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  • How to connect an existing strongly-typed data set to a different server at run time?

    - by Kiril
    I am coding a simple space empire management game in Visual C# 2008, which relies on connecting to a remote SQL server database to get/store data. I would like the user to be able to connect to a user-specified SQL server from the login screen(he specifies IP address, port, database name, ID, password and presses "connect" button). However, I found out that the Dataset connection string property is read only and cannot be changed. Is there any way to guide the wizard-generated DataSet to a user-specified server at run time?

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  • PHP Verification Codes CAPTCHA

    - by Juddling
    I run a game website so I have many users logged in and they can do certain things once every two minutes. I have a CAPTCHA system in places, and for some things it will always ask for a code, and for other things, it will ask once every 10 minutes. I have had some players use the auto submit feature on Opera, and my CAPTCHA system does stop them. My question is, how can I minimise the amount of times I am asking for a code, but still stop people using this auto-submit?

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  • How to search on project hosting sites

    - by Stan
    Say I want to look for open source iphone/Android tower defense game on sourceforge/google code/git hub. Directly searching by these keywords seems not easily getting desired result. Is there any way to search project on these sites? Thanks.

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  • Prolog: Not executing code as expected.

    - by Louis
    Basically I am attempting to have an AI agent navigate a world based on given percepts. My issue is handling how the agent moves. Basically, I have created find_action/4 such that we pass in the percepts, action, current cell, and the direction the agent is facing. As it stands the entire code looks like: http://wesnoth.pastebin.com/kdNvzZ6Y My issue is mainly with lines 102 to 106. Basically, in it's current form the code does not work and the find_action is skipped even when the agent is in fact facing right (I have verified this). This broken code is as follows: % If we are headed right, take a left turn find_action([_, _, _, _, _], Action, _, right) :- retractall(facing(_)), assert(facing(up)), Action = turnleft . However, after some experimentation I have concluded that the following works: % If we are headed right, take a left turn find_action([_, _, _, _, _], Action, _, _) :- facing(right), retractall(facing(_)), assert(facing(up)), Action = turnleft . I am not entire sure why this is. I've attempted to create several identical find_action's as well, each checking a different direction using the facing(_) format, however swipl does not like this and throws an error. Any help would be greatly appreciated.

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  • Snake App on Xcode

    - by Will Rose
    How do I make one square on a screen lead about 6 with more to be added as the game progresses and how do I control the direction of the lead square with buttons? I basically want to know how to make a "Snake" app for the iPhone, iPod and iPad Please answer!!!!!!

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  • How can i simulate a slow network connection

    - by pilot-riaz
    Hi, I have a Bet Server which sends bet data to a game terminal I would like to simulate a slow network connection. i want the network to be really busy, heavily loaded so i can see how the bet server performs and if it times out when there is a heavy load on the network. Are there any tools i can use to do this? Thanks for any help. Regards, Riaz

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  • Getting shortest path between 2 nodes

    - by Xtapodi
    Hello, i want to ask if there is any way to generate the shortest path from node A to node B without generating the shortest paths to all the other nodes (stop when node B is in the examined set) with A-star in QuickGraph. I want to plug QuickGraph into a game and thus generating all the paths is not allowed from the time limitations the environment imposes. Any other suggestions to solve my problem in C# are welcome Thanks in advance, Xtapodi

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  • Creating a smart text generator

