• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:50
CET 03:50
KST 11:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1
StarCraft 2
General
No more SC2 streamers on team liquid? [D] Hacker peak in sc2 ? Liquibets sc2 season 30 Evil Geniuses - shutting down Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win
Tourneys
SC4ALL: II Venue Change Announcement! Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[G] How to playtest arcade maps Starcraft 2 Advance [D] the control group Simple Questions/Answers
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
[Megathread] Daily Funny Videos BGH Auto Balance -> http://bghmmr.eu/ Rollback Netcode in Brood War SC4ALL: II Venue Change Announcement! Ziemie's Starcraft 1 Prequel Campaign
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 4
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread Deus Ex 3!? Mobile Legends: Bang Bang
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Dating: How's your luck? Trading/Investing Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 15472 users

The Big Programming Thread - Page 948

Forum Index > General Forum
Post a Reply
Prev 1 946 947 948 949 950 1032 Next
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.
Manit0u
Profile Blog Joined August 2004
Poland17871 Posts
Last Edited: 2018-02-24 14:37:00
February 24 2018 14:36 GMT
#18941
On February 23 2018 03:55 sabas123 wrote:
Show nested quote +
On February 22 2018 23:04 Excludos wrote:
So (I might have mentioned this earlier) our firm doesn't really have any testing policy. Our only testing is done in the form of manually checking that shit works after coding. While this will work to some extent, it's not a super good practice.

So one of my colleagues came up with the idea to run a workshop with everyone to teach people how to set up proper tests and to apply some good practices. The conversation with the boss went as follows:

"No".
"Why not?"
"We don't have time right now".
"When will we have time for this?"
"Well everything is a bit unstable at the moment. If we get everything more stable then we'll have ti-" "DO YOU NOT SEE THE PROBLEM HERE?!"

Aaaahhh, I remember having a similar conversation once. Good times....


Haha, I remember stuff like that too in one of the companies I was working at.

"Hey boss, you know this 10 years old system that we have to maintain and it's a complete nightmare?"
"Sure, what of it?"
"Well, we did gather all the guys and debated about rewriting it in new technologies to clean up the code, get rid of technical debt and make adding new features significantly easier"
"How long would it take?"
"We could do it in about 6 months"
"No way! Instead of doing that focus on adding this new little feature"

Adding new feature took us 7 months (it was something that shouldn't really take more than a week or two). Technical debt is a bitch.
Time is precious. Waste it wisely.
Hanh
Profile Joined June 2016
146 Posts
February 25 2018 12:06 GMT
#18942
Well, when developers say they can do something in 6 months it usually takes more than a year in the end...
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 26 2018 06:33 GMT
#18943
Are any of you familiar with generators/co-routines? I don't have a full picture of what is going on here, and I am wondering if my intuition about them is correct.

If I am DFS traversing a graph with a generator, can I pause the generator and add edges to the graph and then continue the generator, thus increasing my efficiency vs adding edges and starting DFS traversal all over?
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
February 26 2018 07:46 GMT
#18944
On February 26 2018 15:33 travis wrote:
Are any of you familiar with generators/co-routines? I don't have a full picture of what is going on here, and I am wondering if my intuition about them is correct.

If I am DFS traversing a graph with a generator, can I pause the generator and add edges to the graph and then continue the generator, thus increasing my efficiency vs adding edges and starting DFS traversal all over?

Not entirely familiar with the "generator" part. Is that like creating a representation of the node structure or something?

But, I don't particularly see a reason why you couldn't add edge nodes while traversing. Have your conditions built into the DFS, and then make sure to include the new nodes in the search after creating them.

It would be slower than a straight DFS, though, if that's a problem with efficiency.
Average means I'm better than half of you.
Acrofales
Profile Joined August 2010
Spain18488 Posts
February 26 2018 09:48 GMT
#18945
On February 26 2018 15:33 travis wrote:
Are any of you familiar with generators/co-routines? I don't have a full picture of what is going on here, and I am wondering if my intuition about them is correct.

If I am DFS traversing a graph with a generator, can I pause the generator and add edges to the graph and then continue the generator, thus increasing my efficiency vs adding edges and starting DFS traversal all over?

What do you mean "pause" the generator? I am assuming with generator you mean python generators. If there are other types of generators that work differently, then this obviously doesn't apply.

In the case of pythonic generators, there *shouldn't* be a problem (obviously depends on how you implement your generator), but for any algorithm looping over the generator, this *might* cause unexpected behaviour. The first thing is that you don't pause (or run, for that matter) a generator. You usually loop over it, but there are other ways of calling it (such as calling list() on a generator, which internally works out to about the same as doing [x for x in generator], although I'm not sure whether it is coded like that).

