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  • Detect duplicate in a subset from a set of elements

    - by Abhinav Shrivastava
    I have a set of numbers say : 1 1 2 8 5 6 6 7 8 8 4 2... I want to detect the duplicate element in subsets(of given size say k) of the above numbers... For example : Consider the increasing subsets(for example consider k=3) Subset 1 :{1,1,2} Subset 2 :{1,2,8} Subset 3 :{2,8,5} Subset 4 :{8,5,6} Subset 5 :{5,6,6} Subset 6 :{6,6,7} .... .... So my algorithm should detect that subset 1,5,6 contains duplicates.. My approach : 1)Copy the 1st k elements to a temporary array(vector) 2) using #include file in C++ STL...using unique() I would determine if there's any change in size of vector.. Any other clue how to approach this problem..

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  • programming manner to solve problem

    - by gcc
    Everyone has style(s)/technique(s) to approach/solve real world problems. This/these technique(s) distinguish(es) us from other people or other programmers. (Actually, I think it make us a wanted/ great programmer/computer science ) To improve, we read a lot of books (ex : programming style, how to solve program, how to approach problem, software and algorithm). Can I learn your technique? In other words, if someone gives you a problem, at first step, what are you doing to solve it? (In all honesty, I want learn in what manner you are looking problem )

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  • How do I resolve this exercise on C++? [closed]

    - by user40630
    (Card Shuffling and Dealing) Create a program to shuffle and deal a deck of cards. The program should consist of class Card, class DeckOfCards and a driver program. Class Card should provide: a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. The driver program should create a DeckOfCards object, shuffle the cards, then deal the 52 cards. This above is the exercise I'm trying to solve. I'd be very much appreciated if someone could solve it and explain it to me. The main idea of the program is quite simple. What I don't get is how to build the constructor for the class DeckOfCards and how to generate the 52 cards of the deck with different suits and faces. Untill now I've managed to do this: #include <iostream> #include <vector> using namespace std; /* * */ /* a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. */ class Card { public: Card(int, int); string toString(); private: int suit, face; static string faceNames[13]; static string suitNames[4]; }; string Card::faceNames[13] = {"Ace","Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Queen","Jack","King"}; string Card::suitNames[4] = {"Diamonds","Clubs","Hearts","Spades"}; string Card::toString() { return faceNames[face]+" of "+suitNames[suit]; } Card::Card(int f, int s) :face(f), suit(s) { } /* Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. */ class DeckOfCards { public: DeckOfCards(); void shuffleCards(); Card dealCard(); bool moreCards(); private: vector<Card> deck(52); int currentCard; }; int main(int argc, char** argv) { return 0; } DeckOfCards::DeckOfCards() { //I'm stuck here I have no idea of what to take out of here. //I still don't fully get the idea of class inside class and that's turning out as a problem. I try to find a way to set the suits and faces members of the class Card but I can't figure out how. for(int i=0; i<deck.size(); i++) { deck[i]//....There is no function to set them. They must be set when initialized. But how?? } } For easier reading: http://pastebin.com/pJeXMH0f

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Seeking some advice on pursuing MS in CS from Stanford or Carnegie Mellon or Caltech

    - by avi
    What kinds of projects are given preference in top notch colleges like Stanford, Caltech, etc to get admission into MS programme in Computer Science? I have an average academic portfolio. I'm pursuing Btech from a not so popular university in India with an aggregate of 67%. I'm good at designing algorithms and possess good knowledge of core subjects but helpless with my percentage. So, I think the only way I can impress them is with my project(s). Can anyone please suggest me the kinds of projects that are given preference by such top level institutes? Could you please also suggest some good projects? My area of interest would be Artificial Intelligence or any application/software/algorithm design which could be of some help to common people. Or if you have any other random idea for my project then please share it with me. Note: Web based projects and management projects like lib management wouldn't be my priority.

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  • What do I need to do, to get placed in any software company?

