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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.

ysg

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  1. Your OS is a "thick client" of sorts :) . And Java isn't exactly similar to some dialect of Lisp that is used in only one majorish project.
  2. Yes! I was forgot about that... yeah, my bad here. Also, why do I keep seeing HTML formatted text in my posts? How do I turn it off?
  3. Hi, I'm running this in Ubuntu 13.04. This is my compiler version: $ g++ --version g++ (Ubuntu/Linaro 4.7.3-1ubuntu1) 4.7.3 Copyright (C) 2012 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. This is the error that I'm getting (and I'm not sure why): $ g++ main.cpp main.h shape.cpp shape.h tetris.cpp tetris.h board.cpp board.h `wx-config --libs` `wx-config --cxxflags` -o main /tmp/ccXvWFjZ.o: In function `Shape::RotateLeft() const': shape.cpp:(.text+0x29d): undefined reference to `Shape::y(int) const' shape.cpp:(.text+0x2b3): undefined reference to `Shape::SetX(int, int)' shape.cpp:(.text+0x2c5): undefined reference to `Shape::x(int) const' shape.cpp:(.text+0x2dd): undefined reference to `Shape::SetY(int, int)' /tmp/ccXvWFjZ.o: In function `Shape::RotateRight() const': shape.cpp:(.text+0x3b3): undefined reference to `Shape::y(int) const' shape.cpp:(.text+0x3cb): undefined reference to `Shape::SetX(int, int)' shape.cpp:(.text+0x3dd): undefined reference to `Shape::x(int) const' shape.cpp:(.text+0x3f3): undefined reference to `Shape::SetY(int, int)' /tmp/ccXSXGaN.o: In function `Board::OnPaint(wxPaintEvent&)': board.cpp:(.text+0x62f): undefined reference to `Shape::GetShape() const' board.cpp:(.text+0x66f): undefined reference to `Shape::x(int) const' board.cpp:(.text+0x69b): undefined reference to `Shape::y(int) const' board.cpp:(.text+0x6b3): undefined reference to `Shape::GetShape() const' /tmp/ccXSXGaN.o: In function `Board::OnKeyDown(wxKeyEvent&)': board.cpp:(.text+0x780): undefined reference to `Shape::GetShape() const' /tmp/ccXSXGaN.o: In function `Board::PieceDropped()': board.cpp:(.text+0xaee): undefined reference to `Shape::x(int) const' board.cpp:(.text+0xb14): undefined reference to `Shape::y(int) const' board.cpp:(.text+0xb48): undefined reference to `Shape::GetShape() const' /tmp/ccXSXGaN.o: In function `Board::TryMove(Shape const&, int, int)': board.cpp:(.text+0xeac): undefined reference to `Shape::x(int) const' board.cpp:(.text+0xec8): undefined reference to `Shape::y(int) const' collect2: error: ld returned 1 exit status This is the code listed: shape.h: #ifndef __SHAPE_H__ #define __SHAPE_H__ #include #include using namespace std; enum Tetrominoes { NoShape, ZShape, SShape, LineShape, TShape, SquareShape, LShape, MirroredLShape }; class Shape { public: Shape(); void SetShape(Tetrominoes shape); void SetRandomShape(); Tetrominoes GetShape() const; int x(int index) const; int y(int index) const; int MinX() const; int MinY() const; int MaxX() const; int MaxY() const; Shape RotateLeft() const; Shape RotateRight() const; private: void SetX(int index, int x); void SetY(int index, int y); Tetrominoes pieceShape; int coords[4][2]; }; #endif shape.cpp: #include "shape.h" Shape::Shape() { this -> SetShape(NoShape); } void Shape::SetShape(Tetrominoes shape) { static const int coordsTable[8][4][2] = { { {0, 0}, {0, 0}, {0, 0}, {0, 0} }, { {0, -1}, {0, 0}, {-1, 0}, {-1, 1} }, { {0, -1}, {0, 0}, {1, 0}, {1, 1} }, { {0, -1}, {0, 0}, {0, 1}, {0, 2} }, { {-1, 0}, {0, 0}, {1, 0}, {0, 1} }, { {0, 0}, {1, 0}, {0, 1}, {1, 1} }, { {-1, -1}, {0, -1}, {0, 0}, {0, 1} }, { {1, -1}, {0, -1}, {0, 0}, {0, 1} } }; for (int i = 0; i < 4; i++) { for (int j = 0; j < 2; j++) { coords[i][j] = coordsTable[shape][i][j]; } } pieceShape = shape; } void Shape::SetRandomShape() { int x = rand() % 7 + 1; SetShape(Tetrominoes(x)); } int Shape::MinX() const { int m = coords[0][0]; for (int i = 0; i < 4; i++) { m = min(m, coords[i][0]); } return m; } int Shape::MaxX() const { int m = coords[0][0]; for (int i = 0; i < 4; i++) { m = max(m, coords[i][0]); } return