    - by royrules22
    I'm doing this for fun (or as 4chan says "for teh lolz") and if I learn something on the way all the better. I took an AI course almost 2 years ago now and I really enjoyed it but I managed to forget everything so this is a way to refresh that. Anyway I want to be able to generate text given a set of inputs. Basically this will read forum inputs (or maybe Twitter tweets) and then generate a comment based on the learning. Now the simplest way would be to use a Markov Chain Text Generator but I want something a little bit more complex than that as the MKC basically only learns by word order (which word is more likely to appear after word x given the input text). I'm trying to see if there's something I can do to make it a little bit more smarter. For example I want it to do something like this: Learn from a large selection of posts in a message board but don't weight it too much For each post: Learn from the other comments in that post and weigh these inputs higher Generate comment and post See what other users' reaction to your post was. If good weigh it positively so you make more posts that are similar to the one made, and vice versa if negative. It's the weighing and learning from mistakes part that I'm not sure how to implement. I thought about Artificial Neural Networks (mainly because I remember enjoying that chapter) but as far as I can tell that's mainly used to classify things (i.e. given a finite set of choices [x1...xn] which x is this given input) not really generate anything. I'm not even sure if this is possible or if it is what should I go about learning/figuring out. What algorithm is best suited for this? To those worried that I will use this as a bot to spam or provide bad answers to SO, I promise that I will not use this to provide (bad) advice or to spam for profit. I definitely will not post it's nonsensical thoughts on SO. I plan to use it for my own amusement. Thanks!

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  • How to generate automatic response from the server in flex

    - by Jeeva
    I'm developing a web based game application using flex. I'm placing images dynamically inside a canvas . Whenever i place an image it should change it state after a period of time. For example after 2 mins it should change it state. The time has to be calculated for each image after i place the image. How shall i handle this.

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  • How do i pack multiple rectangles in a 2d box tetris style

    - by mglmnc
    I have a number of rectangles of various widths and heights. I have a larger rectangular platform to put them on. I want to pack them on one side of the platform so they spread in the lengthwise (X) dimension but keep the widthwise (Y) dimension to a minimal. That is to place them like a tetris game. There can be no overlaps but there can be gaps. Is there an algorithm out there to do this?

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  • Optimising movement on hex grid

    - by Mloren
    I am making a turn based hex-grid game. The player selects units and moves them across the hex grid. Each tile in the grid is of a particular terrain type (eg desert, hills, mountains, etc) and each unit type has different abilities when it comes to moving over the terrain (e.g. some can move over mountains easily, some with difficulty and some not at all). Each unit has a movement value and each tile takes a certain amount of movement based on its terrain type and the unit type. E.g it costs a tank 1 to move over desert, 4 over swamp and cant move at all over mountains. Where as a flying unit moves over everything at a cost of 1. The issue I have is that when a unit is selected, I want to highlight an area around it showing where it can move, this means working out all the possible paths through the surrounding hexes, how much movement each path will take and lighting up the tiles based on that information. I got this working with a recursive function and found it took too long to calculate, I moved the function into a thread so that it didn't block the game but still it takes around 2 seconds for the thread to calculate the moveable area for a unit with a move of 8. Its over a million recursions which obviously is problematic. I'm wondering if anyone has an clever ideas on how I can optimize this problem. Here's the recursive function I'm currently using (its C# btw): private void CalcMoveGridRecursive(int nCenterIndex, int nMoveRemaining) { //List of the 6 tiles adjacent to the center tile int[] anAdjacentTiles = m_ThreadData.m_aHexData[nCenterIndex].m_anAdjacentTiles; foreach(int tileIndex in anAdjacentTiles) { //make sure this adjacent tile exists if(tileIndex == -1) continue; //How much would it cost the unit to move onto this adjacent tile int nMoveCost = m_ThreadData.m_anTerrainMoveCost[(int)m_ThreadData.m_aHexData[tileIndex].m_eTileType]; if(nMoveCost != -1 && nMoveCost <= nMoveRemaining) { //Make sure the adjacent tile isnt already in our list. if(!m_ThreadData.m_lPassableTiles.Contains(tileIndex)) m_ThreadData.m_lPassableTiles.Add(tileIndex); //Now check the 6 tiles surrounding the adjacent tile we just checked (it becomes the new center). CalcMoveGridRecursive(tileIndex, nMoveRemaining - nMoveCost); } } } At the end of the recursion, m_lPassableTiles contains a list of the indexes of all the tiles that the unit can possibly reach and they are made to glow. This all works, it just takes too long. Does anyone know a better approach to this?