Either way, a generator is built with a function that instead of returning a result, it "yields" a result. How you define that function is up to you. If your function is required to know the entire structure of the tree in order to yield nodes, then it will break if you add nodes or edges. If, however, it simply runs the DFS algorithm in each node and yields the next one, then it will not care that you add edges. I don't think you can remove edges without breaking it, though. Adding nodes will lead to these nodes not being iterated over if you don't add edges to unvisited nodes. Moreover, if what you do in your algorithm depends in any way upon the number of edges there, then adding (or removing) edges will lead to incorrect results if you change the structure while running it.
Hanh
Profile Joined June 2016
146 Posts
Last Edited: 2018-02-26 12:22:31
February 26 2018 12:22 GMT
#18946
On February 26 2018 15:33 travis wrote:
Are any of you familiar with generators/co-routines? I don't have a full picture of what is going on here, and I am wondering if my intuition about them is correct.

If I am DFS traversing a graph with a generator, can I pause the generator and add edges to the graph and then continue the generator, thus increasing my efficiency vs adding edges and starting DFS traversal all over?


Yes, but it will be better to use an non-recursive DFS (preferably the non-stack version) as it will run much faster and you will have better control of the logic.
Programmer2
Profile Joined November 2017
9 Posts
February 27 2018 20:51 GMT
#18947
in Unity, is it possible to select an object that I custom made, drag the outer edge or the corners with my mouse to make it longer or taller? If it is, what would the code look like in C*? It would be very helpful as I make my game.

Also does Unity come with its own platform objects of various shapes and sizes or do I need to make my own and do all the coding myself like not be able to pass through a platform etc...
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
February 27 2018 22:14 GMT
#18948
On February 28 2018 05:51 Programmer2 wrote:
in Unity, is it possible to select an object that I custom made, drag the outer edge or the corners with my mouse to make it longer or taller? If it is, what would the code look like in C*? It would be very helpful as I make my game.


Yes, this should easily be possible. You need to capture the mouse position on the edge and if clicked -> object.transform depending on how far it moves from its original target. I'm unsure on the exact implementation of this


Also does Unity come with its own platform objects of various shapes and sizes or do I need to make my own and do all the coding myself like not be able to pass through a platform etc...


I genuinely have no idea what you're asking here.

I'm sure there's other people here who's dabbled with unity, but Unity already has a gigantic community with guides, forums, chats, videos, examples, etc etc. I'm sure you'll have a lot more luck if you look around a little bit or ask there
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
Last Edited: 2018-02-27 22:53:29
February 27 2018 22:52 GMT
#18949
I think he's asking if Unity has a built in engine for collision detection. Don't know that myself.
Average means I'm better than half of you.
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
Last Edited: 2018-02-28 08:15:11
February 28 2018 08:13 GMT
#18950
On February 28 2018 07:52 WolfintheSheep wrote:
I think he's asking if Unity has a built in engine for collision detection. Don't know that myself.


That's a weird question tho considering collision detection is one of the main components of Unity..

Again though I should emphasize that if one wants to learn Unity, there are hundreds of guides on how to get started. Look around on the "learn" tab on Unity's own website https://unity3d.com/learn for instance. The "roll a ball" tutorial is a really good way to get started. I'm unsure about the interactive tutorials as I haven't tried any of them myself, but that sounds like a good idea too! Unity is perhaps the least complicated engine to make anything in, but that doesn't mean you can just jump into it and expect to immediately understand how it works.
Manit0u
Profile Blog Joined August 2004
Poland17871 Posts
Last Edited: 2018-02-28 14:55:18
February 28 2018 14:45 GMT
#18951
So, let me get back at you with regexes...


/\A(?!(?:com[0-9]|lpt[0-9]|con|nul|prn|aux)(?:\.[^.]*)?$)([w \-.()+]+[w \-.()+])(?<!\.)\Z/i


How can I avoid catastrophic backtracking with long strings (40+ characters) where failing condition appears near/at the end of the string? Trying to test such strings on my dev machine (Core i7 with 12GB of RAM) kills the machine...

I guess I could potentially split it into 3 separate regexes and check each one at a time.

Edit:

Interesting read on the topic: http://www.rexegg.com/regex-explosive-quantifiers.html
Time is precious. Waste it wisely.
tofucake
Profile Blog Joined October 2009
Hyrule19268 Posts
Last Edited: 2018-02-28 15:26:25
February 28 2018 15:24 GMT
#18952
what happens if you switch it around and use a negative match instead of negative lookahead (or positive lookbehind)?
Liquipediaasante sana squash banana
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
February 28 2018 17:11 GMT
#18953
Are you sure Regex is the right tool for the job?
If you have a good reason to disagree with the above, please tell me. Thank you.
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
February 28 2018 21:28 GMT
#18954
That is one hell of a regexp.. How long did that take you to churn out? O.o
TMG26
Profile Joined July 2012
Portugal2017 Posts
Last Edited: 2018-02-28 21:56:56
February 28 2018 21:54 GMT
#18955
Just recomended a overkill tool for the job. Plz ignore.
Supporter of the situational Blink Dagger on Storm.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
March 01 2018 06:37 GMT
#18956
I have a P/NP question.

I have read that were any NP problem be found to have a polynomial time algorithm, then we can reduce any other NP problem to a form where we can use our first algorithm to solve the new NP problem in polynomial time as well.


I don't see why this is the case.

Example: Hamiltonian Cycle problem, and Traveling salesman.

