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  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

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  • Having a list of rooms with theirs connection to each other, how do I find isolated room groups?

    - by petervaz
    I'm trying to create a small roguelike and went as far as random generating rooms and corridors. Each room is an instanced object and contain an arraylist of the others rooms connected by a corridor. I can single out unconnected rooms but how can I know the rooms that are connected only to each other but not to most of the others, forming an island? to illustrated better the problem here is an image from the console on a bogged level. Rooms 5 and 6 are connected only to each other. What algorithm can I use to detect that?

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  • How is this paradigm/style called?

    - by McMannus
    I have the following situation: I'm developing an add-in for a UML modeling tool. The models that can be created by the user are stored inside the main application and a limited access to the models is given through its API. However, the add-in has a lot of callbacks for events that are triggered by the main application, when changes to the model occur by the user. Since the models are already stored once in the main application, I considered it not practicable to duplicate the models in the add-in, which leads to the fact that I have only behavior in the add-in, rather than having a state. This behavior is mainly expressed by static functions, that are organized in functional cohesive classes. The callbacks for the events have always references to the model elements relevant for the specifc event that ocurred. First, it seemed to me that this is a procedural style in general, but procedural style doesn't consider events/callbacks, so this boils down to the question. How is this programming style called?

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  • PHP class data implementation

    - by Bakanyaka
    I'm studying OOP PHP and have watched two tutorials that implement user login\registration system as an example. But implementation varies. Which way will be more correct one to work with data such as this? Load all data retrieved from database as array into a property called something like _data on class creation and further methods operate with this property Create separate properties for each field retrieved from database, on class creation load all data fields into respective properties and operate with that properties separately? Then let's say I want to create a method that returns a list of all users with their data. Which way is better? Method that returns just an array of userdata like this: Array([0]=>array([id] => 1, [username] => 'John', ...), [1]=>array([id] => 2, [username] => 'Jack', ...), ...) Method that creates a new instance of it's class for each user and returns an array of objects

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  • Brute force algorithm implemented for sudoku solver in C [closed]

    - by 0cool
    This is my code that I have written in C.. It could solve certain level of problems but not the harder one.. I could not locate the error in it, Can you please find that.. # include <stdio.h> # include "sudoku.h" extern int sudoku[size][size]; extern int Arr[size][size]; int i, j, n; int BruteForceAlgorithm (void) { int val; for (i=0; i<size; i++) { for (j=0; j<size; j++) { if (sudoku[i][j]==0) { for (n=1; n<nmax; n++) { val = check (i,j,n); if ( val == 1) { sudoku[i][j]=n; // output(); break; } else if ( val == 0 && n == nmax-1 ) get_back(); } } } } } int get_back (void) { int p,q; int flag=0; for ( p=i; p>=0; p-- ) { for (q=j; q>=0; q-- ) { flag=0; if ( Arr[p][q]==0 && !( p==i && q==j) ) { if ( sudoku[p][q]== nmax-1 ) sudoku[p][q]=0; else { n = sudoku[p][q]; sudoku[p][q]=0; i = p; j = q; flag = 1; break; } } } if ( flag == 1) break; } } Code description: Sudoku.h has definitions related to sudoku solver. 1. size = 9 nmax = 10 2. check(i,j,n) returns 1 if a number "n" can be placed at (i,j) or else "0". What does this code do ? The code starts iterating from sudoku[0][0] to the end... if it finds a empty cell ( we take cell having "0" ), it starts checking for n=1 to n=9 which can be put in that.. as soon as a number can be put in that which is checked by check() it assigns it and breaks from loop and starts finding another empty cell. In case for a particular cell if it doesn't find "n" which can be assigned to sudoku cell.. it goes back to the previous empty cell and start iterating from where it stopped and assigns the next value and continues, Here comes the function get_back(). it iterates back..

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  • Output the total number of String Characters [migrated]

    - by Programmerwannabe
    My Question is what method should I use if I wanted to get the total number of characters a user inputs? without using arrays, i tried using .length() but it did not return all characters say from the first and lastname, it only returned the first name. Here's an example of my code. (Please dont laugh im really new in programming :) ) System.out.print("Enter your first and last name: "); String yourName = keyboard.next(); System.out.println("Your name has a total of " + yourName.length() + " numbers"); what happened was if i enter say "Neo Matrix" it would only return 3. I appreciate any help. thank you!

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  • Do you have a data roadmap?

