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  • F# &ndash; Converting your C# brain to the F# way

    - by MarkPearl
    My brain still thinks in C#!!! I have been looking at F# and trying to figure out the basics of it, but all the time in the back of my mind I am going – what is the C# equivalent to this or that… It’s frustrating because I almost want a F# to C# dictionary the whole time – and simply translate my C# code to F# – which would negate the main motivation for learning F# – as I want learn functional programming - if I was simply doing C# code in a F# syntax I would be gaining nothing! So I am experiencing pain while my brain forms some new neural networks… but luckily I live in a country where we have 11 official spoken languages, and plenty more unofficial languages so I have gone through the pain of learning how to speak a new language before – and I am finding the process is almost identical in learning a programming language that promotes a different way of looking at problems (from Object Orientated to Functional). That beings said… the first thing to learn is the basic syntax… I have searched the web for appropriate places to get a translation – and have been quite disappointed with what is out there for F#. Luckily, OCaml came to the rescue. There are some really good tutorials on getting started with OCaml syntax, one in particular that stood out was the OCamal-Tutorial. What I particularly like about it is that it is doing comparisons between C based languages and OCaml. Give it a read sometime – it’s well worth it and has definitely helped me understand F# a little better.

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  • Restrict movement within a radius

    - by Phil
    I asked a similar question recently but now I think I know more about what I really want to know. I can answer my own question if I get to understand this bit. I have a situation where a sprite's center point needs to be constrained within a certain boundary in 2d space. The boundary is circular so the sprite is constrained within a radius. This radius is defined as a distance from the center of a certain point. I know the position of the center point and I can track the center position of the sprite. This is the code to detect the distance: float distance = Vector2.Distance(centerPosition, spritePosition)); if (distance > allowedDistance) { } The positions can be wherever on the grid, they are not described as in between -1 or 1. So basically the detecting code works, it only prints when the sprite is outside of it's boundary I just don't know what to do when it oversteps. Please explain any math used as I really want to understand what you're thinking to be able to elaborate on it myself.

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  • How can I get better at explaining complex software processes to developers?

    - by Lostsoul
    I'm really struggling with my software specs. I am not a professional programmer but enjoy doing it for fun and made some software that I want to sell later but I'm not happy with the code quality. So I wanted to hire a real developer to rewrite my software in a more professional way so it will be maintainable by other developers in the future. I read and found some sample specs and made my own by applying their structure to my document and wanted to get my developer friend to read it and give me advice. After an hour and a half he understood exactly what I was trying to do and how I did it(my algorithms,stack,etc.). How can I get better at explaining things to developers? I add many details and explanations for everything(including working code) but I'm unsure the best way I can learn to pass detailed domain knowledge(my software applies big data, machine learning, graph theory to finance). My end goal is to get them to understand as much as possible from the document and then ask anything they do not understand, but right now it seems they need to extract alot of information from me. How can I get better at communicating domain knowledge to developers?

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  • Grid collision - finding the location of an entity in each box

    - by Gregg1989
    I am trying to implement grid-based collision in a 2d game with moving circles. The canvas is 400x400 pixels. Below you can see the code for my Grid class. What I want it to do is check inside which box the entities are located and then run a collision check if there are 2 or more entities in the same box. Right now I do not know how to find the position of an entity in a specific box. I know there are many tutorials online, but I haven't been able to find an answer to my question, because they are either written in C/C++ or use the 2d array approach. Code snippets and other help is greatly appreciated. Thanks. public class Grid { ArrayList<ArrayList<Entity>> boxes = new ArrayList<>(); double boxSize = 40; double boxesAmount = 10; ... ... public void checkBoxLocation(ArrayList<Entity> entities) { for (int i = 0; i < entities.size(); i++) { // Get top left coordinates of each entity double entityLeft = entities.get(i).getLayoutX() - entities.get(i).getRadius(); double entityTop = entities.get(i).getLayoutY() + entities.get(i).getRadius(); // Divide coordinate by box size to find the approximate location of the entity for (int j = 0; j < boxesAmount; j++) { //Select each box if ((entityLeft / boxSize <= j + 0.7) && (entityLeft / boxSize >= j)) { if ((entityTop / boxSize <= j + 0.7) && (entityTop / boxSize >= j)) { holdingBoxes.get(j).add(entities.get(i)); System.out.println("Entity " + entities.get(i) + " added to box " + j); } } } } } }

