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  • MATLAB Easter Egg Spy vs Spy

    - by Aqui1aZ3r0
    I heard that MATLAB 2009b or earlier had a fun function. When you typed spy in the console, you would get something like this: http://t2.gstatic.com/images?q=tbn:ANd9GcSHAgKz-y1HyPHcfKvBpYmZ02PWpe3ONMDat8psEr89K0VsP_ft However, now you have an image like this:http://undocumentedmatlab.com/images/spy2.png I'd like it if I could get the code of the original spy vs spy image FYI, there's a code, but has certain errors in it: c = [';@3EA4:aei7]ced.CFHE;4\T*Y,dL0,HOQQMJLJE9PX[[Q.ZF.\JTCA1dd' '-IorRPNMPIE-Y\R8[I8]SUDW2e+' '=4BGC;7imiag2IFOQLID8''XI.]K0"PD@l32UZhP//P988_WC,U+Z^Y\<2' '&lt;82BF>?8jnjbhLJGPRMJE9/YJ/L1#QMC$;;V[iv09QE99,XD.YB,[_]=3a' '9;CG?@9kokc2MKHQSOKF:0ZL0aM2$RNG%AAW\jw9E.FEE-_G8aG.d]_W5+' '?:CDH@A:lpld3NLIRTPLG=1[M1bN3%SOH4BBX]kx:J9LLL8H9bJ/+d_dX6,' '@;DEIAB;mqmePOMJSUQMJ2\N2cO4&TPP@HCY^lyDKEMMN9+I@+S8,+deY7^' '8@EFJBC<4rnfQPNPTVRNKB3]O3dP5''UQQCIDZ_mzEPFNNOE,RA,T9/,++\8_' '9A2G3CD=544gRQPQUWUOLE4^P4"Q6(VRRIJE[n{KQKOOPK-SE.W:F/,,]Z+' ':BDH4DE>655hSRQRVXVPMF5_Q5#R>)eSSJKF\ao0L.L-WUL.VF8XCH001_[,' ';3EI<eo ?766iTSRSWYWQNG6$R6''S?*fTTlLQ]bp1M/P.XVP8[H9]DIDA=]' '?4D3=FP@877jUTSTXZXROK7%S7(TF+gUUmMR^cq:N9Q8YZQ9_IcIJEBd_^' '@5E@GQA98b3VUTUY*YSPL8&T)UI,hVhnNS_dr;PE.9Z[RCaR?+JTFC?e+' '79FA?HRB:9c4WVUVZ+ZWQM=,WG*VJ-"gi4OTes-XH+bK.#hj@PUvftDRMEF,]UH,UB.TYVWX,e\' '9;ECAKTY< ;eWYXWX\:)YSOE.YI,cL/$ikCqV1guE/PFL-^XI-YG/WZWXY1+]' ':AFDBLUZ=jgY[ZYZ-<7[XQG0[K.eN1&"$K2u:iyO9.PN9-_K8aJ9_]]82[' '?CEFDNW\?khZ[Z[==8\YRH1\M/!O2''#%m31Bw0PE/QXE8+R9bS;da^]93\' '@2FGEOX]ali[][9(ZSL2]N0"P3($&n;2Cx1QN9--L9,SA+T< +d_:4,' 'A3GHFPY^bmj\^]\]??:)[TM3^O1%Q4)%''oA:D0:0OE.8ME-TE,XB,+da;5[' '643IGQZ_cnk]_^]^@@;5\UN4_P2&R6*&(3B;E1<1PN99NL8WF.^C/,a+bY6,' '7:F3HR[dol^_^AA<6]VO5Q3''S>+'');CBF:=:QOEEOO9_G8aH6/d,cZ[Y' '8;G4IS\aep4_a-BD=7''XP6aR4(T?,(5@DCHCC;RPFLPPDH9bJ70+0d\\Z' '9BH>JT^bf45ba.CE@8(YQ7#S5)UD-)?AEDIDDD/QKMVQJ+S?cSDF,1e]a,' ':C3?K4_cg5[acbaADFA92ZR8$T6*VE.*@JFEJEEE0.NNWTK,U@+TEG0?+_bX' ';2D@L9dh6\bdcbBEGD:3[S=)U7+cK/+CKGFLIKI9/OWZUL-VA,WIHB@,`cY']; i = double(c(:)-32); j = cumsum(diff([0; i])< =0) + 1; S = sparse(i,j,1)'; spy(S)

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  • accessing object variables in javascript

