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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Google Interview Questions

80 posts in this topic

[quote name='way2lazy2care' timestamp='1301402331' post='4791684']
[quote name='furby100' timestamp='1107964749' post='2903243']
x=2. This equation is satisfied by 2. It follows that there are numbers that satisfy the equation x = 2. From that, it follows that there are numbers. From this simple equation one can settle one of the deepest philosophical questions about mathematics. Certainly a beautiful result.


However, it's almost certain most people will put e[sup]i[font="symbol"]p[/font][/sup] + 1 = 0
[/quote]

What about x=0? That has the same as above, but adds in that there is some number representing no quantity at all.

On the blender:
[url="http://www.realkato.com/blog.php?pid=857"]http://www.realkato....log.php?pid=857[/url]
[quote]
If you suppose that it were somehow physically possible to shrink yourself to that size without diminishing your normal human capabilities, then you should consider that your strength (a function of the area of your cross-section, proportional to the square of your height) has been reduced about 4900 times, but your [i]mass[/i] (a function of your volume, proportional to the cube of your height, given that your density remains the same) has been reduced 343000 times. If you currently have a 24-inch vertical leap, you'd [i]still[/i] have a 24-inch vertical leap regardless of how small you became. So given those facts, you could simply [i]jump[/i] out of the blender.

Another interesting thing to note: you'd actually have what seems to be 70 minutes to come up with the solution, because time would travel 70 times slower for you at that size. The speed of light and the speed of electrons is constant, but when you're tiny, photons and electrons have less distance to travel.[/quote]
[/quote]
I thought since the light has less distance to travel, things would seem faster.....
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[quote name='Alpha_ProgDes' timestamp='1301599191' post='4792717']
I thought since the light has less distance to travel, things would seem faster.....
[/quote]

You will go faster and the rest of the environment will appear to be slower as, in theory, you should perceive your increased speed to be the same as your speed now.
1

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[quote name='Antheus' timestamp='1301427890' post='4791860']
Binary search has worst-case O(logn).
Finding split point is O(n), so finding the point of rotation is several times more expensive than search itself.

Since array is sorted, recursive split can be used to determine which half is out of order. Predicates for binary search are: left < mid < right (equalities optional)
[/quote]
Oooo. I like that. I didn't realize it before.
-1

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Hi,



Good ideal, pls try to keep posting. I like this topic very much and I will digged this one. Tks again.


I found some references on this subject, please refer to everyone here: [font=Arial][size=2][url="http://interviewquestionsandanswers.biz/marketing-interview-questions-and-answers"]Marketing interview questions and answers[/url][/size][/font]

Best regards.

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[quote name='way2lazy2care' timestamp='1303411611' post='4801326']
[quote name='Antheus' timestamp='1301427890' post='4791860']
Binary search has worst-case O(logn).
Finding split point is O(n), so finding the point of rotation is several times more expensive than search itself.

Since array is sorted, recursive split can be used to determine which half is out of order. Predicates for binary search are: left < mid < right (equalities optional)
[/quote]
Oooo. I like that. I didn't realize it before.
[/quote]

And in my crusade against spambots, I accidentally downvoted this post. And apparently I cannot undo it. So someone upvote it.
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[quote name='Antheus' timestamp='1305845511' post='4813230']
And in my crusade against spambots, I accidentally downvoted this post. And apparently I cannot undo it. So someone upvote it.
[/quote]

I thought we were friends :'(
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