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  • why does array initialization in function other than main is temporary? [on hold]

    - by shafeeq
    This is the code in which i initialize array "turn[20]" in main as well as in function "checkCollisionOrFood()",the four values turn[0],turn[1],turn[2],turn[3] are initialized to zero in main function,rest are being intialized in "checkCollisionOrFood()".This is where fault starts.when i initialize turn[4]=0 in "checkCollisionOrFood()" and then access it anywhere,it remains 0 in any function,but! when i initialize next turn[] i.e turn[5],the value of turn[4] gets depleted .i.e turn[4] have garbage value.turn[20] is global variable,its index"head" is also global.I'm stuck.Plz help me get out of it.Ishall be highly obliged for this act of kindness.This is my excerpt of code unsigned short checkCollisionOrFood(){ head=(head+1)%20; if(turn[head-1]==0){ turn[head]=0; /this is where turn[] is iniliazized and if i access turn[head] here i.e just after iniliazition then it gives correct value but if i access its previous value means turn[head-1]then it gives garbage value/ rowHead=(rowHead+1)%8; if(!(address[colHead]&(1<<rowHead)))return 1; else if((address[colHead]&(1<<rowHead))&& (!((colHead==foody)&&(rowHead==foodx))))gameOver(); else return 0; } if(turn[head-1]==1){ turn[head]=1; colHead=(colHead+1)%8; if(!(address[colHead]&(1<<rowHead)))return 1; else if((address[colHead]&(1<<rowHead))&& (!((colHead==foody)&&(rowHead==foodx))))gameOver(); else return 0; } } void main(void) { turn[0]=0;turn[1]=0;turn[2]=0;turn[3]=0; /these values of turn[] are not changed irrespective of where they are accessed./ while (1) { if(checkCollisionOrFood()) { PORTB=(address[colHead] |=1<<rowHead); turnOffTail(); blink(); } else { PORTB=address[colHead]; createFood(); blink(); } } } Plz help me.

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  • Lwjgl camera causing movement to be mirrored

    - by pangaea
    I'm having a problem in that everything is rendered and the movement is fine. However, everything seems to be mirrored. In the sense that the TriangleMob should move towards me, but it doesn't instead it mirrors my action. I move forward the TriangleMob moves backwards. I move left, it moves right. I move backwards, it moves forward. The code works if I do this glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); However, I'm scared this will cause a problem later on. I suppose the code works. However, shouldn't the call be glPushMatrix(); glTranslatef(position.x, position.y, position.z); glCallList(objectDisplayList); glPopMatrix(); I think the problem could be caused by how I'm doing the camera, which is this glLoadIdentity(); glRotatef(player.getRotation().x, 1.0f, 0.0f, 0.0f); glRotatef(player.getRotation().y, 0.0f, 1.0f, 0.0f); glRotatef(player.getRotation().z, 0.0f, 0.0f, 1.0f); glTranslatef(player.getPosition().x, player.getPosition().y, player.getPosition().z);

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  • What's is the point of PImpl pattern while we can use interface for same purpose in C++?

    - by ZijingWu
    I see a lot of source code which using PIMPL idiom in C++. I assume Its purposes are hidden the private data/type/implementation, so it can resolve dependence, and then reduce compile time and header include issue. But interface class in C++ also have this capability, it can also used to hidden data/type and implementation. And to hidden let the caller just see the interface when create object, we can add an factory method in it declaration in interface header. The comparison is: Cost: The interface way cost is lower, because you doesn't even need to repeat the public wrapper function implementation void Bar::doWork() { return m_impl->doWork(); }, you just need to define the signature in the interface. Well understand: The interface technology is more well understand by every C++ developer. Performance: Interface way performance not worse than PIMPL idiom, both an extra memory access. I assume the performance is same. Following is the pseudocode code to illustrate my question: // Forward declaration can help you avoid include BarImpl header, and those included in BarImpl header. class BarImpl; class Bar { public: // public functions void doWork(); private: // You doesn't need to compile Bar.cpp after change the implementation in BarImpl.cpp BarImpl* m_impl; }; The same purpose can be implement using interface: // Bar.h class IBar { public: virtual ~IBar(){} // public functions virtual void doWork() = 0; }; // to only expose the interface instead of class name to caller IBar* createObject(); So what's the point of PIMPL?