    - by BuckWoody
    I often visit companies where they asked me “What is SQL Server’s Roadmap?” What they mean is that they want to know where Microsoft is going with our database products. I explain that we’re expanding not only the capacities in SQL Server but the capabilities – we’re trying to make an “information platform”, rather than just a data store. But it’s interesting when I ask the same question back. “What is your data roadmap?” Most folks are surprised by the question, thinking only about storage and archival. To them, data is data. Ah, not so. Your data is one of the most valuable, if not the most valuable asset in your organization. And you should be thinking about how you’ll acquire it, how it will be distributed, how you’ll archive it (which includes more than just backing it up) and most importantly, how you’ll leverage it. Because it’s only when data becomes information that it is truly useful. to be sure, the folks on the web that collect lots of data have a strategy for it – do you? Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • Requiring a specific order of compilaiton

    - by Aber Kled
    When designing a compiled programming language, is it a bad idea to require a specific order of compilation of separate units, according to their dependencies? To illustrate what I mean, consider C. C is the opposite of what I'm suggesting. There are multiple .c files, that can all depend on each other, but all of these separate units can be compiled on their own, in no particular order - only to be linked together into a final executable later. This is mostly due to header files. They enable separate units to share information with each other, and thus the units are able to be compiled independently. If a language were to dispose of header files, and only keep source and object files, then the only option would be to actually include the unit's meta-information in the unit's object file. However, this would mean that if the unit A depends on the unit B, then the unit B would need to be compiled before unit A, so unit A could "import" the unit B's object file, thus obtaining the information required for its compilation. Am I missing something here? Is this really the only way to go about removing header files in compiled languages?

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  • How do I split a texture into differently shaped pieces with libgdx?

    - by VictorB
    I want to split a texture into variously shaped pieces with libgdx, like the pieces of a puzzle game. TextureRegion.split() is not an option, as it splits into equally sized rectangular texture regions. The "Similar Questions" section here is helpful (particularly this question How do I break an image into 6 or 8 pieces of different shapes?), but I'm not sure yet if it's possible to implement the solution with libgdx. Any pointers?

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  • Will you still play a good Red Alert 3 mission map? [closed]

    - by W.N.
    I've been creating a RA3 mission map (play in Skirmish), most likely a remake of RA2 Yuri "To the Moon" mission, with more interesting elements. However, because of my work, the process was corrupted for more than a year. And now, I see that very few people still play RA3. So, should I continue making this map? Because there're still a lot of work to complete this map. I can assure you, the mission will be interesting. However, if few people play it, there's no need to waste time to it. Please give me some advice. Thank you.

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  • Get all triangles that are < N dist from you?

    - by CyanPrime
    Does anyone know of a way I could add a radius to this code for p? Like basically saying "this is true if the triangle is < N dist from the point" public boolean isPointInTriangle( Vector3f p, Vector3f a, Vector3f b, Vector3f c ) { return ( pointsAreOnSameSide(p, a, b, c) && pointsAreOnSameSide(p, b, a, c) && pointsAreOnSameSide(p, c, a, b) ); } public boolean pointsAreOnSameSide( Vector3f p1, Vector3f p2, Vector3f a, Vector3f b ) { Vector3f diffba = new Vector3f(0,0,0); Vector3f.sub( b, a, diffba ); Vector3f diffp1a = new Vector3f(0,0,0); Vector3f.sub( p1, a, diffp1a ); Vector3f diffp2a = new Vector3f(0,0,0); Vector3f.sub( p2, a, diffp2a ); Vector3f cross1 = Vector3f.cross(diffba, diffp1a); Vector3f cross2 = Vector3f.cross(diffba, diffp2a); return ( Vector3f.dot( cross1, cross2 ) >= 0 ); }

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  • Need to organize words based on their components, any other way aside from brute force?

    - by Lathan
    I'm not sure if this process has a name. I have some words (about 9,000). They are in Japanese, but I'll try to explain this using English words. I want to categorize the words by the components (in English, letters). A B C act bar play This should create: A: play B: bar C: act Now, 'a' appears in all 3 words, but I want to make sure that each category (letter) has at least word. Now, it would make sense to delete a word after it's used, but there are a few cases where 2 letters make up one word and that's each letter's only word--so I'd like to account for that somehow. Is there an approach for solving this aside from brute force? Dynamic programming perhaps? Even a name for this process (if it exists) would be great.

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  • Trouble installating openjdk6 on 12.04 LTS

    - by Lost
    I tried to install openjdk6 on 12.04 LTS, with the command: sudo apt-get install openjdk-6-jre but got the following error: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: openjdk-6-jre : Depends: openjdk-6-jre-headless (= 6b24~pre1-1ubuntu3) but it is not going to be installed E: Unable to correct problems, you have held broken packages. Please help. Thanks!

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  • Content of AUTHORS file

    - by user14284
    GNU recommend make AUTHORS file for list of authors and contributos of a program. But how many "levels" of authors and contributors should contain the file? E.g. I write a program foo, that actively use some library. Should I include authors of the library in the AUTHORS? It seems to yes, because total code of foo contain code from library. But if yes, I should include also authors of all others libraries, including standard libraries of compiler, authors of the compiler and other tools for producing final executable code, authors of OS... When I should stop?

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  • Calculate Quantity Available for POS - Inventory [closed]

    - by tunmise fasipe
    From what I have read Quantity on Hand is the physical number of Items in stock http://www.businessdictionary.com/definition/quantity-on-hand.html Quantity Available is Quantity On Hand minus outbound items (e.g Ordered Quantity) http://community.intuit.com/posts/quantity-on-hand-vs-quantity-available-2 Does this still hold for POS? Can there be outbound items in POS system since items are picked up immediately? If not does that mean QtyOnHand = QtyAvailable for POS?

