• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:53
CEST 20:53
KST 03:53
  • 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] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Syncronization issues and can't find games Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo) ASL22 General Discussion
Tourneys
[ASL22] Ro16 Group D KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues [ASL22] Ro16 Group C
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
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
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
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
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5295 users

The Big Programming Thread - Page 95

Forum Index > General Forum
Post a Reply
Prev 1 93 94 95 96 97 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.
Pawsom
Profile Blog Joined February 2009
United States928 Posts
November 18 2011 06:03 GMT
#1881
On November 18 2011 13:15 destian wrote:
where does business logic go in an mvvm pattern?

should the viewmodel contain any business logic?


No the business logic belongs in the model. The View Model should contain the logic for presentation of data.
Frosticles
Profile Joined May 2010
United States50 Posts
November 18 2011 06:08 GMT
#1882

On November 18 2011 13:06 Frosticles wrote:
Hi, I am having trouble initializing variables using str.at(). in c++
for example,
if I have a code like

cin >> str;

b = (str.at(0));
c = (str.at(1));

when imputting a string such as 12, it wont initialize properly, and it will instead give me something like
b = 50
c = 58

I don't know why its not initializing properly

Thanks

make sure b and c are a string or char



Declaring them as char's fixed the initialization, but I'm still having troubles doing something such as multiplying them togethor.
char a = 3
char b = 4

(a * b) = 2601

Any reason why this is?
Pawsom
Profile Blog Joined February 2009
United States928 Posts
Last Edited: 2011-11-18 06:13:13
November 18 2011 06:12 GMT
#1883
On November 18 2011 15:08 Frosticles wrote:
Show nested quote +

On November 18 2011 13:06 Frosticles wrote:
Hi, I am having trouble initializing variables using str.at(). in c++
for example,
if I have a code like

cin >> str;

b = (str.at(0));
c = (str.at(1));

when imputting a string such as 12, it wont initialize properly, and it will instead give me something like
b = 50
c = 58

I don't know why its not initializing properly

Thanks

make sure b and c are a string or char



Declaring them as char's fixed the initialization, but I'm still having troubles doing something such as multiplying them togethor.
char a = 3
char b = 4

(a * b) = 2601

Any reason why this is?


You can't multiply letters. You can multiply numbers. If you want to multiply them, they will need to be ints. The reason you get bogus data is because you're multiplying the ASCII values of two stored characters.
Frosticles
Profile Joined May 2010
United States50 Posts
November 18 2011 06:16 GMT
#1884
But I cannot declare them as ints because then it just gives me bogus data like I said in the first post <.<
Craton
Profile Blog Joined December 2009
United States17303 Posts
November 18 2011 06:21 GMT
#1885
Did you neglect to convert the parsed string into an int?
twitch.tv/cratonz
tarian
Profile Joined August 2010
United States67 Posts
Last Edited: 2011-11-18 06:24:29
November 18 2011 06:23 GMT
#1886
On November 18 2011 15:08 Frosticles wrote:
Show nested quote +

On November 18 2011 13:06 Frosticles wrote:
Hi, I am having trouble initializing variables using str.at(). in c++
for example,
if I have a code like

cin >> str;

b = (str.at(0));
c = (str.at(1));

when imputting a string such as 12, it wont initialize properly, and it will instead give me something like
b = 50
c = 58

I don't know why its not initializing properly

Thanks

make sure b and c are a string or char



Declaring them as char's fixed the initialization, but I'm still having troubles doing something such as multiplying them togethor.
char a = 3
char b = 4

(a * b) = 2601

Any reason why this is?

I haven't messed with c++ in a while so I just googled char to int and found this, hope it helps:

c = atoi(&a) * atoi(&b);

The atoi() function converts from ascii to int
Xzilend
Profile Joined March 2011
Canada29 Posts
Last Edited: 2011-11-18 06:24:06
November 18 2011 06:23 GMT
#1887
You want to do:

#include <stdlib.h>

cin >> str;
int x = atoi(str);
MrBitter: "What do you do when you attack?" ... Student: "I lose?"
Pawsom
Profile Blog Joined February 2009
United States928 Posts
Last Edited: 2011-11-18 06:47:32
November 18 2011 06:45 GMT
#1888
edit nm
Frosticles
Profile Joined May 2010
United States50 Posts
November 18 2011 15:16 GMT
#1889
tyvm :D I didn't realize that you had to actually convert the character 4 to an integer 4, but it makes complete sense now, thankyou so much :D
Teim
Profile Joined October 2010
Australia373 Posts
November 19 2011 06:37 GMT
#1890
I have an algorithm question. Say I have a bunch of entities on a grid like so:

[image loading]

Now, Blueman needs to find the nearest Redman to him. The simple solution is to iterate through each man, checking that it is indeed a Redman, calculate distance, compare the distances to find the smallest one and proceed from there.