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  • Will all applications work fine on 64-bit Ubuntu?

    - by Qmal
    I used Ubuntu some time ago and now I want to switch on it again since community raised a lot and so did support for applications like Wine. I remember that when 64bit version just came out many applications didn't work as they did on 32bit version. Is it not better or still the same? Maybe they implemented something like WoW in Windows that simulates 32bit architecture and every possible app is working just fine. I am asking because I have lots of ram and I don't want to sit on 3GB when I have 8. Also, I am somewhat of a programmer, but that is not a problem because if I write PHP I use NetBeans on Windows anyway, and it works on Linux just as fine. But I also love to write C++/C# code. Is it well supported? I really like Visual Studio 2010, it is very slick and has good auto completion, debugging and so on... Is there any IDE on Ubuntu that is similar to Visual Studio in terms of auto-completion, code formatting, GUI designer, debugging? I really hope you will answer me these questions because I really like to "convert" myself to Ubuntu once and for all.

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  • Advice on whether to use scripting, run time compile or something else

    - by Gaz83
    I work in the prodution area at my works and I design and create the software to run our automated test equipment. Everytime I get involved with a new machine I end up with a different and (hopefully) better design. Anyway I have come to the point where I feel I need to start standardization all the machines with the same program. I see a problem when it comes to applying updates as at the moment the test procedures are hard coded into the program at each station. I neeed to be able to update the core program without affecting the testing section. The way I see it that this will mean splitting the program into 2 sections. Main UI - This is the core that talks to everything on the machine such as cameras, sensors, printer etc and is a standalone application. Test Procedure - This is the steps that is executeted everytime the machine runs through a test. The main UI will load the test procedure and execute when ever a test is required. My question is what is the best approach to this in terms of having an application load a file and execute the code with in? Take into account that the code in the test procedure will need access to public methods on the UI/core system to communicate to sensors etc. I have heard about MS Roslyn and had a quick look, would this solve my issue?

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  • Software Error Basics

    Software Error Basics Who Causes Errors?   Software errors are caused by: ·    End-users ·    Programmers ·    Computer Systems   What Causes Errors?   Software errors are caused by: ·    Programmer Mistakes and Assumptions ·    Invalid data ·    Unexpected User Interactions ·    Missing Resources o  Files o  Databases o  Network Connectivity ·    Poor network connection ·    Insufficient Permissions   Where Do Errors Occur?   Software errors can occur anywhere code is executed:   ·    Desktop PC ·    Laptop PC ·    Server ·    Tablet PC ·    Mobile Phone ·    Any Device that can execute software   When Do Errors Occur?   Software errors occur when source code is being compiled (Compile-Time) or executed (Run-Time).  

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  • What is causing this behavior with the movement of Pong Ball in 2D? [closed]

    - by thegermanpole
    //edit after running it through the debugger it turned out i had the display function set to x,x...TIL how to use a debugger I've been trying to teach myself C++ SDL with the lazyfoo tutorial and seem to have run into a roadblock. The code below is the movement function of my Dot class, which controls the ball. The ball seems to ignore yvel and moves with xvel to the bottom right. The code should be pretty readable, the rest of the relevant facts are: All variables are names Constants are in caps dotrad is the radius of my dot yvel and xvel are set to 5 in the constructor The dot is created at x and y equal to 100 When I comment out the x movement block it doesn't move, but if i comment out the y movement block, it keeps on going down to the right. void Dot::move() { if(((y+yvel+dotrad) <= SCREEN_HEIGHT) && (0 <= (y-dotrad+yvel))) { y+=yvel; } else { yvel = -1*yvel; } if(((x+xvel+dotrad) <= SCREEN_WIDTH) && (0 <= (x-dotrad+xvel))) { x +=xvel; } else { xvel = -1*xvel; } }