    - by Anto Aravinth
    I'm doing my 3rd year CSE Engineering. I guess this is the right time to ask this question! As in the next year, I'm going to do projects, "get my hands dirty". And there is only few days left out, as I know many people in Stack Overflow are working in Software field, I thought to ask these question. Does the project that I'm doing in my final year need to be excellent? If so, what kind of project to do? And how do you say that the project is excellent or not? Writing the code is very fun and serious at times. But the code should have a good algorithm? And mostly in any software companies interview, what kind of question they ask? Not but not the least, mastering in any particular language speaks in interviews?

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  • PHP API to trade products from eshop through REST/xml

    - by Donatas Veikutis
    I need algorithm, or PHP api example, or existing decision how to make system for trade big information for B2B xml with goods information. Now I try to use Slim framework to do that system. But for me need some documentation what architecture have to be in here. System requiments is simple: User have autentification username and password Then he can see which product groups assigned to it Then he can see all product with information (price, title, description, images, specifications etc.). Its will the easiest way to get a free php api for that I think, and try too edit some code. But I did not found anything.

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  • How to find siblings of a tree?

    - by smallB
    On my interview for an internship, I was asked following question: On a whiteboard write the simplest algorithm with use of recursion which would take a root of a so called binary tree (so called because it is not strictly speaking binary tree) and make every child in this tree connected with its sibling. So if I have: 1 / \ 2 3 / \ \ 4 5 6 / \ 7 8 then the sibling to 2 would be 3, to four five, to five six and to seven eight. I didn't do this, although I was heading in the right direction. Later (next day) at home I did it, but with the use of a debugger. It took me better part of two hours and 50 lines of code. I personally think that this was very difficult question, almost impossible to do correctly on a whiteboard. How would you solve it on a whiteboard? How to apprehend this question without using a debugger?

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  • how to transform child elements position into a world position

    - by MrGreg
    So Im making a 2d space game and I have a bunch of spaceships that have turrets. Objects have a position and orientation, the ships being in world coordinates while the turrets are children and coordinates are relative to their parents. How do I efficiently calculate the position of a turret in world coordinates (i.e. when it fires and I need to know where to place a bullet in the world)? Calculating the turrets orientation is trivial - I just add the turrets relative angle to its parents. For position though, I guess I could do a bunch of trigonometry but this MUST be a common problem with a good/fast general solution? Should I be relearning how to do matrix math again? :) btw - Im creating the game in javascript+canvas but its the math/algorithm im interested in here Cheers, Greg

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  • Which prediction model for web page recommendation?

    - by Nilesh
    I am trying to implement a web page recommendation wherein registered users will be given a recommendation of which page to visit depending upon the previous data.So with initial study I decided to go on with clustering the data with rough sets and then will move forward to find out the sequential patters with the use of prefix span algorithm.So now I want to have a better prediction model in place which can predict the access frequency of pages.I have figured out with Markov model but still some more suggestions will be valuable.Also please help me with some references of the models too.Is it possible to directly predict the next page access with the result of PrefixSpan.If so how?

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  • How do I find the closest points(thereby forming a polygon) enclosing a particular point?(see image)

    - by nilspin
    I am working with a game engine, and my task is to add code for simulating fracture of rigid meshes. Right now I'm only working on breaking a cube. I am using Voronoi's algorithm to make a (realistic)fractured shard and I am using the half-plane method to generate a voronoi cell. Now the way I do this is for every seed point, I make planes that are perpendicular bisector planes(the straight black lines in the image) with rest of the seed points and I calculate the intersections of all these planes to give me distinct points(all the orange dots). I've gotten this far. Out of all these calculated intersection points, I only need the ones that are closest and enclosing the seed point(the points encircled in red) and I need to discard all the rest. Information that I have : 1) Plane equations of all planes(defined by normalized normal vectors and their distance from origin) 2) Points of intersection(that I've calculated) Can anybody help me find out how I can find the points encircled in red? Thanks.

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  • Wavefront mesh: determine which face a point belongs to?