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  • Increase efficiency for an R simulator of the Monty Hall Puzzle

    - by jahan_m
    The Monty Hall Problem is a simple puzzle involving probability that even stumps professionals in careers dealing with some heavy-duty math. Here's the basic problem: Suppose you're on a game show, and you're given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say No. 1, and the host, who knows what's behind the doors, opens another door, say No. 3, which has a goat. He then says to you, "Do you want to pick door No. 2?" Is it to your advantage to switch your choice? You can find numerous explanations of the solution here: http://en.wikipedia.org/wiki/Monty_Hall_problem Goal of my simulation: Prove that a switching strategy will win you the car 2/3 of the time. I got curious and wanted to write a little function that simulates the problem many times and returns the proportion of wins if you switched and the proportion of wins if you stayed with your first choice. The function then plots the cumulative wins. First and foremost, I'm interested in hearing if my simulation is indeed replicating the Monty Problem, or if some aspect of the code got it wrong. Secondly, this function takes a long time to run once I get to about 10,000 simulations. I know I don't need this many simulations to prove this but I'd love to hear some ideas on how to make it more efficient. Thanks for your feedback! Monty_Hall=function(repetitions){ doors=c('A','B','C') stay_wins=0 switch_wins=0 series=data.frame(sim_num=seq(repetitions),cum_sum_stay=replicate(repetitions,0),cum_sum_switch=replicate(repetitions,0)) for(i in seq(repetitions)){ winning_door=sample(doors,1) contestant_chooses=sample(doors,1) if(contestant_chooses==winning_door) stay_wins=stay_wins+1 else switch_wins=switch_wins+1 series[i,'cum_sum_stay']=stay_wins series[i,'cum_sum_switch']=switch_wins } plot(series$sim_num,series$cum_sum_switch,col=2,ylab='Cumulative # of wins', xlab='Simulation #',main=sprintf('%d Simulations of the Monty Hall Paradox',repetitions),type='l') lines(series$sim_num,series$cum_sum_stay,col=4) legend('topleft',legend=c('Cumulative wins from switching', 'Cumulative wins from staying'),col=c(2,4),lty=1) result=list(series=series,stay_wins=stay_wins,switch_wins=switch_wins, proportion_stay_wins=stay_wins/repetitions, proportion_switch_wins=switch_wins/repetitions) return(result) } #Theory predicts that it is to the contestant's advantage if he #switches his choice to the other door. This function simulates the game #many times, and shows you the proportion of games in which staying or #switching would win the car. It also plots the cumulative wins for each strategy. Monty_Hall(100)

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  • C++ 2d Array Class Function Call Help