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  • How to Keep SEO Score from Dropping with Duplicate Content

    - by joeh0717
    I'm hoping that someone has a solution for what I'm trying to accomplish. I'm working on a travel agency web site and there's a "Overview" section for each cruise line. These overviews are located on the index page for each cruise line. Here's my issue: The company is creating a search engine that includes details on each cruise line. Their write-ups on each cruise line are great, so I'd like to include the overview they created for each cruise line, rather than having to create all new ones. However, I don't want duplicating their content to negatively affect the SEO scores of the pages they originally put this content on. It's gong to duplicate, since each page that's dynamically generated by their search engine is going to include a section about the cruise line (where I'd want to place the overview). Question: Is there any way that I can include these overviews (ideally, copying the exact HTML that they've already implemented) without the search engines indexing those particular code sections? I'd want the rest of the search result pages to be indexed...just not the section of each page that contains this duplicate code. I saw something about using a span class named robots-nocontent in Yahoo (not sure if this also applies to Bing) and googleon / googleoff tags in Google. Is this the best solution? I'm open to any suggestions, thanks!

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  • i18n and L10n (1)

    - by Aaron Li
    Internationalization (i18n) is a way of designing and developing a software product to function in multiple locales. This process involves identifying the locales that must be supported, designing features which support those locales, and writing code that functions equally well in any of the supported locales. Localization (L10n) is a process of modifying or adapting a software product to fit the requirements of a particular locale. This process includes (but may not be limited to) translating the user interface, documentation and packaging, changing dialog box geometries, customizing features (if necessary), and testing the translated product to ensure that it still works (at least as well as the original). i18n is a pre-requisite for L10n. Resource is 1. any part of a program which can appear to the user or be changed or configured by the user. 2. any piece of the program's data, as opposed to its code. Core product is the language independent portion of a software product (as distinct from any particular localized version of that product - including the English language version). Sometimes, however, this term is used to refer to the English product as opposed to other localizations.   Useful links http://www.mozilla.org/docs/refList/i18n/ http://www.w3.org/International/ http://hub.opensolaris.org/bin/view/Community+Group+int_localization/

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  • Classes as a compilation unit

    - by Yannbane
    If "compilation unit" is unclear, please refer to this. However, what I mean by it will be clear from the context. Edit: my language allows for multiple inheritance, unlike Java. I've started designing+developing my own programming language for educational, recreational, and potentially useful purposes. At first, I've decided to base it off Java. This implied that I would have all the code be written inside classes, and that code compiles to classes, which are loaded by the VM. However, I've excluded features such as interfaces and abstract classes, because I found no need for them. They seemed to be enforcing a paradigm, and I'd like my language not to do that. I wanted to keep the classes as the compilation unit though, because it seemed convenient to implement, familiar, and I just liked the idea. Then I noticed that I'm basically left with a glorified module system, where classes could be used either as "namespaces", providing constants and functions using the static directive, or as templates for objects that need to be instantiated ("actual" purpose of classes in other languages). Now I'm left wondering: what are the benefits of having classes as compilation units? (Also, any general commentary on my design would be much appreciated.)