m; } int Shape::MinY() const { int m = coords[0][1]; for (int i = 0; i < 4; i++) { m = min(m, coords[i][1]); } return m; } int Shape::MaxY() const { int m = coords[0][1]; for (int i = 0; i < 4; i++) { m = max(m, coords[i][1]); } return m; } Shape Shape::RotateLeft() const { if (SquareShape == pieceShape) { return ( * this); } Shape result; result.pieceShape = pieceShape; for (int i = 0; i < 4; i++) { result.SetX(i, y(i)); result.SetY(i, -x(i)); } return result; } Shape Shape::RotateRight() const { if (SquareShape == pieceShape) { return ( * this); } Shape result; result.pieceShape = pieceShape; for (int i = 0; i < 4; i++) { result.SetX(i, -y(i)); result.SetY(i, x(i)); } return result; } board.h: #ifndef __BOARD_H__ #define __BOARD_H__ #include "shape.h" #include class Board : public wxPanel { public: Board(wxFrame * parent); void Start(); void Pause(); void linesRemovedChanged(int numLines); protected: void OnPaint(wxPaintEvent & event); void OnKeyDown(wxKeyEvent & event); void OnTimer(wxCommandEvent & event); private: enum { BoardWidth = 10, BoardHeight = 22 }; Tetrominoes & ShapeAt(int x, int y); int SquareWidth(); int SquareHeight(); void ClearBoard(); void DropDown(); void OneLineDown(); void PieceDropped(); void RemoveFullLines(); void NewPiece(); bool TryMove(const Shape & newPiece, int newX, int newY); void DrawSquare(wxPaintDC & dc, int x, int y, Tetrominoes shape); wxTimer * timer; bool isStarted; bool isPaused; bool isFallingFinished; Shape curPiece; int curX; int curY; int numLinesRemoved; Tetrominoes board[BoardWidth * BoardHeight]; wxStatusBar * m_stsbar; }; #endif board.cpp: #include "board.h" Board::Board(wxFrame * parent) : wxPanel(parent, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxBORDER_NONE) { timer = new wxTimer(this, 1); m_stsbar = parent -> GetStatusBar(); isFallingFinished = false; isStarted = false; isPaused = false; numLinesRemoved = 0; curX = 0; curY = 0; ClearBoard(); Connect(wxEVT_PAINT, wxPaintEventHandler(Board::OnPaint)); Connect(wxEVT_KEY_DOWN, wxKeyEventHandler(Board::OnKeyDown)); Connect(wxEVT_TIMER, wxCommandEventHandler(Board::OnTimer)); } int Board::SquareWidth() { return GetClientSize().GetWidth() / BoardWidth; } int Board::SquareHeight() { return GetClientSize().GetHeight() / BoardHeight; } Tetrominoes & Board::ShapeAt(int x, int y) { return board[(y * BoardWidth) + x]; } void Board::Start() { if (isPaused) { return; } isStarted = true; isFallingFinished = false; numLinesRemoved = 0; ClearBoard(); NewPiece(); timer -> Start(300, wxTIMER_CONTINUOUS); } void Board::Pause() { if (!isPaused) { return; } isPaused = !isPaused; if (isPaused) { timer -> Stop(); m_stsbar -> SetStatusText(wxT("paused")); } else { timer -> Start(300, wxTIMER_CONTINUOUS); wxString str; str.Printf(wxT("%d"), numLinesRemoved); m_stsbar -> SetStatusText(str); } Refresh(); } void Board::OnPaint(wxPaintEvent & event) { wxPaintDC dc(this); wxSize size = GetClientSize(); int boardTop = size.GetHeight() - BoardHeight * SquareHeight(); for (int i = 0; i < BoardHeight; ++i) { for (int j = 0; j < BoardWidth; ++j) { Tetrominoes shape = ShapeAt(j, BoardHeight - i - 1); if (shape != NoShape) { DrawSquare(dc, 0 + j * SquareWidth(), boardTop + i * SquareHeight(), shape); } } } if (curPiece.GetShape() != NoShape) { for (int i = 0; i < 4; i++) { int x = curX + curPiece.x(i); int y = curY + curPiece.y(i); DrawSquare(dc, 0 + x * SquareWidth(), boardTop + (BoardHeight - y - 1) * SquareHeight(), curPiece.GetShape()); } } } void Board::OnKeyDown(wxKeyEvent & event) { if (NoShape == (!isStarted || curPiece.GetShape())) { event.Skip(); return; } int keycode = event.GetKeyCode(); if ('p' == keycode || 'P' == keycode) { Pause(); return; } if (isPaused) { return; } switch (keycode) { case WXK_LEFT: TryMove(curPiece, curX - 1, curY); break; case WXK_RIGHT: TryMove(curPiece, curX + 1, curY); break; case WXK_DOWN: TryMove(curPiece.RotateRight(), curX, curY); break; case WXK_UP: TryMove(curPiece.RotateLeft(), curX, curY); break; case WXK_SPACE: DropDown(); break; case 'd': OneLineDown(); break; case 