    - by Mina Samy
    I have a 3D mesh Wavefront .obj file. Is there any algorithm that takes an arbitrary point coordinates as input and determines which face of the mesh that point belongs to ?? The mesh is rendered on the screen, then the user clicks on it, I want to determine which part of the mesh the user has clicked on ? Here's the code using LibGDX: Vector3 intersection=new Vector3(); Ray ray=camera.getPickRay(x, y); //vertices is an array that hold the coordinates of the mesh boolean ok=Intersector.intersectRayTriangles(ray, vertices, intersection); Thanks

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  • Steps to create a solution for a problem

    - by Mr_Green
    I am a trainee. According to my teacher, he says that to solve a problem we should go with steps to solve it like Create Algorithm (optional) Create a Datatable: By analyzing the problem, create main concepts in those problem as columns and the related issues in the main concept as rows. Create a Flowchart based on the Datatable. (when creating flow chart, think that you are in that situation and design it in your brain) By seeing the Flowchart, solve the problem. These steps should always consider by a programmer if he/she wants to become a Software designer (not programmer). Because the above approach gives an efficient way of finding solution to a problem even the problem is small. According to him, this way of approach also works in real time scenario's. My question is: Is this really an efficient way? please share also your thoughts. Keeping beside my question I just want to share some thoughts of my teacher with you who is a good mentor for me.

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  • Where to find algorithms work?

    - by Misha
    The funnest parts of my projects have been the back-end algorithms work. I have worked on projects where I implemented Gaussian Mixture models, a Remez algorithm and a few Monte Carlo schemes. I loved figuring out how these processes worked and tuning them when they didn't. I recently graduated and my problem lies in the work I was able to find. The only jobs I have found, with my Electrical Engineering degree, are for writing user applications. Tasks such as fashioning web interfaces or front-ends for hardware devices. When I speak with potential employers about my interests they say they have no work of the sort. Where does one find work that involves implementing these kind of schemes?

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  • Calculating vertex normals on the GPU

    - by Etan
    I have some height-map sampled on a regular grid stored in an array. Now, I want to use the normals on the sampled vertices for some smoothing algorithm. The way I'm currently doing it is as follows: For each vertex, generate triangles to all it's neighbours. This results in eight neighbours when using the 1-neighbourhood for all vertices except at the borders. +---+---+ ¦ \ ¦ / ¦ +---o---+ ¦ / ¦ \ ¦ +---+---+ For each adjacent triangle, calculate it's normal by taking the cross product between the two distances. As the triangles all have the same size when projected on the xy-plane, I simply average over all eight normals then and store it for this vertex. However, as my data grows larger, this approach takes too much time and I would prefer doing it on the GPU in a shader code. Is there an easy method, maybe if I could store my height-map as a texture?

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  • How to use short breaks at work effectively for self-development?

    - by Alaudo
    At the moment my daily work as a developer requires me to have short 10-20 min breaks after every 2-3 hours. It would be nice if I could use those effectively to improve my expertise in programming or CS in general. I tried several things: Reading jokes online gets boring very soon. Trying to solve some (even the most simple) tasks from different code contests requires more time, as long as I have some idea of an algorithm the time is over. Reading a randomly picked Wikipedia-article about Computer Science: depending upon the article sometimes it requires more time and is not an easy reading for a break. So, I ended up reading StackOverflow questions and answers with most votes: that is entertaining and educative. Do you have any other suggestions?

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • Assignment of roles in communication when sides could try to cheat

    - by 9000
    Assume two nodes in a peer-to-peer network initiating a communication. In this communication, one node has to serve as a "sender", another as a "receiver" (role names are arbitrary here). I'd like the nodes to assert either role with approximately equal probability. That is, in N communications with various other nodes a given node would assume the "sender" role roughly N/2 times. Since there's no third-party arbiter available, nodes should agree on their roles by exchanging messages. The catch is that we can encounter a rogue node which would try to become the "receiver" in most or all cases, and coax the other side to always serve as a "sender". I'm looking for an algorithm to assign roles to sides of communication so that no side could get a predetermined role with high probability. It's OK for the side which is trying to cheat to fail to communicate.