    - by user1452370
    So, I just started javascript and everything was working fine till i came to objects. This peace of code is supposed to create a bouncing ball in a html canvas with javascript but it doesn't work. var canvas = document.getElementById("myCanvas"); var ctx = canvas.getContext("2d"); //clear function clear() { ctx.clearRect(0, 0, canvas.width, canvas.height); } here is my ball object //ball var ball = { x: canvas.width / 2, getX: function() { return x; }, setX: function(a) { x = a; }, y: canvas.height / 2, getY: function() { return y; }, setY: function(a) { y = a; }, mx: 2, getMx: function() { return mx; }, my: 4, getMy: function() { return my; }, r: 10, getR: function() { return r; } }; code to draw my ball function drawBall() { ctx.beginPath(); ctx.arc(ball.getX, ball.getY, ball.getR, 0, Math.PI * 2, true); ctx.fillStyle = "#83F52C"; ctx.fill(); } function circle(x, y, r) { ctx.beginPath(); ctx.arc(x, y, r, 0, Math.PI * 2, true); ctx.fillStyle = "#83F52C"; ctx.fill(); } //draws ball and updates x,y cords function draw() { clear(); drawBall(); if (ball.getX() + ball.getMx() >= canvas.width || ball.getX()+ ball.getMx() <= 0) { ball.setMx(-ball.getMx()); } if (ball.getY() + ball.getMy() >= canvas.height|| ball.getY()+ ball.getMy() <= 0) { ball.setMy(-ball.getMy()); } ball.setX(ball.getX() + ball.getMx()); ball.setY(ball.getY() + ball.getMy()); } set interval function init() { return setInterval(draw, 10); } init();

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  • How to create a magic square in PHP?

    - by TerranRich
    I'd like to try my hand at creating a Magic Square in PHP (i.e. a grid of numbers that all add up to the same value), but I really don't know where to start. I know of the many methods that create magic square, such as starting "1" at a fixed position, then moving in a specific direction with each iteration. But that doesn't create a truly randomized Magic Square, which is what I'm aiming for. I want to be able to generate an N-by-N Magic Square of N² numbers where each row and column adds up to N(N²+1)/2 (e.g. a 5x5 square where all rows/columns add up to 65 — the diagonals don't matter). Can anybody provide a starting point? I don't want anybody to do the work for me, I just need to know how to start such a project? I know of one generator, written in Java (http://www.dr-mikes-math-games-for-kids.com/how-to-make-a-magic-square.html) but the last Java experience I had was over 10 years ago before I quickly abandoned it. Therefore, I don't really understand what the code is actually doing. I did notice, however, that when you generate a new square, it shows the numbers 1-25 (for a 5x5 square), in order, before quickly generating a fresh randomized square.

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  • Unknown error in the memory in C

    - by Sergey Gavruk
    I have a 2D dynamic array. I enter a line of 0's after line which has a biggest number: void InsertZero(int **a, int pos){ int i, j; a = (int**)realloc(a, n * sizeof(*a)); a[n-1] = (int*)calloc(n, sizeof(**a)); d = 0; for(i = n-1; i > pos; i--){ for(j = 0; j < n; j++){ a[i][j] = a[i-1][j]; printf("%d ", a[i][j]); } } for(i = 0; i < n; i++){ a[pos][i] = 0; } } If i make a size of array 3, 5, 7, 9, ... it works correctly. But if a number of lines is 2, 4, 6, ... , it is an access violation error, when i try to print my array: void Print(void){ int i, j; for(i = 0; i < (n-d); i++){ for(j = 0; j < n; j++){ printf("%d\t", arr[i][j]); } printf("\n"); } } code: http://codepad.org/JcUis6W4

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  • Rewrite arrays using collections

    - by owca
    I have a task, which I was able to do with the use of simplest methods - arrays. Now I'd like to go further and redo it using some more complicated java features like collections, but I've never used anything more complicated than 2d matrix. What should I look at and how to start with it. Should Tower become a Collection ? And here's the task : We have two classes - Tower and Block. Towers are built from Blocks. Ande here's sample code for testing: Block k1=new Block("yellow",1,5,4); Block k2=new Block("blue",2,2,6); Block k3=new Block("green",3,4,2); Block k4=new Block("yellow",1,5,4); Tower tower=new Tower(); tower.add(k1,k2,k3); "Added 3 blocks." System.out.println(tower); "block: green, base: 4cm x 3cm, thicknes: 2 cm block: blue, base: 6cm x 2cm, thicknes: 2 cm block: yellow, base: 5cm x 4cm, thicknes: 1 cm" tower.add(k2); "Tower already contains this block." tower.add(k4); "Added 1 block." System.out.println(tower); "block: green, base: 4cm x 3cm, thicknes: 2 cm block: blue, base: 6cm x 2cm, thicknes: 2 cm block: yellow, base: 5cm x 4cm, thicknes: 1 cm block: yellow, base: 5cm x 4cm, thicknes: 1 cm" tower.delete(k1); "Deleted 1 block" tower.delete(k1); "Block not in tower" System.out.println(tower); "block: blue, base: 6cm x 2cm, thicknes: 2 cm block: yellow, base: 5cm x 4cm, thicknes: 1 cm block: yellow, base: 5cm x 4cm, thicknes: 1 cm" Let's say I will treat Tower as a collection of blocks. How to perform search for specific block among whole collection ? Or should I use other interface ?