'D': OneLineDown(); break; default: event.Skip(); }; } void Board::OnTimer(wxCommandEvent & event) { if (isFallingFinished) { isFallingFinished = false; NewPiece(); } else { OneLineDown(); } } void Board::ClearBoard() { for (int i = 0; i < BoardHeight * BoardWidth; ++i) { board[i] = NoShape; } } void Board::DropDown() { int newY = curY; while (newY > 0) { if (!TryMove(curPiece, curX, newY - 1)) { break; } --newY; } PieceDropped(); } void Board::OneLineDown() { if (!TryMove(curPiece, curX, curY - 1)) { PieceDropped(); } } void Board::PieceDropped() { for (int i = 0; i < 4; i++) { int x = curX + curPiece.x(i); int y = curY - curPiece.y(i); ShapeAt(x, y) = curPiece.GetShape(); } RemoveFullLines(); if (!isFallingFinished) { NewPiece(); } } void Board::RemoveFullLines() { int numFullLines = 0; for (int i = BoardHeight - 1; i >= 0; --i) { bool lineIsFull = true; for (int j = 0; j < BoardWidth; ++j) { if (ShapeAt(j, i) == NoShape) { lineIsFull = false; break; } } if (lineIsFull) { ++numFullLines; for (int k = i; k < BoardHeight - 1; ++k) { for (int j = 0; j < BoardWidth; ++j) { ShapeAt(j, k) = ShapeAt(j, k + 1); } } } } if (numFullLines > 0) { numLinesRemoved += numFullLines; wxString str; str.Printf(wxT("%d"), numLinesRemoved); m_stsbar -> SetStatusText(str); isFallingFinished = true; curPiece.SetShape(NoShape); Refresh(); } } void Board::NewPiece() { curPiece.SetRandomShape(); curX = BoardWidth / 2 + 1; curY = BoardHeight - 1 + curPiece.MinY(); if (!TryMove(curPiece, curX, curY)) { curPiece.SetShape(NoShape); timer -> Stop(); isStarted = false; m_stsbar -> SetStatusText(wxT("Game Over")); } } bool Board::TryMove(const Shape & newPiece, int newX, int newY) { for (int i = 0; i < 4; i++) { int x = newX + newPiece.x(i); int y = newY + newPiece.y(i); if (x < 0 || x >= BoardWidth || y < 0 || y >= BoardHeight) { return false; } if (ShapeAt(x, y) != NoShape) { return false; } } curPiece = newPiece; curX = newX; curY = newY; Refresh(); return true; } void Board::DrawSquare(wxPaintDC & dc, int x, int y, Tetrominoes shape) { static wxColour colors [] = { wxColour(0, 0, 0), wxColour(204, 102, 102), wxColour(102, 204, 102), wxColour(102, 102, 204), wxColour(204, 204, 102), wxColour(204, 102, 204), wxColour(102, 204, 204), wxColour(218, 170, 0) }; static wxColour light [] = { wxColour(0, 0, 0), wxColour(248, 159, 171), wxColour(121, 252, 121), wxColour(121, 121, 252), wxColour(252, 252, 121), wxColour(252, 121, 252), wxColour(121, 252, 252), wxColour(252, 198, 0) }; static wxColour dark [] = { wxColour(0, 0, 0), wxColour(128, 59, 59), wxColour(59, 128, 59), wxColour(59, 59, 128), wxColour(128, 128, 59), wxColour(128, 59, 128), wxColour(59, 128, 128), wxColour(128, 98, 0) }; wxPen pen(light[int(shape)]); pen.SetCap(wxCAP_PROJECTING); dc.SetPen(pen); dc.DrawLine(x, y + SquareHeight() - 1, x, y); dc.DrawLine(x, y, x + SquareWidth() - 1, y); wxPen darkpen(dark[int(shape)]); darkpen.SetCap(wxCAP_PROJECTING); dc.SetPen(darkpen); dc.DrawLine(x + 1, y + SquareHeight() - 1, x + SquareWidth() - 1, y + SquareHeight() - 1); dc.DrawLine(x + SquareWidth() - 1, y + SquareHeight() - 1, x + SquareWidth() - 1, y + 1); dc.SetPen( * wxTRANSPARENT_PEN); dc.SetBrush(wxBrush(colors[int(shape)])); dc.DrawRectangle(x + 1, y + 1, SquareWidth() - 2, SquareHeight() - 2); } tetris.h: #ifndef __TETRIS_H__ #define __TETRIS_H__ #include "board.h" class Tetris : public wxFrame { public: Tetris(const wxString & title); }; #endif tetris.cpp: #include "tetris.h" Tetris::Tetris(const wxString & title) : wxFrame(NULL, wxID_ANY, title, wxDefaultPosition, wxSize(180, 380)) { wxStatusBar * sb = CreateStatusBar(); sb -> SetStatusText(wxT("0")); Board * board = new Board(this); board -> SetFocus(); board -> Start(); } main.h: #ifndef __MAIN_H__ #define __MAIN_H__ #include "tetris.h" class MyApp : public wxApp { public: virtual bool OnInit(); }; #endif main.cpp: #include "main.h" IMPLEMENT_APP(MyApp) bool MyApp::OnInit() { srand(time(NULL)); Tetris * tetris = new Tetris(wxT("Tetris")); tetris -> Centre(); tetris -> Show(true); return true; }