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  • Project Jigsaw: Late for the train: The Q&A

    - by Mark Reinhold
    I recently proposed, to the Java community in general and to the SE 8 (JSR 337) Expert Group in particular, to defer Project Jigsaw from Java 8 to Java 9. I also proposed to aim explicitly for a regular two-year release cycle going forward. Herewith a summary of the key questions I’ve seen in reaction to these proposals, along with answers. Making the decision Q Has the Java SE 8 Expert Group decided whether to defer the addition of a module system and the modularization of the Platform to Java SE 9? A No, it has not yet decided. Q By when do you expect the EG to make this decision? A In the next month or so. Q How can I make sure my voice is heard? A The EG will consider all relevant input from the wider community. If you have a prominent blog, column, or other communication channel then there’s a good chance that we’ve already seen your opinion. If not, you’re welcome to send it to the Java SE 8 Comments List, which is the EG’s official feedback channel. Q What’s the overall tone of the feedback you’ve received? A The feedback has been about evenly divided as to whether Java 8 should be delayed for Jigsaw, Jigsaw should be deferred to Java 9, or some other, usually less-realistic, option should be taken. Project Jigsaw Q Why is Project Jigsaw taking so long? A Project Jigsaw started at Sun, way back in August 2008. Like many efforts during the final years of Sun, it was not well staffed. Jigsaw initially ran on a shoestring, with just a handful of mostly part-time engineers, so progress was slow. During the integration of Sun into Oracle all work on Jigsaw was halted for a time, but it was eventually resumed after a thorough consideration of the alternatives. Project Jigsaw was really only fully staffed about a year ago, around the time that Java 7 shipped. We’ve added a few more engineers to the team since then, but that can’t make up for the inadequate initial staffing and the time lost during the transition. Q So it’s really just a matter of staffing limitations and corporate-integration distractions? A Aside from these difficulties, the other main factor in the duration of the project is the sheer technical difficulty of modularizing the JDK. Q Why is modularizing the JDK so hard? A There are two main reasons. The first is that the JDK code base is deeply interconnected at both the API and the implementation levels, having been built over many years primarily in the style of a monolithic software system. We’ve spent considerable effort eliminating or at least simplifying as many API and implementation dependences as possible, so that both the Platform and its implementations can be presented as a coherent set of interdependent modules, but some particularly thorny cases remain. Q What’s the second reason? A We want to maintain as much compatibility with prior releases as possible, most especially for existing classpath-based applications but also, to the extent feasible, for applications composed of modules. Q Is modularizing the JDK even necessary? Can’t you just put it in one big module? A Modularizing the JDK, and more specifically modularizing the Java SE Platform, will enable standard yet flexible Java runtime configurations scaling from large servers down to small embedded devices. In the long term it will enable the convergence of Java SE with the higher-end Java ME Platforms. Q Is Project Jigsaw just about modularizing the JDK? A As originally conceived, Project Jigsaw was indeed focused primarily upon modularizing the JDK. The growing demand for a truly standard module system for the Java Platform, which could be used not just for the Platform itself but also for libraries and applications built on top of it, later motivated expanding the scope of the effort. Q As a developer, why should I care about Project Jigsaw? A The introduction of a modular Java Platform will, in the long term, fundamentally change the way that Java implementations, libraries, frameworks, tools, and applications are designed, built, and deployed. Q How much progress has Project Jigsaw made? A We’ve actually made a lot of progress. Much of the core functionality of the module system has been prototyped and works at both compile time and run time. We’ve extended the Java programming language with module declarations, worked out a structure for modular source trees and corresponding compiled-class trees, and implemented these features in javac. We’ve defined an efficient module-file format, extended the JVM to bootstrap a modular JRE, and designed and implemented a preliminary API. We’ve used the module system to make a good first cut at dividing the JDK and the Java SE API into a coherent set of modules. Among other things, we’re currently working to retrofit the java.util.ServiceLoader API to support modular services. Q I want to help! How can I get involved? A Check out the project page, read the draft requirements and design overview documents, download the latest prototype build, and play with it. You can tell us what you think, and follow the rest of our work in real time, on the jigsaw-dev list. The Java Platform Module System JSR Q What’s the relationship between Project Jigsaw and the eventual Java Platform Module System JSR? A At a high level, Project Jigsaw has two phases. In the first phase we’re exploring an approach to modularity that’s markedly different from that of existing Java modularity solutions. We’ve assumed that we can change the Java programming language, the virtual machine, and the APIs. Doing so enables a design which can strongly enforce module boundaries in all program phases, from compilation to deployment to execution. That, in turn, leads to better usability, diagnosability, security, and