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  • Understanding byte order and functions like CFSwapInt32HostToBig

    - by Typeoneerror
    I've got an enumeration in my game. A simple string message with an appended PacketType is being sent with the message (so it knows what to do with the message) over GameKit WIFI connection. I used Apple's GKRocket sample code as a starting point. The code itself is working fantastically; I just want to understand what the line with CFSwapInt32HostToBig is doing. What on earth does that do? and why does it need to do it? My guess is that it's making sure the PacketType value can be converted to an unsigned integer so it can send it reliably, but that doesn't sound all that correct to me. The documentation states "Converts a 32-bit integer from big-endian format to the host’s native byte order." but I don't understand what the means really. typedef enum { PacketTypeStart, // packet to notify games to start PacketTypeRequestSetup, // server wants client info PacketTypeSetup, // send client info to server PacketTypeSetupComplete, // round trip made for completion PacketTypeTurn, // packet to notify game that a turn is up PacketTypeRoll, // packet to send roll to players PacketTypeEnd // packet to end game } PacketType; // .... - (void)sendPacket:(NSData *)data ofType:(PacketType)type { NSLog(@"sendPacket:ofType(%d)", type); // create the data with enough space for a uint NSMutableData *newPacket = [NSMutableData dataWithCapacity:([data length]+sizeof(uint32_t))]; // Data is prefixed with the PacketType so the peer knows what to do with it. uint32_t swappedType = CFSwapInt32HostToBig((uint32_t)type); // add uint to data [newPacket appendBytes:&swappedType length:sizeof(uint32_t)]; // add the rest of the data [newPacket appendData:data]; // Send data checking for success or failure NSError *error; BOOL didSend = [_gkSession sendDataToAllPeers:newPacket withDataMode:GKSendDataReliable error:&error]; if (!didSend) { NSLog(@"error in sendDataToPeers: %@", [error localizedDescription]); } }

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  • Good Learning Method for Objective-C?

    - by Josh Kahane
    Hi I know this must be asked a millions times and can't be easy to answer as there is o definitive method, but any help would be appreciated, thanks. I have been playing around with all sorts of things in Xcode and with Objective-C, however I can't seem to find a good way of learning things in an efficient way. I have bought the book 'Programming in Objective-C 2.0' and its great but just lays down the basics it seems. I want to learn in the 2D game development direction, then of course 3D after nailing that, if thats the right thing to do? I am 17 currently in year 13, last year of school/A Levels and am almost definitely taking a gap year. Any good, well known reputable courses online or offline (real world)? This is my first programming language, and I am absolutely serious about learning this. One last question, is when learning things online, I have in the past started building a feature and learning a certain aspect in programming only to find out after adding more its slows down the app or its to inefficient. Is the key to use a certain method in a certain situation (being os many ways to do the same thing) or use any of those methods and refine it in your app to make it run smoothly? Sorry, its hard for me to know when I have little experience, thus far. Sorry for rambling on! I would appreciate any help, thank you!

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  • Python pixel manipulation library

    - by silinter
    So I'm going through the beginning stages of producing a game in Python, and I'm looking for a library that is able to manipulate pixels and blit them relatively fast. My first thought was pygame, as it deals in pure 2D surfaces, but it only allows pixel access through pygame.get_at(), pygame.set_at() and pygame.get_buffer(), all of which lock the surface each time they're called, making them slow to use. I can also use the PixelArray and surfarray classes, but they are locked for the duration of their lifetimes, and the only way to blit them to a surface is to either copy the pixels to a new surface, or use surfarray.blit_array, which requires creating a subsurface of the screen and blitting it to that, if the array is smaller than the screen (if it's bigger I can just use a slice of the array, which is no problem). I don't have much experience with PyOpenGL or Pyglet, but I'm wondering if there is a faster library for doing pixel manipulation in, or if there is a faster method, in Pygame, for doing pixel manupilation. I did some work with SDL and OpenGL in C, and I do like the idea of adding vertex/fragment shaders to my program. My program will chiefly be dealing in loading images and writing/reading to/from surfaces.

