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Thread Rules 1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution. 2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20) 3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible. 4. Use [code] tags to format code blocks. |
On October 07 2013 10:46 NB wrote:hmmm, i signed up for the machine learning one of the Stanford prof. Are you sure its lighter bc thats the reason why i signed up  . I dont think i will need knowledge from that field for my current project but I might as well try it out. Professor Ng breaks it down for you very well so you won't be needing more than highschool mathematics, he might use some more "complicated" mathemathical symbols and methods (they really aren't complicated, you might find them so, I really don't know anything about your education level) but he stresses out very often that you shouldn't be afraid of such things and he always breaks them down very, very well, to a point where's its becoming a bit to tedious hehe.
I hope you find the course entertaining!
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Ok I've started CS 184.1x: Foundations of Computer Graphics. Under the username FFA. With C, Obj. C, and Java experience I should theoretically have no problem learning C++
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On October 08 2013 02:24 Abominous wrote:Show nested quote +On October 07 2013 10:46 NB wrote:hmmm, i signed up for the machine learning one of the Stanford prof. Are you sure its lighter bc thats the reason why i signed up  . I dont think i will need knowledge from that field for my current project but I might as well try it out. Professor Ng breaks it down for you very well so you won't be needing more than highschool mathematics, he might use some more "complicated" mathemathical symbols and methods (they really aren't complicated, you might find them so, I really don't know anything about your education level) but he stresses out very often that you shouldn't be afraid of such things and he always breaks them down very, very well, to a point where's its becoming a bit to tedious hehe. I hope you find the course entertaining! Oh im not worried bc i have pretty decent math cs background, Im just afraid the course load might be a bit too heavy for me to complete it with a good grade. Im taking a quick look at the Graphic homeworks in the other course so far and there will be a lot of code reading that ima have to goes through. Plus i dont wana rely on wolfram to do all my matrixes so I probably need like a week of concentrating review on 1st year algebra T_T
Unrelated note: spent my entire morning trying to make a basic input system for a simple test game. Turns out C++ doesnt support event handling I googled and people said i should try SFML or SDL. Anyone here experienced with both and tell me whats the differences between the 2?
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On October 07 2013 12:39 goody153 wrote: hi everyone,
i am not really good and just an noob-to-okish programmer .. i wanted to try game development on android .. do you guys have any advice for me ?
and also what language should i be learning ? what are the most important topics i should focus on ? from what i know java is used in making android but thats all i know for now ..
i already made games out of applet using java and also a game web-based using javascript .. so i have a little bit of experience and idea how ..
oh dont quote me on this bc i dont have a lot of on hand experience in android app making.I looked into it in the past as well as having my roommate's gf working in Twitter's android apps department.
Here is a few things: 1/ Compatibility is a big issue for android. Each devices has their own attribute and you have to accommodate for all of them. It is advised that you should start with making apps for apple devices since they are more uniformed.
2/ For mobile devices in general, java, ruby on rails and basic knowledge about html/css and even a bit of SQL are needed. Most smartphone apps has interaction with web and database(loading ads or google store for example)....
3/ Experience android devices yourselves. Bluestack is a good emulator for android on window that im using. Nexus 4 and Nexus 7 are dirt cheap that you could get your hand on. The Android apps market is unexplored and dirt poor of good apps if you compare it to Apple's store. And there is a good reason for that: its easier to make apple apps and people who use apple devices are more likely to pay for apps.
4/ Lastly, for gaming in mobile device in general, just keep in mind that the input system sucks ass. Unless you are making a very simple game and expecting to make graphic your selling point, then you gona have to spend a lot of design time into the input interaction.