performance. The ultimate goal of the first phase is produce a working prototype which can inform the work of the Module-System JSR EG. Q What will happen in the second phase of Project Jigsaw? A The second phase will produce the reference implementation of the specification created by the Module-System JSR EG. The EG might ultimately choose an entirely different approach than the one we’re exploring now. If and when that happens then Project Jigsaw will change course as necessary, but either way I think that the end result will be better for having been informed by our current work. Maven & OSGi Q Why not just use Maven? A Maven is a software project management and comprehension tool. As such it can be seen as a kind of build-time module system but, by its nature, it does nothing to support modularity at run time. Q Why not just adopt OSGi? A OSGi is a rich dynamic component system which includes not just a module system but also a life-cycle model and a dynamic service registry. The latter two facilities are useful to some kinds of sophisticated applications, but I don’t think they’re of wide enough interest to be standardized as part of the Java SE Platform. Q Okay, then why not just adopt the module layer of OSGi? A The OSGi module layer is not operative at compile time; it only addresses modularity during packaging, deployment, and execution. As it stands, moreover, it’s useful for library and application modules but, since it’s built strictly on top of the Java SE Platform, it can’t be used to modularize the Platform itself. Q If Maven addresses modularity at build time, and the OSGi module layer addresses modularity during deployment and at run time, then why not just use the two together, as many developers already do? A The combination of Maven and OSGi is certainly very useful in practice today. These systems have, however, been built on top of the existing Java platform; they have not been able to change the platform itself. This means, among other things, that module boundaries are weakly enforced, if at all, which makes it difficult to diagnose configuration errors and impossible to run untrusted code securely. The prototype Jigsaw module system, by contrast, aims to define a platform-level solution which extends both the language and the JVM in order to enforce module boundaries strongly and uniformly in all program phases. Q If the EG chooses an approach like the one currently being taken in the Jigsaw prototype, will Maven and OSGi be made obsolete? A No, not at all! No matter what approach is taken, to ensure wide adoption it’s essential that the standard Java Platform Module System interact well with Maven. Applications that depend upon the sophisticated features of OSGi will no doubt continue to use OSGi, so it’s critical that implementations of OSGi be able to run on top of the Java module system and, if suitably modified, support OSGi bundles that depend upon Java modules. Ideas for how to do that are currently being explored in Project Penrose. Java 8 & Java 9 Q Without Jigsaw, won’t Java 8 be a pretty boring release? A No, far from it! It’s still slated to include the widely-anticipated Project Lambda (JSR 335), work on which has been going very well, along with the new Date/Time API (JSR 310), Type Annotations (JSR 308), and a set of smaller features already in progress. Q Won’t deferring Jigsaw to Java 9 delay the eventual convergence of the higher-end Java ME Platforms with Java SE? A It will slow that transition, but it will not stop it. To allow progress toward that convergence to be made with Java 8 I’ve suggested to the Java SE 8 EG that we consider specifying a small number of Profiles which would allow compact configurations of the SE Platform to be built and deployed. Q If Jigsaw is deferred to Java 9, would the Oracle engineers currently working on it be reassigned to other Java 8 features and then return to working on Jigsaw again after Java 8 ships? A No, these engineers would continue to work primarily on Jigsaw from now until Java 9 ships. Q Why not drop Lambda and finish Jigsaw instead? A Even if the engineers currently working on Lambda could instantly switch over to Jigsaw and immediately become productive—which of course they can’t—there are less than nine months remaining in the Java 8 schedule for work on major features. That’s just not enough time for the broad review, testing, and feedback which such a fundamental change to the Java Platform requires. Q Why not ship the module system in Java 8, and then modularize the platform in Java 9? A If we deliver a module system in one release but don’t use it to modularize the JDK until some later release then we run a big risk of getting something fundamentally wrong. If that happens then we’d have to fix it in the later release, and fixing fundamental design flaws after the fact almost always leads to a poor end result. Q Why not ship Jigsaw in an 8.5 release, less than two years after 8? Or why not just ship a new release every year, rather than every other year? A Many more developers work on the JDK today than a couple of years ago, both because Oracle has dramatically increased its own investment and because other organizations and individuals have joined the OpenJDK Community. Collectively we don’t, however, have the bandwidth required to ship and then provide long-term support for a big JDK release more frequently than about every other year. Q What’s the feedback been on the two-year release-cycle proposal? A For just about every comment that we should release more frequently, so that new features are available sooner, there’s been another asking for an even slower release cycle so that large teams of enterprise developers who ship mission-critical applications have a chance to migrate at a comfortable pace.