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  • The 10.6.3 os x update broke simulated key-presses for Nestopia.

    - by Lou Z.
    The iPhone app that I released is a wireless game controller, it translates touches on the device into key-presses on the networked Mac. This allowed for playing emulator (e.g. Nestopia) games using the iPhone as a controller. Of course, the day that I released it coincided with an os x update. After installing this update, the simulated key-presses no longer work in Nestopia! The crazier thing is, when I go to 'File Open' within Nestopia, I can cycle through the file list by hitting the up-arrow on my iphone controller; i.e. the simulated key-presses work in menu items, but not in the game itself. The code that I use to simulate keys is below. Given the list of changes here, can anyone identify which change would cause this problem? Thanks!! #define UP false #define DOWN true -(void)sendKey:(CGKeyCode)keycode andKeyDirection:(BOOL)keydirection{ CGEventRef eventRef = CGEventCreateKeyboardEvent(NULL, keycode, keydirection); CGEventPost(kCGSessionEventTap, eventRef); CFRelease(eventRef); }

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  • Object oriented design of game in Java: How to handle a party of NPCs?

    - by Arvanem
    Hi folks, I'm making a very simple 2D RPG in Java. My goal is to do this in as simple code as possible. Stripped down to basics, my class structure at the moment is like this: Physical objects have an x and y dimension. Roaming objects are physical objects that can move(). Humanoid objects are roaming objects that have inventories of GameItems. The Player is a singleton humanoid object that can hire up to 4 NPC Humanoids to join his or her party, and do other actions, such as fight non-humanoid objects. NPC Humanoids can be hired by the Player object to join his or her party, and once hired can fight for the Player. So far I have given the Player class a "party" ArrayList of NPC Humanoids, and the NPC Humanoids class a "hired" Boolean. However, my fight method is clunky, using an if to check the party size before implementing combat, e.g. public class Player extends Humanoids { private ArrayList<Humanoids> party; // GETTERS AND SETTERS for party here //... public void fightEnemy(Enemy eneObj) { if (this.getParty().size() == 0) // Do combat without party issues else if (this.getParty().size() == 1) // Do combat with party of 1 else if (this.getParty().size() == 2) // Do combat with party of 2 // etc. My question is, thinking in object oriented design, am I on the right track to do this in as simple code as possible? Is there a better way?

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  • Why is Lua considered a game language?

    - by Hoffmann
    I have been learning about Lua in the past month and I'm absolutely in love with the language, but all I see around that is built with lua are games. I mean, the syntax is very simple, there is no fuss, no special meaning characters that makes code look like regex, has all the good things about a script language and integrates so painlessly with other languages like C, Java, etc. The only down-side I saw so far is the prototype based object orientation that some people do not like (or lack of OO built-in). I do not see how ruby or python are better, surely not in performance ( http://shootout.alioth.debian.org/gp4/benchmark.php?test=all&lang=lua&lang2=python ). I was planning on writting a web app using lua with the Kepler framework and Javascript, but the lack of other projects that use lua as a web language makes me feel a bit uneasy since this is my first try with web development. Lua is considered a kids language, most of you on stackoverflow probably only know the language because of the WoW addons. I can't really see why that is... http://lua-users.org/wiki/LuaVersusPython this link provides some insights on Lua against Python, but this is clearly biased.

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  • How to find minimum cut-sets for several subgraphs of a graph of degrees 2 to 4

    - by Tore
    I have a problem, Im trying to make A* searches through a grid based game like pacman or sokoban, but i need to find "enclosures". What do i mean by enclosures? subgraphs with as few cut edges as possible given a maximum size and minimum size for number of vertices that act as soft constraints. Alternatively you could say i am looking to find bridges between subgraphs, but its generally the same problem. Given a game that looks like this, what i want to do is find enclosures so that i can properly find entrances to them and thus get a good heuristic for reaching vertices inside these enclosures. So what i want is to find these colored regions on any given map. The reason for me bothering to do this and not just staying content with the performance of a simple manhattan distance heuristic is that an enclosure heuristic can give more optimal results and i would not have to actually do the A* to get some proper distance calculations and also for later adding competitive blocking of opponents within these enclosures when playing sokoban type games. Also the enclosure heuristic can be used for a minimax approach to finding goal vertices more properly. Do you know of a good algorithm for solving this problem or have any suggestions in things i should explore?