On October 08 2013 05:45 Nesserev wrote: Don't have any direct experience with either one of them, but I've used the pygame library for python before, and if I remember correctly, pygame is an implementation of SDL as a Python library, and I must say that it was fun to work with. Of course it's not really the same, but if I were you, I'd just pick one and try it out. like right now I have a text based command line minesweeper right? I just wana write a basic up-down-left-right cursor(not mouse) control instead of entering the coordinates manually. So that will involve a basic infinite loop do{}while(1) that constantly redraw the game. What i need is something that read the input value on keypress, not keypress+Enter and I really hate using additional library. 
edit: gota it sorta work with sfml.... really rough though >.>
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On October 08 2013 06:20 NB wrote:Show nested quote +On October 07 2013 12:39 goody153 wrote: hi everyone,
i am not really good and just an noob-to-okish programmer .. i wanted to try game development on android .. do you guys have any advice for me ?
and also what language should i be learning ? what are the most important topics i should focus on ? from what i know java is used in making android but thats all i know for now ..
i already made games out of applet using java and also a game web-based using javascript .. so i have a little bit of experience and idea how ..
oh dont quote me on this bc i dont have a lot of on hand experience in android app making.I looked into it in the past as well as having my roommate's gf working in Twitter's android apps department. Here is a few things: 1/ Compatibility is a big issue for android. Each devices has their own attribute and you have to accommodate for all of them. It is advised that you should start with making apps for apple devices since they are more uniformed. 2/ For mobile devices in general, java, ruby on rails and basic knowledge about html/css and even a bit of SQL are needed. Most smartphone apps has interaction with web and database(loading ads or google store for example).... 3/ Experience android devices yourselves. Bluestack is a good emulator for android on window that im using. Nexus 4 and Nexus 7 are dirt cheap that you could get your hand on. The Android apps market is unexplored and dirt poor of good apps if you compare it to Apple's store. And there is a good reason for that: its easier to make apple apps and people who use apple devices are more likely to pay for apps. 4/ Lastly, for gaming in mobile device in general, just keep in mind that the input system sucks ass. Unless you are making a very simple game and expecting to make graphic your selling point, then you gona have to spend a lot of design time into the input interaction. Your advice is basically all bad.
1) Android devices are certainly less uniform than Apple devices, but its not that hard to make an app that looks decent across a large part of the population. While the market is fragmented, there are a few devices that take up the lion's share of the market. Namely, the Samsung flagships (S2, S3, S4, Note 2, Note 3) and Nexus devices. Android also has good mechanisms for scaling layouts and resources across device sizes and resolutions, so if you stick to best practices (like specifying sizes in DPs, etc.), its not a problem. Its certainly not a reason to avoid the platform altogether and work on iOS apps. The major pain point is working with Gingerbread and below, but if you're just developing apps as a hobby you can just choose a higher minimum version and sidestep the problem completely.
2) Ruby on Rails? What the fuck does that have to do with Android? Java is the only really necessary piece here. SQL knowledge can be a nice to have, depending on how much data you are going to be storing and what your persistence requirements are. Android has its own layout and style system that's written in XML. Its *somewhat* similar to HTML, but not really. Overall its fairly easy to get started with. Depending on what your app is doing, you may want to develop an API server that your app can talk to, but you can write this in whatever language you damn well please. Or you could use something like Parse to make your life easier.
3) Using something like Bluestacks is a bad idea if you're using it to develop your app and trying to test it on hardware that you don't actually have. That sort of software targets running apps on a PC, not simulating actual hardware interactions. Use the actual emulator that's provided with Android, it works fine and is actually targeted at developers. But overall, developing on an emulator will be mostly frustrating, so buy a cheap Android device or two and use those for your day-to-day work, only going to the emulator when you absolutely need to.
4) Completely game/application type dependent. Obviously you should design applications that work well on the devices they run on.
To reply to you directly, goody: - Learn Java - Learn OpenGL ES 2.0 (if you have more JS experience than Java, you could play around with WebGL in the browser, which has the same API) - Check out the Android developers traininig site: http://developer.android.com/training/index.html
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you are completely right. I might have got a lot of stuff confused and outdated information about the android field. There is one thing i notice though: a lot of "popular games" on android are actually web-based. The app is sole used to launch the URL and pass over some user data to the browser. I feel cheated whenever i download a game like that .
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On October 08 2013 06:20 NB wrote: like right now I have a text based command line minesweeper right? I just wana write a basic up-down-left-right cursor(not mouse) control instead of entering the coordinates manually. So that will involve a basic infinite loop do{}while(1) that constantly redraw the game. What i need is something that read the input value on keypress, not keypress+Enter and I really hate using additional library.  edit: gota it sorta work with sfml.... really rough though >.> SFML is actually surprisingly easy to work with in my opinion. It's not quite as simple as SDL, but it's also far more powerful. Implementing keyboard input should be no problem at all, the Keyboard class is spot on.