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  • CUDA 4.1 Update

    - by N0xus
    I'm currently working on porting a particle system to update on the GPU via the use of CUDA. With CUDA, I've already passed over the required data I need to the GPU and allocated and copied the date via the host. When I build the project, it all runs fine, but when I run it, the project says I need to allocate my h_position pointer. This pointer is my host pointer and is meant to hold the data. I know I need to pass in the current particle position to the required cudaMemcpy call and they are currently stored in a list with a for loop being created and interated for each particle calling the following line of code: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); My current host side cuda code looks like this: float* h_position; // Your host pointer. This holds the data (I assume it's already filled with the data.) float* d_position; // Your device pointer, we will allocate and fill this float* d_velocity; float* d_time; int threads_per_block = 128; // You should play with this value int blocks = m_maxParticles/threads_per_block + ( (m_maxParticles%threads_per_block)?1:0 ); const int N = 10; size_t size = N * sizeof(float); cudaMalloc( (void**)&d_position, m_maxParticles * sizeof(float) ); cudaMemcpy( d_position, h_position, m_maxParticles * sizeof(float), cudaMemcpyHostToDevice); Both of which were / can be found inside my UpdateParticle() method. I had originally thought it would be a simple case of changing the h_position variable in the cudaMemcpy to m_particleList[i] but then I get the following error: no suitable conversion function from "ParticleSystemClass::ParticleType" to "const void *" exists I've probably messed up somewhere, but could someone please help fix the issues I'm facing. Everything else seems to running fine, it's just when I try to run the program that certain things hit the fan.

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  • Why do VMs need to be "stack machines" or "register machines" etc.?

    - by Prog
    (This is an extremely newbie-ish question). I've been studying a little about Virtual Machines. Turns out a lot of them are designed very similarly to physical or theoretical computers. I read that the JVM for example, is a 'stack machine'. What that means (and correct me if I'm wrong) is that it stores all of it's 'temporary memory' on a stack, and makes operations on this stack for all of it's opcodes. For example, the source code 2 + 3 will be translated to bytecode similar to: push 2 push 3 add My question is this: JVMs are probably written using C/C++ and such. If so, why doesn't the JVM execute the following C code: 2 + 3..? I mean, why does it need a stack, or in other VMs 'registers' - like in a physical computer? The underlying physical CPU takes care of all of this. Why don't VM writers simply execute the interpreted bytecode with 'usual' instructions in the language the VM is programmed with? Why do VMs need to emulate hardware, when the actual hardware already does this for us? Again, very newbie-ish questions. Thanks for your help

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  • Resume Button error

    - by user3178359
    i have two class. if i press button pause it can show button resume, retry,menu and the game time is paused. but when i press the resume the game time still paused. help me plase how to continue the game time ?? code for button pause : using UnityEngine; using System.Collections; public class pause : MonoBehaviour { public GUITexture showMenu; public GUITexture btnResume; public bool gamePaused = false; void OnMouseDown() { gamePaused = true; Time.timeScale = 0; showMenu.pixelInset = new Rect(220, 200, showMenu.pixelInset.width, showMenu.pixelInset.height); btnResume.pixelInset = new Rect(300, 300, btnResume.pixelInset.width, btnResume.pixelInset.height); code for button resume : using UnityEngine; using System.Collections; public class btResume : pause { //public GUITexture shoe; void onMouseDown() { base.gamePaused = false; Time.timeScale = 1; btnResume.pixelInset = new Rect(300, -300, btnResume.pixelInset.width, btnResume.pixelInset.height); showMenu.pixelInset = new Rect(220, -200, showMenu.pixelInset.width, showMenu.pixelInset.height); } }

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  • Is it a good practice to create a list of definitions for all symbols and words in a programming language?

    - by MrDaniel
    After arriving at this point in Learning Python The Hard Way I am wondering if this is a good practice to create a list of symbols and define what they do as noted in bold below, for every programming language. This seems reasonable, and might be very useful to have when jumping between programming languages? Is this something that programmers do or is it just a waste of effort? Exercise 22: What Do You Know So Far? There won't be any code in this exercise or the next one, so there's no WYSS or Extra Credit either. In fact, this exercise is like one giant Extra Credit. I'm going to have you do a form of review what you have learned so far. First, go back through every exercise you have done so far and write down every word and symbol (another name for 'character') that you have used. Make sure your list of symbols is complete. Next to each word or symbol, write its name and what it does. If you can't find a name for a symbol in this book, then look for it online. If you do not know what a word or symbol does, then go read about it again and try using it in some code. You may run into a few things you just can't find out or know, so just keep those on the list and be ready to look them up when you find them. Once you have your list, spend a few days rewriting the list and double checking that it's correct. This may get boring but push through and really nail it down. Once you have memorized the list and what they do, then you should step it up by writing out tables of symbols, their names, and what they do from memory. When you hit some you can't recall from memory, go back and memorize them again.