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  • What's wrong with this answer? [migrated]

    - by MikeLJ
    I wrote an answer to this question, but I can't post it even though it's not opinion based. which tile size to choice for 16-bits What's wrong with my answer? The Answer: I'll use these classic 16-bit consoles as reference: http://en.wikipedia.org/wiki/History_of_video_game_consoles_(fourth_generation) Super Nintendo: Max Resolution: 512x478 Sprites On Screen: 128 Max Sprite Size: 8×8. TurboGrafx-16: Max Resolution: 565x242 "Normal" resolution: 256×239 Sprites On Screen: 64 Max Sprite Sizes: 32×64 Neo Geo: Display resolution: 320×224 "Normal" Resolution: 304x224 Sprites on screen: 380 Max Sprite Size: 16x512

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  • How to draw a map for the game?

    - by user36689
    I wanted to make a small game, it will be about space. But I had a couple of questions, how to draw a map for the game? I would like to have lots of planets, possible consolidation of the system (as the solar system) But how to draw these planets? Is it really necessary to draw them by hand? I plan to give the names of the planets, but maybe I will not do what is best to do? Prompt Council Help me, please) I'm sorry if that is not the case)) Thanks in advance!

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  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

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  • Drawing chunks, and positioning the camera

    - by Troubleshoot
    I've seen many questions and answers regarding how to draw tiled maps but I can't really get my head around it. Many answers suggest either loading the visible part of the map, or loading and unloading chunks of the map. I've decided the best option would be to load chunks, but I'm slightly confused as to how this would be implemented. Currently I'm loading the full map to a 2D array of buffered images, then drawing it every time repaint is called. Q1: If I were to load chunks of the map, would I load the map as a whole then draw the necessary chunk(s), or load & unload the chunks as the player moves along, and if so, how? My second question regards the camera. I want the player to be in the centre of the X axis and the camera to follow it. I've thought of drawing everything in relation to the map and calculating the position of the camera in relation to the players coordinates on the map. So, to calculate the camera's X position I understand that I should use cameraX = playerX - (canvasWidth/2), but how should I calculate the Y position? I want the camera to only move up when the player reaches cameraHeight/2 but to move down when the player reaches 3/4(cameraHeight). Q2: Should I check for this in the same way I check for collision, and move the camera relative to the movement of the player until the player stops moving, or am I thinking about it in the wrong way?

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  • Should my game handle collisions in the Player object?

    - by user1264811
    I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player class to detect collisions with Enemy objects (also have an ActionListener) or to handle all the collisions in the main world. Furthermore, I'm thinking ahead about how I will handle collisions with the platforms themselves. I've looked into the double boolean arrays to see which tiles players can go to and which they can't. I don't understand how to use this class and the player class at the same time.

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  • Bitmap & Object Collision Help

    - by MarkEz
    Is it possible to detect when an object and a bitmap collide. I have an arraylist of sprites that I am shooting with an image. I tried using this method here but as soon as the bitmap appears the sprite disappears, this is in the Sprite class: public boolean isCollision(Bitmap other) { if(other.getWidth() > x && other.getWidth() < x + width && >other.getHeight() > y && other.getHeight() < y + height); return true; }

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  • When you’re on a high, start something big

    - by BuckWoody
    Most days are pretty average – we have some highs, some lows, and just regular old work to do. But some days the sun is shining, your co-workers are especially nice, and everything just falls into place. You really *enjoy* what you do. Don’t let that moment pass. All of us have “big” projects that we need to tackle. Things that are going to take a long time, and a lot of money. Those kinds of data projects take a LOT of planning, and many times we put that off just to get to the day’s work. I’ve found that the “high” moments are the perfect time to take on these big projects. I’m more focused, and more importantly, more positive. And as the quote goes, “whether you think you can or you think you can’t, you’re probably right.” You’ll find a way to make it happen if you’re in a positive mood. Now – having those “great days” is actually something you can influence, but I’ll save that topic for a future post. I have a project to work on. :) Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Android–Supporting Multiple Devices Part 2

    - by rodelljr
    Originally posted on: http://geekswithblogs.net/rodelljr/archive/2014/06/03/androidsupporting-multiple-devices-part-2.aspxI would like to thank the KC Mobile App Developers group for allowing me to do my presentation; Supporting Multiple Devices Part 2. In this talk, I discussed a Master/Detail application that runs on Android 2.2 devices and forward. I used the Actionbar compat Android library to allow the older devices to have an actionbar. I also used a SQLite database for my data. And just to add one last thing, I also incorporated the use of custom fonts. If you are interesting in looking at this sample application, I have uploaded it to my GitHub account here. I also have a Power Point presentation which you can get here.I will be doing this talk again at a later date this year, so when I have a date and location, I will post a follow up blog.

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  • OOP PHP make separate classes or one

    - by user2956219
    I'm studying OOP PHP and working on a small personal project but I have hard time grasping some concepts. Let's say I have a list of items, each item belongs to subcategory, and each subcategory belongs to category. So should I make separate classes for category (with methods to list all categories, add new category, delete category), class for subcategories and class for items? Or should I make creating, listing and deleting categories as methods for item class? Both category and subcategory are very simple and basically consist of ID, Name and parentID (for subcategory).

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