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  • Clean up domain list in Excel - regex / macros?

    - by Tim
    I have a huge spreadsheet of domains that I need to clean up as follows: Remove all http:// (simple replace all - "http://" with "") Remove any www. (simple replace all - "www." with "") Delete any sub-domains (delete the actual row completely, not just the subdomain from the url) Remove anything after the domain extension (i.e. website.com/blah/blahbah/ becomes just website.com (simple replace all - "/*" with "", then replace all "/" with "") So what I'm left with is just a spreadsheet of clean domains like "website.com". I think I've got 1, 2 and 4 sorted (as above), but I'm really struggling with 3. Any ideas? Can I do this with regexp / vba, and actually delete the row completely? Sample data: http://www.scholastic.com/kids/stacks/games/ http://imgworld.teamworkonline.com/ http://topfreegraphics.com/ http://www.workcircle.co.uk/ http://www.healthycanadians.gc.ca/index-eng.php http://gsociology.icaap.org/methods/soft.html Post 1, 2 and 4 would leave me with: scholastic.com imgworld.teamworkonline.com topfreegraphics.com workcircle.co.uk healthycanadians.gc.ca gsociology.icaap.org It's those pesky sub-domains I need to just delete completely, just delete the row. I've realised I can't just search for 2 x ".", because obviously plenty of domain extensions (i.e .co.uk) include that. Any help appreciated.

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  • Correct use of setEmtpyView in AdapterView

    - by Sebi
    I'm really having trouble using the setEmptyView method. I tried it to implement it in GridView and ListView, but both of them didnt work. Here a sample codeblock: networkGames = (GridView) baseLayer.findViewById(R.id.all_game_grid_network); networkGames.setBackgroundResource(R.drawable.game_border); networkGames.setSelector(R.drawable.game_active_border); networkGames.setOnItemClickListener(new NetworkGameListener()); networkGames.setEmptyView(View.inflate(baseLayer, R.drawable.no_network_games, null)); networkGames.setAdapter(new NetworkAdapter()); The network adapter contains no items: private class NetworkAdapter extends BaseAdapter { /* (non-Javadoc) * @see android.widget.Adapter#getCount() */ @Override public int getCount() { return 0; } /* (non-Javadoc) * @see android.widget.Adapter#getItem(int) */ @Override public Object getItem(int position) { return null; } /* (non-Javadoc) * @see android.widget.Adapter#getItemId(int) */ @Override public long getItemId(int position) { return 0; } /* (non-Javadoc) * @see android.widget.Adapter#getView(int, android.view.View, android.view.ViewGroup) */ @Override public View getView(int position, View convertView, ViewGroup parent) { return null; } } I also tried to call networkGames.setAdapter(null), but this doesnt work either. My emtpyView looks like this: <LinearLayout android:id="@+id/LinearLayout01" android:layout_width="fill_parent" android:layout_height="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android"> <TextView android:text="There are currently no network games available. Start a new one." android:id="@+id/TextView01" android:layout_width="fill_parent" android:layout_height="fill_parent" android:gravity="center"> </TextView> </LinearLayout> I really don't know what I'm doing wrong. I also read various tutorials, but none of them metnioned any problems.

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  • Triangle numbers problem....show within 4 seconds

    - by Daredevil
    The sequence of triangle numbers is generated by adding the natural numbers. So the 7th triangle number would be 1 + 2 + 3 + 4 + 5 + 6 + 7 = 28. The first ten terms would be: 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, ... Let us list the factors of the first seven triangle numbers: 1: 1 3: 1,3 6: 1,2,3,6 10: 1,2,5,10 15: 1,3,5,15 21: 1,3,7,21 28: 1,2,4,7,14,28 We can see that 28 is the first triangle number to have over five divisors. Given an integer n, display the first triangle number having at least n divisors. Sample Input: 5 Output 28 Input Constraints: 1<=n<=320 I was obviously able to do this question, but I used a naive algorithm: Get n. Find triangle numbers and check their number of factors using the mod operator. But the challenge was to show the output within 4 seconds of input. On high inputs like 190 and above it took almost 15-16 seconds. Then I tried to put the triangle numbers and their number of factors in a 2d array first and then get the input from the user and search the array. But somehow I couldn't do it: I got a lot of processor faults. Please try doing it with this method and paste the code. Or if there are any better ways, please tell me.

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  • Self-describing file format for gigapixel images?

