc>excludedist) && (yloc>excludedist) && (xedgedist>excludedist) && (yedgedist>excludedist); for comparecell = 1:cellnumber; if secondcelltype==cellrecord(comparecell,3); xcomploc=cellrecord(comparecell,1); ycomploc=cellrecord(comparecell,2); dist=sqrt((xcomploc-xloc)^2+(ycomploc-yloc)^2); if (dist>=1) && (dist<=100.4999); arraytarget=round(dist*analysisdist/intervalnumber); spatialsum(1,arraytarget)=spatialsum(1,arraytarget)+1; end end end end end end Thanks!

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  • Complex movement within animation

    - by Irwin
    I've this application, where two children are playing catch. One throws and the other catches. While I can show a ball object moving between two stationary objects, how do I show the objects "releasing" and "catching" the ball, in a way that is close to lifelike? EDIT: The movement of the hands in this game: http://www.acreativedesktop.com/animation-game-slaphands.html is what I would like to replicate. Any tips on how to do that?

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