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  • Developing a TCK: Spec Lead Call for Spec Leads 20 December

    - by Heather VanCura
    The JCP Program will be hosting a Spec Lead call on 20 December on the topic of developing a Technology Compatibility Kit (TCK).  A Technology Compatibility Kit is a required output of a JSR at Final Release, along with the Specification and Reference Implementation (RI).   The TCK must test all aspects of a specification that impact how compatible an implementation of that specification would be, such as the public API and all mandatory elements of the specification. The Reference Implementation is required to pass the TCK. A vendor's implementation of a specification is only considered compatible if the implementation passes the TCK fully and completely.  The TCK is used to test implementations of the Final Specification to make sure that they are fully compatible. The call will be recorded and posted on the JCP.org multimedia page along with any related materials.   Invitation details for the online meeting:Topic: SL Call: Developing a TCK Date: Thursday, December 20, 2012 Time: 9:30 am, Pacific Standard Time (San Francisco, GMT-08:00) Meeting Number: 804 390 892 Meeting Password: 2222 ------------------------------------------------------- To join the audio conference -------------------------------------------------------     +1 (866) 682-4770 (US)     Conference code: 945-4597    Security code: 52775 ("JCPSL" on your phone handset)     For global access numbers see http://www.intercall.com/oracle/access_numbers.htm         Or +1 (408) 774-4073

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  • Google Analytics custom variables and how are they recorded?

    - by mrtsherman
    I have been asked to add GA custom variable tracking to my company's website. The company website uses server side includes, so making modifications to the tracking code happens identically everywhere. Maintenance is therefore a headache. Also, GA takes about twenty-four hours for custom variables to start showing up in reports and that makes troubleshooting a headache. So if you have custom variables // visitor level tracking, id = 12345 _gaq.push(['_setCustomVar', 1, 'id', '12345', 1]); // page level tracking, email = [email protected] _gaq.push(['_setCustomVar', 1, 'email', '[email protected]', 1]); The marketing people want the following out of this: User visits site and we record a unique id for them. Whenever they return this id will be used in GA. User signs up for our newsletter on page X and we record their email address. Whenever they return this email address is used in GA. Now a big problem for me is that I don't use GA and the marketing people don't use custom variables. So we don't actually know how this will work. Do I want Page, Session or Visitor level tracking? What happens because the same GA code is used on every page? If they visit the email sign up form and we record the email address, but then they go somewhere else where email is nonexistent will the value get 'overwritten.' Sorry for the long question, but there are a lot of unknowns for a GA noob.

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  • Enemy collision detection with movie clips

    - by user18080
    I have created multiple movieclips with animations within them. It is an obstacle avoidance game and I cannot seem to be able to get my enemies to contact my playableCharacter. The enemies I have created are each embedded on certain levels of my game. I have created an array, enemiesArray to have each of my enemies placed within it. Here is the code for that: //step 1: make sure array exists if(enemiesArray!=null && enemiesArray.length!=0) { //step 2: check all enemies against villain for(var i:int = 0;i < enemiesArray.length; i++) { //step 3: check for collision if(villain.hitTestObject(enemiesArray[i])) { //step 4: do stuff trace("HIT!"); removeChild(enemiesArray[i]); enemiesArray.splice(i,1); removeChild(villain); villain = null; } } } What I am unsure of is whether or not my enemiesArray is actually holding the movieclips I have suggested. If it was, this code would be tracing back a "HIT" for every time I ran into an enemy and would kill my character. It is not doing that however. I am thinking I have to push my movieclips into my array but I don't know how to do that or where for that matter. Any and all help would be much appreciated.

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  • who can tell me the rules of extra 100% bonus for swtor credits in swtor2credits?