    - by Adam Goode
    In medical imaging, there appears to be two ways of storing huge gigapixel images: Use lots of JPEG images (either packed into files or individually) and cook up some bizarre index format to describe what goes where. Tack on some metadata in some other format. Use TIFF's tile and multi-image support to cleanly store the images as a single file, and provide downsampled versions for zooming speed. Then abuse various TIFF tags to store metadata in non-standard ways. Also, store tiles with overlapping boundaries that must be individually translated later. In both cases, the reader must understand the format well enough to understand how to draw things and read the metadata. Is there a better way to store these images? Is TIFF (or BigTIFF) still the right format for this? Does XMP solve the problem of metadata? The main issues are: Storing images in a way that allows for rapid random access (tiling) Storing downsampled images for rapid zooming (pyramid) Handling cases where tiles are overlapping or sparse (scanners often work by moving a camera over a slide in 2D and capturing only where there is something to image) Storing important metadata, including associated images like a slide's label and thumbnail Support for lossy storage What kind of (hopefully non-proprietary) formats do people use to store large aerial photographs or maps? These images have similar properties.

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  • Rubygems on Debian: Gems won't load (LoadError)

    - by daswerth
    I've installed the development version of Crunchbang, a linux distro based off Debian. I got Ruby and Rubygems installed, but I can't get the gems I've installed to load. Here is a command-line session: $ ruby -v ruby 1.9.1p378 (2010-01-10 revision 26273) [i486-linux] $ gem env RubyGems Environment: - RUBYGEMS VERSION: 1.3.6 - RUBY VERSION: 1.9.1 (2010-01-10 patchlevel 378) [i486-linux] - INSTALLATION DIRECTORY: /usr/lib/ruby1.9.1/gems/1.9.1 - RUBY EXECUTABLE: /usr/bin/ruby1.9.1 - EXECUTABLE DIRECTORY: /usr/bin - RUBYGEMS PLATFORMS: - ruby - x86-linux - GEM PATHS: - /usr/lib/ruby1.9.1/gems/1.9.1 - /home/corey/.gem/ruby/1.9.1 - GEM CONFIGURATION: - :update_sources => true - :verbose => true - :benchmark => false - :backtrace => false - :bulk_threshold => 1000 - REMOTE SOURCES: - http://rubygems.org/ $ echo $PATH /home/corey/bin:/usr/local/bin:/usr/bin:/bin:/usr/bin/X11:/usr/games:/home/corey/.gem/ruby/1.9.1:/usr/lib/ruby1.9.1/gems/1.9.1 $ gem list -d nokogiri `*** LOCAL GEMS ***` nokogiri (1.4.1) Authors: Aaron Patterson, Mike Dalessio Rubyforge: http://rubyforge.org/projects/nokogiri Homepage: http://nokogiri.org Installed at: /usr/lib/ruby1.9.1/gems/1.9.1 Nokogiri (?) is an HTML, XML, SAX, and Reader parser $ ruby -r rubygems -e "require 'nokogiri'" -e:1:in `require': no such file to load -- nokogiri (LoadError) from -e:1:in `' I've encountered similar problems on Ubuntu before, but they were easy to fix. I can't figure out what's wrong in this particular case, and Google didn't seem to know either. Any help would be greatly appreciated! By the way... this is my first submission to stackoverflow. I hope this question is relevant. :)

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  • Oracle syntax - should we have to choose between the old and the new?

    - by Martin Milan
    Hi, I work on a code base in the region of about 1'000'000 lines of source, in a team of around eight developers. Our code is basically an application using an Oracle database, but the code has evolved over time (we have plenty of source code from the mid nineties in there!). A dispute has arisen amongst the team over the syntax that we are using for querying the Oracle database. At the moment, the overwhelming majority of our queries use the "old" Oracle Syntax for joins, meaning we have code that looks like this... Example of Inner Join select customers.*, orders.date, orders.value from customers, orders where customers.custid = orders.custid Example of Outer Join select customers.custid, contacts.ContactName, contacts.ContactTelNo from customers, contacts where customers.custid = contacts.custid(+) As new developers have joined the team, we have noticed that some of them seem to prefer using SQL-92 queries, like this: Example of Inner Join select customers.*, orders.date, orders.value from customers inner join orders on (customers.custid = orders.custid) Example of Outer Join select customers.custid, contacts.ContactName, contacts.ContactTelNo from customers left join contacts on (customers.custid = contacts.custid) Group A say that everyone should be using the the "old" syntax - we have lots of code in this format, and we ought to value consistency. We don't have time to go all the way through the code now rewriting database queries, and it wouldn't pay us if we had. They also point out that "this is the way we've always done it, and we're comfortable with it..." Group B however say that they agree that we don't have the time to go back and change existing queries, we really ought to be adopting the "new" syntax on code that we write from here on in. They say that developers only really look at a single query at a time, and that so long as developers know both syntax there is nothing to be gained from rigidly sticking to the old syntax, which might be deprecated at some point in the future. Without declaring with which group my loyalties lie, I am interested in hearing the opinions of impartial observers - so let the games commence! Martin. Ps. I've made this a community wiki so as not to be seen as just blatantly chasing after question points...