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On October 08 2013 13:19 tec27 wrote:Show nested quote +On October 08 2013 06:20 NB wrote:On October 07 2013 12:39 goody153 wrote: hi everyone,
i am not really good and just an noob-to-okish programmer .. i wanted to try game development on android .. do you guys have any advice for me ?
and also what language should i be learning ? what are the most important topics i should focus on ? from what i know java is used in making android but thats all i know for now ..
i already made games out of applet using java and also a game web-based using javascript .. so i have a little bit of experience and idea how ..
oh dont quote me on this bc i dont have a lot of on hand experience in android app making.I looked into it in the past as well as having my roommate's gf working in Twitter's android apps department. Here is a few things: 1/ Compatibility is a big issue for android. Each devices has their own attribute and you have to accommodate for all of them. It is advised that you should start with making apps for apple devices since they are more uniformed. 2/ For mobile devices in general, java, ruby on rails and basic knowledge about html/css and even a bit of SQL are needed. Most smartphone apps has interaction with web and database(loading ads or google store for example).... 3/ Experience android devices yourselves. Bluestack is a good emulator for android on window that im using. Nexus 4 and Nexus 7 are dirt cheap that you could get your hand on. The Android apps market is unexplored and dirt poor of good apps if you compare it to Apple's store. And there is a good reason for that: its easier to make apple apps and people who use apple devices are more likely to pay for apps. 4/ Lastly, for gaming in mobile device in general, just keep in mind that the input system sucks ass. Unless you are making a very simple game and expecting to make graphic your selling point, then you gona have to spend a lot of design time into the input interaction. Your advice is basically all bad. 1) Android devices are certainly less uniform than Apple devices, but its not that hard to make an app that looks decent across a large part of the population. While the market is fragmented, there are a few devices that take up the lion's share of the market. Namely, the Samsung flagships (S2, S3, S4, Note 2, Note 3) and Nexus devices. Android also has good mechanisms for scaling layouts and resources across device sizes and resolutions, so if you stick to best practices (like specifying sizes in DPs, etc.), its not a problem. Its certainly not a reason to avoid the platform altogether and work on iOS apps. The major pain point is working with Gingerbread and below, but if you're just developing apps as a hobby you can just choose a higher minimum version and sidestep the problem completely. 2) Ruby on Rails? What the fuck does that have to do with Android? Java is the only really necessary piece here. SQL knowledge can be a nice to have, depending on how much data you are going to be storing and what your persistence requirements are. Android has its own layout and style system that's written in XML. Its *somewhat* similar to HTML, but not really. Overall its fairly easy to get started with. Depending on what your app is doing, you may want to develop an API server that your app can talk to, but you can write this in whatever language you damn well please. Or you could use something like Parse to make your life easier. 3) Using something like Bluestacks is a bad idea if you're using it to develop your app and trying to test it on hardware that you don't actually have. That sort of software targets running apps on a PC, not simulating actual hardware interactions. Use the actual emulator that's provided with Android, it works fine and is actually targeted at developers. But overall, developing on an emulator will be mostly frustrating, so buy a cheap Android device or two and use those for your day-to-day work, only going to the emulator when you absolutely need to. 4) Completely game/application type dependent. Obviously you should design applications that work well on the devices they run on. To reply to you directly, goody: - Learn Java - Learn OpenGL ES 2.0 (if you have more JS experience than Java, you could play around with WebGL in the browser, which has the same API) - Check out the Android developers traininig site: http://developer.android.com/training/index.html
Ruby can be used with Android apps if you use Titanium, also a lot of mobile APIs use Rails so maybe that's where he got it from.