    - by user46860
    During Father's Day, you can buy swtor credits with 50% OFF! swtor2credits.com offer swtor players with extra 100% bonus for swtor credits, when you spend the same money as before, you can get double swtor credits! Rules for extra 100% bonus for swtor credits. 1. From June 16 to June 18, 2014, 02:00-03:00 a.m. GMT, is the ONLY valid time for getting double swtor credits at swtor2credits. 2. The total sum of your order is valued $10 at most. Beyond this money, please apply discount code you know to save extra money. 3. Everyone has only one chance to get double swtor credits at swtor2credits during our promotion. 4. As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. Please read these activities rules carefully, and don't miss the time! Like Swtor2credits Facebook to Gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits! 1. Share our facebook posts in your timeline. 2. Leave your preciously constructive suggestion on our facebook page. 3. Share your amazing swtor gaming screenshots on our page. Time: May 29, 2014 to June 12.2014.GMT. https://www.facebook.com/pages/swtor2creditscom/493389160685307 Cheap swtor credits in swtor2credits.com.

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  • How to better explain complex software process in software specs?

    - by Lostsoul
    I'm really struggling with my software specs. I am not a professional programmer but enjoy doing it for fun and made some software that I want to sell later but I'm not happy with the code quality. So I wanted to hire a real developer to rewrite my software in a more professional way so it will be maintainable by other developers in the future. I read and found some sample specs and made my own by applying their structure to my document and wanted to get my developer friend to read it and give me advice. After an hour and a half he understood exactly what I was trying to do and how I did it(my algorithms,stack,etc.). How can I get better at explaining things to developers? I add many details and explanations for everything(including working code) but I'm unsure the best way I can learn to pass detailed domain knowledge(my software applies big data, machine learning, graph theory to finance). My end goal is to get them to understand as much as possible from the document and then ask anything they do not understand, but right now it seems they need to extract alot of information from me. How can I get better at communicating domain knowledge to developers?

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  • Creating dynamic plots

    - by geoff92
    I'm completely new to web programming but I do have a programming background. I'd like to create a site that allows users to visit, enter some specifications into a form, submit the form, and then receive a graph. I have a few questions about this, only because I'm pretty ignorant: Is there a good framework I should start in? I know a lot of java, I'm okay with python, and I learned Ruby in the past. I figure I might use ruby on rails only because I hear of it so often and I think I've also heard it's easy. If anyone has some other recommendation, please suggest. The user will be entering data into a form. I'm guessing the request they'll be making should be one of a GET request, right? Because I don't intend for any of the data they're entering to modify my server (in fact, I don't intend on having a database). The data the user inputs will be used to perform calculations involving lots of matrices. I've written this functionality in python. If I use ruby on rails, should it be instead written in Ruby? Somewhere I've heard that you can either place the load of the work on your server or on the client's computer. Since the code performs heavy math, which option is preferable? How do I alter the setup to either make the client do the work or my server? Should I be using a "cgi-bin"? In the code that I have now, I use matplotlib, a python library, and then "show" the plot in order to see the graph. I specify the x and y limits, but I am able to "drag" the graph in order to see more data within the plot window. Ultimately, I want a graph to be shown on my site with the drag functionality. Is this possible? What if the client drags the graph so far, more computations must be made? Thanks!

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  • using NetBeans for rotate a figure in a label [migrated]

    - by user134812
    I was reading this post: http://forums.netbeans.org/post-8864.html and what I have done so far is to make a jFrame in NetBeans, on it I have drawn a jPanel and inisde the panel I have drawn a jLabel on it and use the icon property to put an image on it; until now all is so far so good. I would like to make a program that everytime I click on the figure it rotates it to the right. Actually I have found the following code: public class RotateImage extends JPanel{ // Declare an Image object for us to use. Image image; // Create a constructor method public RotateImage(){ super(); // Load an image to play with. image = Toolkit.getDefaultToolkit().getImage("Duke_Blocks.gif"); } public void paintComponent(Graphics g){ Graphics2D g2d=(Graphics2D)g; // Create a Java2D version of g. g2d.translate(170, 0); // Translate the center of our coordinates. g2d.rotate(1); // Rotate the image by 1 radian. g2d.drawImage(image, 0, 0, 200, 200, this); } but for what I see this code is for making the panel and other components from scratch, for my purposes it is not so good because I need to put several figures on my jFrame. Could somebody can give me a hint how to do this?

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