But in my application I could have thousands of these guys searching for one another at any given time, so I feel this is going to be way too slow.

Is there a better way to find the nearest guy? Memory is not an issue for my particular problem, so I'm happy to trade memory for processing time if such a thing is possible here.

(Note: At the moment I'm not actually storing a grid, just the entities on a list keeping track of their own coordinate data. But changing design is no problem here.)
A duck is a duck!
Abductedonut
Profile Blog Joined December 2010
United States324 Posts
Last Edited: 2011-11-19 07:05:58
November 19 2011 06:58 GMT
#1891
Hmm.. stupid idea but.. you could try to create "squares" around the blueman until you hit a redman based on a radius. Since you know the distance everywhere will be the same, the first redman you come into contact with should be the closest. For example... Just an idea, don't know if it would be more efficient.


[image loading]

*edit* come to think of it, the more redmans you have the more efficient that would be, sortof. You could keep a count of your redmans and switch between your method and that above based of that. For example, if your count is something like 2.. it's probably smarter to just use your method.
Kentor *
Profile Blog Joined December 2007
United States5784 Posts
Last Edited: 2011-11-19 07:17:25
November 19 2011 07:14 GMT
#1892
On November 19 2011 15:37 Teim wrote:
I have an algorithm question. Say I have a bunch of entities on a grid like so:

[image loading]

Now, Blueman needs to find the nearest Redman to him. The simple solution is to iterate through each man, checking that it is indeed a Redman, calculate distance, compare the distances to find the smallest one and proceed from there.

But in my application I could have thousands of these guys searching for one another at any given time, so I feel this is going to be way too slow.

Is there a better way to find the nearest guy? Memory is not an issue for my particular problem, so I'm happy to trade memory for processing time if such a thing is possible here.

(Note: At the moment I'm not actually storing a grid, just the entities on a list keeping track of their own coordinate data. But changing design is no problem here.)

Couple of questions: Are the number of guys of each color constant? Are they going to move at all at any later time?

I use something called a cell linked list for molecular simulations. It can probably be applied here although the scenario is different.

Also for the post above, how would the computer know that the red guy is in the square that you've drawn? It would have to check each red guy again which is the problem we are trying to avoid.
rabidch
Profile Joined January 2010
United States20289 Posts
November 19 2011 07:28 GMT
#1893
On November 19 2011 16:14 Kentor wrote:
Show nested quote +
On November 19 2011 15:37 Teim wrote:
I have an algorithm question. Say I have a bunch of entities on a grid like so:

[image loading]

Now, Blueman needs to find the nearest Redman to him. The simple solution is to iterate through each man, checking that it is indeed a Redman, calculate distance, compare the distances to find the smallest one and proceed from there.

But in my application I could have thousands of these guys searching for one another at any given time, so I feel this is going to be way too slow.

Is there a better way to find the nearest guy? Memory is not an issue for my particular problem, so I'm happy to trade memory for processing time if such a thing is possible here.

(Note: At the moment I'm not actually storing a grid, just the entities on a list keeping track of their own coordinate data. But changing design is no problem here.)

Couple of questions: Are the number of guys of each color constant? Are they going to move at all at any later time?

I use something called a cell linked list for molecular simulations. It can probably be applied here although the scenario is different.

Also for the post above, how would the computer know that the red guy is in the square that you've drawn? It would have to check each red guy again which is the problem we are trying to avoid.

The most important question that needs to be answered is do they move and do they move frequently.
LiquidDota StaffOnly a true king can play the King.
InRaged
Profile Joined February 2007
1047 Posts
November 19 2011 08:23 GMT
#1894
Teim, quadtree is your solution.
First you put all your guys into quadtree. Then, when you need to find closest, you first iterate over your guy's neighbour nodes and find the ones that have target guys in them and only then you check these target guys from those nodes to find the closest one.
FinnGamer
Profile Blog Joined December 2010
Germany2426 Posts
Last Edited: 2011-11-19 16:41:09
November 19 2011 12:29 GMT
#1895
I have a really annoying html problem, I'm trying to get a MouseOver in my area tag and I have tried many variations, but I don't get it, here's my code
        <div id="Stadt">
<img src="../Bilder/Stadtteile.png" usemap="#STT" border="0" alt="1" id="ST">
<map id="STT" name="STT">
<area shape="poly" coords="539,63,513,151,709,161,537,195,621,227,639,213,657,207,683,195,737,173,717,145,711,107,671,109,679,65,621,79,583,203,537,119," href="Über Tokyo.html#Adachi" alt="adachi" title="adachi" onmouseover="Stadtteile ('over', 'Adachi');" onmouseout="Stadtteile ('out', 'welt');">
</map>
<div id="Liste">
<a href="Adachi" title="Adachi">Adachi</a>