    - by johnny-conrad
    I hope this question takes a simple fix, and I am just missing something very small. I am in my second semester of C++ in college, and we are just getting into OOP. This is my first OOP program, and it is causing me a little problem. Here are the errors I am getting: Member function must be called or its address taken in function displayGrid(int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Member function must be called or its address taken in function Turn(int,int,Cell ( *)[20]) Warning: Parameter 'grid' is never used in function displayGrid(int,Cell ( *)[20]) Here is all of my code. I am aware It is much more code than necessary, sorry if it makes it more difficult. I was worried that I might accidentally delete something. const int MAX=20; //Struct Cell holds player and their symbol. class Cell { private: int Player; char Symbol; public: Cell(void); void setPlayer(int); void setSymbol(char); int getPlayer(void); char getSymbol(void); }; Cell::Cell(void) { Symbol ='-'; } void Cell::setPlayer(int player_num) { Player = player_num; } void Cell::setSymbol(char rps) { Symbol = rps; } int Cell::getPlayer(void) { return Player; } char Cell::getSymbol(void) { return Symbol; } void Turn(int, int, Cell[MAX][MAX]); void displayGrid(int, Cell[MAX][MAX]); void main(void) { int size; cout << "How big would you like the grid to be: "; cin >> size; //Checks to see valid grid size while(size>MAX || size<3) { cout << "Grid size must between 20 and 3." << endl; cout << "Please re-enter the grid size: "; cin >> size; } int cnt=1; int full; Cell grid[MAX][MAX]; //I use full to detect when the game is over by squaring size. full = size*size; cout << "Starting a new game." << endl; //Exits loop when cnt reaches full. while(cnt<full+1) { displayGrid(size, grid); //calls function to display grid if(cnt%2==0) //if cnt is even then it's 2nd players turn cout << "Player 2's turn." << endl; else cout << "Player 1's turn" << endl; Turn(size, cnt, grid); //calls Turn do each players turn cnt++; } cout << endl; cout << "Board is full... Game Over" << endl; } void displayGrid(int size, Cell grid[MAX][MAX]) { cout << endl; cout << " "; for(int x=1; x<size+1; x++) // prints first row cout << setw(3) << x; // of numbers. cout << endl; //Nested-For prints the grid. for(int i=1; i<size+1; i++) { cout << setw(2) << i; for(int c=1; c<size+1; c++) { cout << setw(3) << grid[i][c].getSymbol; } cout << endl; } cout << endl; } void Turn(int size, int cnt, Cell grid[MAX][MAX]) { char temp; char choice; int row=0; int column=0; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; //puts what is in the current cell in "temp" temp = grid[row][column].getSymbol; //Checks to see if temp is occupied or not while(temp!='-') { cout << "Cell space is Occupied..." << endl; cout << "Enter the Row: "; cin >> row; cout << "Enter the Column: "; cin >> column; temp = grid[row][column].getSymbol; //exits loop when finally correct } if(cnt%2==0) //if cnt is even then its player 2's turn { cout << "Enter your Symbol R, P, or S (Capitals): "; cin >> choice; grid[row][column].setPlayer(1); in >> choice; } //officially sets choice to grid cell grid[row][column].setSymbol(choice); } else //if cnt is odd then its player 1's turn { cout << "Enter your Symbol r, p, or s (Lower-Case): "; cin >> choice; grid[row][column].setPlayer(2); //checks for valid input by user1 while(choice!= 'r' && choice!='p' && choice!='s') { cout << "Invalid Symbol... Please Re-Enter: "; cin >> choice; } //officially sets choice to grid cell. grid[row][column].setSymbol(choice); } cout << endl; } Thanks alot for your help!

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  • Can't get syntax on to work in my gvim.

    - by user198553
    (I'm new to Linux and Vim, and I'm trying to learn Vim but I'm having some issues with it that I can't seen do fix) I'm in a Linux installation (Ubuntu 8.04) that I can't update, using Vim 7.1.138. My vim installation is in /usr/share/vim/vim71/. /home/user/ My .vimrc file is in /home/user/.vimrc, as follows: fun! MySys() return "linux" endfun set runtimepath=~/.vim,$VIMRUTNTIME source ~/.vim/.vimrc And then, in my /home/user/.vim/.vimrc: " =============== GENERAL CONFIG ============== set nocompatible syntax on " =============== ENCODING AND FILE TYPES ===== set encoding=utf8 set ffs=unix,dos,mac " =============== INDENTING =================== set ai " Automatically set the indent of a new line (local to buffer) set si " smartindent (local to buffer) " =============== FONT ======================== " Set font according to system if MySys() == "mac" set gfn=Bitstream\ Vera\ Sans\ Mono:h13 set shell=/bin/bash elseif MySys() == "windows" set gfn=Bitstream\ Vera\ Sans\ Mono:h10 elseif MySys() == "linux" set gfn=Inconsolata\ 14 set shell=/bin/bash endif " =============== COLORS ====================== colorscheme molokai " ============== PLUGINS ====================== " -------------- NERDTree --------------------- :noremap ,n :NERDTreeToggle<CR> " =============== DIRECTORIES ================= set backupdir=~/.backup/vim set directory=~/.swap/vim ...fact is the command syntax on is not working, neither in vim or gvim. And the strange thing is: If I try to set the syntax using the gvim toolbat, it works. Then, in normal mode in gvim, after activating using the toolbar, using the code :syntax off, it works, and just after doing this trying to do :syntax on doesn't work!! What's going on? Am I missing something?