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On October 08 2013 13:19 tec27 wrote:Show nested quote +On October 08 2013 06:20 NB wrote:On October 07 2013 12:39 goody153 wrote: hi everyone,
i am not really good and just an noob-to-okish programmer .. i wanted to try game development on android .. do you guys have any advice for me ?
and also what language should i be learning ? what are the most important topics i should focus on ? from what i know java is used in making android but thats all i know for now ..
i already made games out of applet using java and also a game web-based using javascript .. so i have a little bit of experience and idea how ..
oh dont quote me on this bc i dont have a lot of on hand experience in android app making.I looked into it in the past as well as having my roommate's gf working in Twitter's android apps department. Here is a few things: 1/ Compatibility is a big issue for android. Each devices has their own attribute and you have to accommodate for all of them. It is advised that you should start with making apps for apple devices since they are more uniformed. 2/ For mobile devices in general, java, ruby on rails and basic knowledge about html/css and even a bit of SQL are needed. Most smartphone apps has interaction with web and database(loading ads or google store for example).... 3/ Experience android devices yourselves. Bluestack is a good emulator for android on window that im using. Nexus 4 and Nexus 7 are dirt cheap that you could get your hand on. The Android apps market is unexplored and dirt poor of good apps if you compare it to Apple's store. And there is a good reason for that: its easier to make apple apps and people who use apple devices are more likely to pay for apps. 4/ Lastly, for gaming in mobile device in general, just keep in mind that the input system sucks ass. Unless you are making a very simple game and expecting to make graphic your selling point, then you gona have to spend a lot of design time into the input interaction. Your advice is basically all bad. 1) Android devices are certainly less uniform than Apple devices, but its not that hard to make an app that looks decent across a large part of the population. While the market is fragmented, there are a few devices that take up the lion's share of the market. Namely, the Samsung flagships (S2, S3, S4, Note 2, Note 3) and Nexus devices. Android also has good mechanisms for scaling layouts and resources across device sizes and resolutions, so if you stick to best practices (like specifying sizes in DPs, etc.), its not a problem. Its certainly not a reason to avoid the platform altogether and work on iOS apps. The major pain point is working with Gingerbread and below, but if you're just developing apps as a hobby you can just choose a higher minimum version and sidestep the problem completely. 2) Ruby on Rails? What the fuck does that have to do with Android? Java is the only really necessary piece here. SQL knowledge can be a nice to have, depending on how much data you are going to be storing and what your persistence requirements are. Android has its own layout and style system that's written in XML. Its *somewhat* similar to HTML, but not really. Overall its fairly easy to get started with. Depending on what your app is doing, you may want to develop an API server that your app can talk to, but you can write this in whatever language you damn well please. Or you could use something like Parse to make your life easier. 3) Using something like Bluestacks is a bad idea if you're using it to develop your app and trying to test it on hardware that you don't actually have. That sort of software targets running apps on a PC, not simulating actual hardware interactions. Use the actual emulator that's provided with Android, it works fine and is actually targeted at developers. But overall, developing on an emulator will be mostly frustrating, so buy a cheap Android device or two and use those for your day-to-day work, only going to the emulator when you absolutely need to. 4) Completely game/application type dependent. Obviously you should design applications that work well on the devices they run on. To reply to you directly, goody: - Learn Java - Learn OpenGL ES 2.0 (if you have more JS experience than Java, you could play around with WebGL in the browser, which has the same API) - Check out the Android developers traininig site: http://developer.android.com/training/index.html
i am more knowledgeable in java than in JS .. one more thing i wanted to ask .. aside from OpenGL ES 2.0 or WebGL ..any other library that is easier to use and integrate unto the android program later ? since i am just making a Tower Defense game its really emphasized on the graphics much ..
and also i have been doing sort of research .. what version of android should i work on ? some told me to work on lower versions like 2.0 to 2.5 ... somewhere around that
and in the database part of the development .. would my knowledge on php help on that matter ? or its a separate thing
anyways thanks for the great advice tec27
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thanks .. does this include graphics design for game development ? so far the games i created looked like shit with just the basics of the PL i used
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On October 08 2013 19:46 goody153 wrote:thanks  .. does this include graphics design for game development ? so far the games i created looked like shit with just the basics of the PL i used SFML is just a library for working with graphics, it doesn't teach you design. SFML lets you work with open GL directly, or through a simple interface, but this is all just about how to get vertices to the graphics card and let it print them to screen. It won't teach you how to make good looking particle effects, how to paint a texture and anything like that.