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  • Orthogonal projection and texture coordinates in opengl

    - by knuck
    I'm writing a 2D game in Opengl. I already set up the orthogonal projection so I can easily know where a quad will end up on screen. The problem is, I also want to be able to map pixels directly to texture coords, so I also applied an orthogonal transformation (using gluOrtho2d) to the texture. Now I can map pixels directly using integers and glTexCoord2i. The thing is, after googling/reading/asking, I found out no one really knows (apparently) the behavior of glTexCoord2i, but it works just fine the way I'm using. Some sample test code I wrote follows: glBegin(GL_QUADS); glTexCoord2i(16,0); glVertex2f(X, Y); glTexCoord2i(16,16); glVertex2f(X, Y+32); glTexCoord2i(32, 16); glVertex2f(X+32, Y+32); glTexCoord2i(32, 0); glVertex2f(X+32, Y); glEnd(); So, is there any problem with what I'm doing, or is what I'm doing correct?

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  • Which book should I choose?

    - by sebastianlarsson
    Hi guys, I'm looking for a good read on object oriented design. The two books I'm currently looking Head First Design Patterns and Head First Object object-oriented analysis & design. They seem very similar when looking at the contents and browsing through available sample text. Which one would be the best choice? About myself: I have a bachelor in computer science and I am currently studying Msc. Software Quality Engineering (read Software Engineering with focus on Quality). I am already confident in object-oriented design and have a lot of programming courses in my backpack. I have done games in c++, courses in advanced java programming (I am SCJP certified), but my preferred language is C#. I have also worked with Java for the last 7 months while studying. I am currently also studying for certificates in C# (apart from my usual studies). So I believe I have the prerequisites of actually understanding the contents of both books. Reason: I just want to be better and keep evolving as a programmer. I think it is fun. I believe Bert Bates and Kathy Sierra are involved in both these books and I have previously read their SCJP preparation book in java. I really do enjoy their style of writing. Other books which I am considering are: Clean Code: A Handbook Of Agile Software Craftsmanship Thx in advance Sebastian

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  • How do I create a good evaluation function for a new board game?

    - by A. Rex
    I write programs to play board game variants sometimes. The basic strategy is standard alpha-beta pruning or similar searches, sometimes augmented by the usual approaches to endgames or openings. I've mostly played around with chess variants, so when it comes time to pick my evaluation function, I use a basic chess evaluation function. However, now I am writing a program to play a completely new board game. How do I choose a good or even decent evaluation function? The main challenges are that the same pieces are always on the board, so a usual material function won't change based on position, and the game has been played less than a thousand times or so, so humans don't necessarily play it enough well yet to give insight. (PS. I considered a MoGo approach, but random games aren't likely to terminate.) Any ideas? Game details: The game is played on a 10-by-10 board with a fixed six pieces per side. The pieces have certain movement rules, and interact in certain ways, but no piece is ever captured. The goal of the game is to have enough of your pieces in certain special squares on the board. The goal of the computer program is to provide a player which is competitive with or better than current human players.

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  • How can I protect this code from SQL Injection? A bit confused.

    - by Craig Whitley
    I've read various sources but I'm unsure how to implement them into my code. I was wondering if somebody could give me a quick hand with it? Once I've been shown how to do it once in my code I'll be able to pick it up I think! This is from an AJAX autocomplete I found on the net, although I saw something to do with it being vulnerable to SQL Injection due to the '%$queryString%' or something? Any help really appreciated! if ( isset( $_POST['queryString'] ) ) { $queryString = $_POST['queryString']; if ( strlen( $queryString ) > 0 ) { $query = "SELECT game_title, game_id FROM games WHERE game_title LIKE '%$queryString%' || alt LIKE '%$queryString%' LIMIT 10"; $result = mysql_query( $query, $db ) or die( "There is an error in database please contact [email protected]" ); while ( $row = mysql_fetch_array( $result ) ) { $game_id = $row['game_id']; echo '<li onClick="fill(\'' . $row['game_title'] . '\',' . $game_id . ');">' . $row['game_title'] . '</li>'; } } }

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  • How can we best represent the SDLC process as a board game?