  4. I'd combine the best of Lisp and Erlang and call it Erlisp or Lilang.
  5. Ok, issue resolved.  ADT Bundle did the trick.   Thank you Cornstalks.
  6. Weird. In Eclipse, when I go to Window -> Open Perspective -> Other... -> Open Perspective (window), I can see an option DDMS. Does that mean that it's installed or just the perspective and some pieces are still missing?
  7. I'm following this tutorial: http://www.if-not-true-then-false.com/2010/android-sdk-and-eclipse-adt-on-fedora-centos-red-hat-rhel/   I get to the part "3.3 Select Android DDMS..."  I try to install Android DDMS and this is what I get:
  8. Ok, say you pass in an array of strings and want to concatenate them together into one mega-string. What would be the best way? I don't see how a loop can't possibly involved, no?
  9. Awesome. Do it when it's most convenient for you.
  10. Hi there. Honestly, I'm just starting out. I'm a total n00b when it comes to this subject. If you want to post info about Hopfield networks, heck, post away! The worst that'll happen is that I'll learn something .
  11. Ooooooookkkkkkkkk, I know what the problem is . In my DotProduct method, I was doing this:result += aArray[i] + bArray[i];It should have been:result += aArray[i] * bArray[i];Forgot to multiply! Aaaaaaarrrrgghhhh! Logic problems are -- honestly -- the most fun to diagnose . I was doing the math out on paper and figured it out that I was tripping on the dot-product function, but wasn't sure how and where. I double-checked the code and figured it out that that was where I was tripping up.
  12. In case someone is wondering, I got the code from "Introduction to Neural Networks with C# 2nd Edition".
  13. Hi, I attached my code for your convenience. This problem stems from my lack of understanding of how Hopfield Artificial Neural Networks (this applies to my understanding of all artificial neural networks) work. I think I have the concept behind "learning" down (for the most part), but when it comes to using the "trained" matrix to recognize a pattern, that's where I'm falling on my face. I've attached the files as links to make it easier for some: http://bin.cakephp.org/view/1255828170 http://bin.cakephp.org/view/873169308 http://bin.cakephp.org/view/908185693 http://bin.cakephp.org/view/152716718 The main method:namespace artificialneuralnetwork { class MainClass { public static string FormatBoolean(bool [] b) { System.Text.StringBuilder result = new System.Text.StringBuilder(); result.Append ('['); for (int i = 0; i < b.Length; i++) { if (b[i]) { result.Append ("T"); } else { result.Append ("F"); } if (i != b.Length - 1) { result.Append (","); } } result.Append (']'); return result.ToString(); } public static void Main (string[] args) { // create a neural network. HopfieldNetwork network = new HopfieldNetwork(4); // this pattern will be trained. //bool [] pattern1 = {true, true, false, false}; bool [] pattern1 = {false, true, false, true}; // this pattern will be represented. //bool [] pattern2 = {true, false, false, false}; bool [] pattern2 = {true, true, false, true}; bool [] result; // train the neural network with pattern1. System.Console.WriteLine("Training Hopfield network with: " + FormatBoolean(pattern1)); network.Train(pattern1); // present pattern1 and see it recognized. System.Console.WriteLine("Presenting pattern: " + FormatBoolean(pattern1)); // present pattern2, which is similar to pattern1. // pattern1 should be recalled. result = network.Present(pattern2); System.Console.WriteLine ("Presenting pattern: " + FormatBoolean(pattern1) + ", and got " + FormatBoolean(result) + " ."); // present pattern2, which is similar to pattern1. Pattern1 should be // recalled. result = network.Present (pattern2); System.Console.WriteLine("Presenting pattern: " + FormatBoolean(pattern2) + ", and got " + FormatBoolean(result) + " ."); // let's write more code, not less. System.Threading.Thread.Sleep(100000); } } } I'm still debugging and trying to figure what's going on, but I'd really love some help on trying to wrap my mind around this concept.