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Not to hijack your conversation or anything, but I've been stuck on this php/javascript issue for the past week and I haven't gotten anywhere. Wondered if anyone would have any ideas on what I could do.
+ Show Spoiler +http://forums.devnetwork.net/viewtopic.php?f=1&t=138460&p=688348#p688348
I have my entire thought process for the week kinda written there, I could rewrite it if someone hates outside links to other forums.
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On October 08 2013 22:55 Fawkes wrote:Not to hijack your conversation or anything, but I've been stuck on this php/javascript issue for the past week and I haven't gotten anywhere. Wondered if anyone would have any ideas on what I could do. + Show Spoiler +http://forums.devnetwork.net/viewtopic.php?f=1&t=138460&p=688348#p688348 I have my entire thought process for the week kinda written there, I could rewrite it if someone hates outside links to other forums. you could also post this here
www.stackoverflow.com
there are a LOT of people/programming-guru who kill time here to solve programming problems of all kinds .. even the most complex ones .. the site above is basically like a hotline for problems
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On October 08 2013 22:55 Fawkes wrote:Not to hijack your conversation or anything, but I've been stuck on this php/javascript issue for the past week and I haven't gotten anywhere. Wondered if anyone would have any ideas on what I could do. + Show Spoiler +http://forums.devnetwork.net/viewtopic.php?f=1&t=138460&p=688348#p688348 I have my entire thought process for the week kinda written there, I could rewrite it if someone hates outside links to other forums.
3 buttons in one form ?
hmm i havent tried that .. i dont think its possible to utilize 3 kinds of different submit buttons inside a form at least in php side of perspective .. what i do is i create 3 separate forms per submit button .. that way i am sure it works .. you could put all processes into one .php file but i think you cannot put 3 submit buttons unto one form ..
i just started playing with php so forgive me sir
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On October 08 2013 22:55 Fawkes wrote:Not to hijack your conversation or anything, but I've been stuck on this php/javascript issue for the past week and I haven't gotten anywhere. Wondered if anyone would have any ideas on what I could do. + Show Spoiler +http://forums.devnetwork.net/viewtopic.php?f=1&t=138460&p=688348#p688348 I have my entire thought process for the week kinda written there, I could rewrite it if someone hates outside links to other forums.
There's two ways you can fix this. Either on the Javascript side of things or the PHP side of things.
If you want to fix it with javascript, I think adding another button element rather than an input with a submit type would work. That way you can listen to clicks of the button element rather than having one global submit function checking it.
If you want to fix it with php, you could alter the submit buttons to contain name attributes. If you have three submit buttons and you want to check which one is pressed on the server side, you could change your form to look like this.
<form> <input type="submit" value="button one" name="submit" /> <input type="submit" value="button two" name="submit" /> </form>
Then, on the server side, check the $_POST variable 'submit'. if($_POST['submit'] === "button one") { //do something } else if ($_POST['submit'] === "button two") { // do another thing }
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Is anyone good with matlab? Or computational science in general for that matter? I want to calculate an integral numerically (simpsons method, trapezoidal, whatever), but I want the user to be able to specify the acceptable margin of error in correct decimals, and have the program adjust the number of intervals accordingly. I could just do the calculation at interval i = 1 and estimate the error (I used richardson extrapolation), then increment i until error < 10^(-something). But there must be some better way.
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On October 08 2013 22:55 Fawkes wrote:Not to hijack your conversation or anything, but I've been stuck on this php/javascript issue for the past week and I haven't gotten anywhere. Wondered if anyone would have any ideas on what I could do. + Show Spoiler +http://forums.devnetwork.net/viewtopic.php?f=1&t=138460&p=688348#p688348 I have my entire thought process for the week kinda written there, I could rewrite it if someone hates outside links to other forums. Just use another form method for modify than for create?
That is, use method="post" for creating, and method="put" for updating/replacing.
In case you also want a delete, use method="delete"
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Im trying to make a simple snake game. Do i really need to make 3 threads (mainDisplay, snakeRun, input) for it or there is a way that i could get away with 2?
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