    - by Innogetics
    I recently got interested in financial board games and saw how they can be very useful in educating children about certain concepts. It got me thinking whether it was also possible to represent certain aspects of executing a software project via a boardgame and make it fun. Here are a few things that I have come up so far: human resources and tools / techniques are represented as cards. requirements are also represented as cards, which are dealt equally to each player, and the objective is to move all requirement cards through an "SDLC" board (one per player) that represent a series of squares grouped according to phases (design all the way to deployment) the passage of time is represented in a main square board like monopoly, and completing a trip around the board (passing "Go") allows the player to move each of the requirement cards a number of steps through the SDLC board depending on the capability of the resource cards (senior programmer allows one requirement to move two squares in the dev phase, junior programmer only one, etc.) players will start with play money representing the project budget, and at every pass at "Go" is payday. the player is out of the game if he runs out of funds. the main board also has "chance" / "risk" cards, which represent things that can mess up a project. damage is applied at the roll of a die, and chance modifiers depend on whether the user has "bought" tools / techniques. I haven't implemented this idea yet as I'm still looking at more play elements that can make the game more engaging, as well as soliciting for more ideas. I am planning to release this under Creative Commons license but haven't decided on the exact license yet. Any more game play suggestions are welcome. UPDATE: This was posted in BoardGameGeek and there's now an active discussion thread there. http://www.boardgamegeek.com/article/4436694

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  • WriteableBitmap failing badly, pixel array very inaccurate

    - by dawmail333
    I have tried, literally for hours, and I have not been able to budge this problem. I have a UserControl, that is 800x369, and it contains, simply, a path that forms a worldmap. I put this on a landscape page, then I render it into a WriteableBitmap. I then run a conversion to turn the 1d Pixels array into a 2d array of integers. Then, to check the conversion, I wire up the custom control's click command to use the Point.X and Point.Y relative to the custom control in the newly created array. My logic is thus: wb = new WriteableBitmap(worldMap, new TranslateTransform()); wb.Invalidate(); intTest = wb.Pixels.To2DArray(wb.PixelWidth); My conversion logic is as such: public static int[,] To2DArray(this int[] arr,int rowLength) { int[,] output = new int[rowLength, arr.Length / rowLength]; if (arr.Length % rowLength != 0) throw new IndexOutOfRangeException(); for (int i = 0; i < arr.Length; i++) { output[i % rowLength, i / rowLength] = arr[i]; } return output; } Now, when I do the checking, I get completely and utterly strange results: apparently all pixels are either at values of -1 or 0, and these values are completely independent of the original colours. Just for posterity: here's my checking code: private void Check(object sender, MouseButtonEventArgs e) { Point click = e.GetPosition(worldMap); ChangeNotification(intTest[(int)click.X,(int)click.Y].ToString()); } The result show absolutely no correlation to the path that the WriteableBitmap has rendered into it. The path has a fill of solid white. What the heck is going on? I've tried for hours with no luck. Please, this is the major problem stopping me from submitting my first WP7 app. Any guidance?

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  • mysql subselect alternative

    - by Arnold
    Hi, Lets say I am analyzing how high school sports records affect school attendance. So I have a table in which each row corresponds to a high school basketball game. Each game has an away team id and a home team id (FK to another "team table") and a home score and an away score and a date. I am writing a query that matches attendance with this seasons basketball games. My sample output will be (#_students_missed_class, day_of_game, home_team, away_team, home_team_wins_this_season, away_team_wins_this_season) I now want to add how each team did the previous season to my analysis. Well, I have their previous season stored in the game table but i should be able to accomplish that with a subselect. So in my main select statement I add the subselect: SELECT COUNT(*) FROM game_table WHERE game_table.date BETWEEN 'start of previous season' AND 'end of previous season' AND ( (game_table.home_team = team_table.id AND game_table.home_score > game_table.away_score) OR (game_table.away_team = team_table.id AND game_table.away_score > game_table.home_score)) In this case team-table.id refers to the id of the home_team so I now have all their wins calculated from the previous year. This method of calculation is neither time nor resource intensive. The Explain SQL shows that I have ALL in the Type field and I am not using a Key and the query times out. I'm not sure how I can accomplish a more efficient query with a subselect. It seems proposterously inefficient to have to write 4 of these queries (for home wins, home losses, away wins, away losses). I am sure this could be more lucid. I'll absolutely add color tomorrow if anyone has questions

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