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  • Pause and resume thread drawing to SurfaceView

    - by fhucho
    I am developing a chess game for Android (http://androidchess.appspot.com), using SurfaceView for the chessboard. I have a drawing Thread, that draws the chessboard in a loop. The problem is that when there are no active animations (this is more that 90% of time), it makes no sense to waste CPU and battery for drawing. How should I solve this? Maybe somehow pausing and resuming the drawing Thread?

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  • Easiest way to create drop down with database generated options

    - by aarontb
    I'm trying to build a multi-level "game". A randomly generated option (Option1) will trigger other options in a drop down (Option2)...the options in the new drop down will be directly related the to Option1. Option2 will then trigger another drop down with info directly related to Option2 and so forth until reaching OptionEnd...any suggestions, preferably SQL and PHP. Thanks...yeah, I'm a n00b.

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  • Overloading framework methods in objective-c, or retaining local changes with framework updates.

    - by Jeff B
    I am using cocos2d to build an iPhone game. It's mostly done, but along the way I came across some things that I would like to handle better. I am fairly new to Objective C, and honestly I do more Perl scripting in my day-to-day job than anything, so my C skills are a little rusty. One of them is the fact that I have modified cocos2d files for some specific cases in my game. However, when I update to a new version, I have to manually pull my changes forward. So, the question is, what is the best way to deal with this? Some options I have thought of: Overload/redefine the cocos2d classes. I was under the impression that I cannot overload existing class functions, so I don't think this will work. Create patches that I re-apply after library updates. I don't think this will work as the new files won't necessarily be the same as the old ones, and if they were, I could just copy the whole file forward. Turn in my changes to Cocos2d. Not an option as my changes are very specific to my application. Am I missing something obvious? UPDATE: I will explain what I am doing to be more clear. Cocos2d has a CCNode object, which can contain children, etc. I added a shadow, which is very similar to a child, but handled a little differently. The shadow has an offset from the parent, and translates with it's parent, rotates around it's own center when the parent rotates, etc. The shadow is not included as a true child, however, so given the correct z-index, the shadows can render under ALL other objects, but still move with the parent. To do this I added addShadow functions to CCNode, and modified the setPosition and setRotate functions to move the shadowSprite: CCNode.m: -(id) init { if ((self=[super init]) ) { ... shadowSprite_ = nil; ... } } ... -(BOOL) addShadow: (CCNode*) child offset: (CGPoint) offset { shadowSprite_ = child; shadowSprite_.position = CGPointMake(position_.x+offset.x, position_.y+offset.y); return YES; } ... -(void) setRotation: (float)newRotation { rotation_ = newRotation; isTransformDirty_ = isInverseDirty_ = YES; if(shadowSprite_) { [shadowSprite_ setRotation: newRotation]; } } There is more, of course, including the prototypes in the .h file, but that is the basics. I don't think I need shadowSprite to be a property, because I don't need to access it after it has been added.

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  • Change the background image in cocos2d

    - by Viral
    Hi all, I am making a game using cocos2d. in that I want to change the background after each second of time. I don't know how to do this in cocos2d. I am having 15 different images and one by one each image will be shown, i.e. after1 second next image will appear. I am new to cocos2d so, If any one can help me??? thank you in advance to all.

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  • How easy is it to write a Flash app and what tools are needed?

    - by J Lynch
    I have been wanting to learn to write a Flash app so that it can be embedded inside a webpage. But is it hard to write one, say, just to show a circle bouncing around the walls of the 4 sides of the Flash window (no gravity, but just like the dot in the game "Pong"), and what tools are needed (and are they free?). Thanks very much.

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  • Why is go language so slow?

    - by oraz
    As we can see from The Computer Language Benchmarks Game: go is in average 10x slower then C go is 3x slower then Java !? How it can be bearing in mind that go compiler produces native code for execution? Immature compilers for go? Or there is some intrinsic problem with the go language?

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