Were I to find a polynomial time algorithm to determine the existence of a hamiltonian cycle in a graph, I still don't see how this could let me find a TSP tour in an upper bound of polynomial time. The amount of subgraphs we would have to iteratively check for a hamiltonian cycle is often exponential.
Acrofales
Profile Joined August 2010
Spain18488 Posts
March 01 2018 07:06 GMT
#18957
On March 01 2018 15:37 travis wrote:
I have a P/NP question.

I have read that were any NP problem be found to have a polynomial time algorithm, then we can reduce any other NP problem to a form where we can use our first algorithm to solve the new NP problem in polynomial time as well.


I don't see why this is the case.

Example: Hamiltonian Cycle problem, and Traveling salesman.

Were I to find a polynomial time algorithm to determine the existence of a hamiltonian cycle in a graph, I still don't see how this could let me find a TSP tour in an upper bound of polynomial time. The amount of subgraphs we would have to iteratively check for a hamiltonian cycle is often exponential.

TSP isn't NP-complete. At least not the most common way of defining it (shortest path). To make it NP-complete, you'd have to ask a different question: is there a route that visits all cities exactly once with distance L or less? This check can be done in polynomial time, so this question is NP-complete.

Now I'm not sure how this would get reduced to the Hamilton cycles problem, but given that it's np complete, I'll assume there's a way to take a polynomial time algorithm and an oracle that solves the Hamiltonian cycles problem, and gives you the answer to the above question. And that doesn't mean you can solve the NP-hard problem of finding the shortest path that visits all cities exactly once with that same algorithm, because this subtly different question is far harder.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
March 01 2018 07:29 GMT
#18958
Ah right, I see.
Manit0u
Profile Blog Joined August 2004
Poland17871 Posts
Last Edited: 2018-03-01 10:46:56
March 01 2018 10:45 GMT
#18959
On March 01 2018 06:28 Excludos wrote:
That is one hell of a regexp.. How long did that take you to churn out? O.o


Took me a day or two. It's a regexp that checks if filename will be valid on Windows. We are using it in our model validators and thankfully we haven't run into catastrophic backtracing yet but that's only thanks to other validations failing before reaching this one.

If anyone needs cool regexes I have more of them


VALID_FILENAME = %r{\A(?!(?:com[0-9]|lpt[0-9]|con|nul|prn|aux)(?:\.[^.]*)?$)([w \-.()+]+[w \-.()+])(?<!\.)\Z}i
VALID_PATH = %r{\A(?:[^\/:*?"<>|\r\n\t\f\v]*\/?)+\Z}i
DNS_COMPLIANT_NAME = %r{\A(?![-.])(?!.*\.\.)[a-z0-9\-.]{3,63}(?<![-.])\Z}
VALID_IP_ADDRESS = %r{\A(?:(?:[0-9]|[1-9][0-9]|1[0-9]{2}|2[0-4][0-9]|25[0-5])\.){3}(?:[0-9]|[1-9][0-9]|1[0-9]{2}|2[0-4][0-9]|25[0-5])\Z}
Time is precious. Waste it wisely.
mahrgell
Profile Blog Joined December 2009
Germany3943 Posts
March 01 2018 11:29 GMT
#18960
Question is, if only because a regexp exists, it also should be used...

That's pretty much like the fabled "^.?$|^(..+?)\1+$". (checks if a number is non-prime) And I have seen people seriously use that one, because "look, how cool it is, I have a prime check in only one line!!! This must be the most efficient thing ever". Hint: It isn't.

But hey, only because Mythbusters have proven that duct tape is all you will ever need to survive any kind of situation, it doesn't mean you should sell all your belongings and invest it all into duct tape.
Prev 1 946 947 948 949 950 1032 Next
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
09:00
FSL season 12 opener: HM vs ST
Freeedom62
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft265
RuFF_SC2 129
PiLiPiLi 0
StarCraft: Brood War
Britney 9651
sOs 59
NaDa 51
ProTech3
LuMiX 1
Dota 2
PGG 216
League of Legends
Doublelift6031
JimRising 715
Counter-Strike
taco 449
Super Smash Bros
C9.Mang0277
Other Games
summit1g9807
Day[9].tv825
Maynarde113
NeuroSwarm65
ViBE59
Fuzer 45
KnowMe13
trigger10
Organizations
Other Games
gamesdonequick665
Counter-Strike
PGL76
StarCraft: Brood War
UltimateBattle 19
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 87
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra846
• Day9tv825
• imaqtpie728
Upcoming Events
IntoTheTV X SOOP
8h 10m
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
IPSL
14h 10m
WorsT vs nOmaD
Dewalt vs andersOn
AI Arena Tournament
16h 10m
IntoTheTV X SOOP
1d 8h
IPSL
1d 14h
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
1d 20h
Replay Cast
2 days
Sparkling Tuna Cup
3 days
WardiTV Invitational
3 days
YoungYakov vs Lambo
SHIN vs TBD
Percival vs Shameless
Solar vs TBD
PiGosaur Cup
3 days
[ Show More ]
The PondCast
5 days
KCM Race Survival
5 days
WardiTV Invitational
5 days
Liquipedia Results

Completed

Proleague 2026-11-05
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.