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  • Tips for building an AI for a 2D racing game

    - by declique
    I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision). We are given a black and white bitmap image of the racing track, we are allowed to choose basic stats for our car (handling, acceleration, max speed and brakes) after we receive the map. The AI connects to the game's server and gives to it several times a second numbers for the current acceleration and steering. The language I chose is C++, by the way. The questions are: What is the best strategy or algorithm (since I want to try and win)? I currently have in mind some ideas found on the net and one or two of my own, but I would like before I start to code that my perspective is one of the best. What good books are there on that matter? What sites should I refer to?

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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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  • What is the logic behind this C Program?

    - by iamanimesh19
    Here is a small piece of program (14 lines of program) which counts the number of bits set in a number. Input-Output -- 0--0(0000000), 5--2(0000101), 7--3(0000111) int CountBits (unsigned int x) { static unsigned int mask[] = { 0x55555555, 0x33333333, 0x0F0F0F0F, 0x00FF00FF, 0x0000FFFF } ; int i ; int shift ; /* Number of positions to shift to right*/ for (i =0, shift =1; i < 5; i ++, shift *= 2) x = (x & mask[i ])+ ( ( x >> shift) & mask[i]); return x; } Can someone explain the algorithm used here/why this works?

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  • How can I fix latency problems for car game?

    - by Freddy
    Basically I'm trying to make a online car racing game for IOS using Game Center real time multiplayer. I have setup a timer that sends data every 0.02 seconds to the other player with the current position and current angle. However sometimes, it will take LONGER then these 0.02 seconds for the package to be sent and then received. In this case i have implemented a method that "calculate" what the next position should be if no position is received based on the last position and angle. However, when the data then receives for let say 0.04 seconds after, it will change back to the last position, which will result in the car "jumping" back and lag. And If i just keep ignoring the data it will never take any input from the other user. Is their any way to prevent this? I suppose this needs to be fixed with some client-sided algorithm.

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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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  • Why does a computer science degree matter to a professional programmer?

    - by P.Brian.Mackey
    I have a degree in computer science. It has been great for opening doors, getting a job. As far as helping me in the professional field of C# .NET programming (the most popular platform and language in the area I work if not the entire united states on hands down the most popular OS in the world) its hardly useful. Why do you think it helps you as a programmer in your professional career (outside spouting off to prims algorithm to impress some interviewer)? In today's world adaptation, a quick mind, strong communication, OO and fundamental design skills enable a developer to write software that a customer will accept. These skills are only skimmed over in the cs program. In my mind, reading a 500 page C# book by Wrox offers far more useable a skillset than 4 years of the comp sci math blaster courses. Many disagree. So, why does a computer science degree matter?

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