</div>
</div>
function StadtteileHover(nmode,srcname)
{
if (nmode == 'over') {
document.getElementById('STT').src = '../bilder/aktiv/' + srcname + '.png';
} else {
document.getElementById('STT').src = '../bilder/Stadtteile.png';
}
}

I have shortened the code to the relavent parts.
I have tried
onmouseover="this.src='../Bilder/aktiv/adachi.png';" onmouseout="this.src='../bilder/Stadtteile.jpg';"

as well.

Never mind, it was
onmouseover="if(document.images) document.ST.src='../Bilder/Aktiv/Adachi.png';"onmouseout="if(document.images) document.ST.src='../Bilder/Stadtteile.png';"
"hopefully swing the favor in your advantage." - Day[9]
klo8
Profile Joined August 2010
Austria1960 Posts
Last Edited: 2011-11-19 13:22:47
November 19 2011 13:22 GMT
#1896
Hi!

I'm currently doing a Java 2 Mobile Edition game (an RPG, also, my first real game) for a class and I'm having a bit of trouble with the game loop. Right now, it looks about like this (the game loop class is a Runnable)

public void run()
{
loadResources();
while(!gameOver)
{
updateScreen();
processKeys();
Thread.sleep(40);
}
}

So, the game loop sleeps for 40 ms at every iteration, which results in 25 fps. When processing the keys, I want to move the player character 1 tile (32x32) each time he hits one of the movement buttons. Now, I can obviously make it so the player can move 32 pixel per step (each method call to player.move() increments or decrements the position in x or y by 32) , therefore 32 * 25 pixel per second, which is way too fast. I'm kind of stumped right now on how to make it so the player character can only move between tiles while also making him move at a reasonable speed.
This post is clearly not a hurr, as you can see from the graph, the durr never intersects with the derp.
JellowLight
Profile Blog Joined October 2011
60 Posts
November 19 2011 13:28 GMT
#1897
You probably have to do your moving action at the moment that the player releases the key. This would result in 1 calculation aka 32 pixels. Or you can either use counters or a variable that stores if you have moved since the key is pressed and resets @ release.
Just some quick options i came up with.
MrShankly
Profile Blog Joined October 2009
United Kingdom371 Posts
November 19 2011 13:34 GMT
#1898
On November 19 2011 22:22 klo8 wrote:
Hi!

I'm currently doing a Java 2 Mobile Edition game (an RPG, also, my first real game) for a class and I'm having a bit of trouble with the game loop. Right now, it looks about like this (the game loop class is a Runnable)

public void run()
{
loadResources();
while(!gameOver)
{
updateScreen();
processKeys();
Thread.sleep(40);
}
}

So, the game loop sleeps for 40 ms at every iteration, which results in 25 fps. When processing the keys, I want to move the player character 1 tile (32x32) each time he hits one of the movement buttons. Now, I can obviously make it so the player can move 32 pixel per step (each method call to player.move() increments or decrements the position in x or y by 32) , therefore 32 * 25 pixel per second, which is way too fast. I'm kind of stumped right now on how to make it so the player character can only move between tiles while also making him move at a reasonable speed.


If you want the wee dude to only move 32 units at a time, but he is moving fast because hes doing that every frame you probably have 2 choices, you can only handle the input for moving the character every few frames. So he clicks the button and the guy moves, and then it will only allow him to move again after a certain amount of time, however this will result in a stuttering movement.

Another thing you could do is when the guy is told to move to the next square, the next square is stored as the players destination, and then the player is slowly animated moving to that next square, but its hard to say without knowing exactly what you want to do.


DONATE SC2 BETA KEY TO ME PLEASE
Zocat
Profile Joined April 2010
Germany2229 Posts
November 19 2011 13:34 GMT
#1899
klo8:
You can register when you moved last. And then ignore keycommands (or only move commands, depending on what you want) until you want to allow it again. You can do that frame based (normal counter reduced by 1 each time processKeys() is executed), or time based (get system time and calculate how long it has been since you issued the lock).
klo8
Profile Joined August 2010
Austria1960 Posts
Last Edited: 2011-11-19 13:47:19
November 19 2011 13:45 GMT
#1900
Wow, thanks for the quick answers! I think I'll try Zocat's approach first, it sounds the most robust.

Oh, and if you ever want to program a game in your spare time, try not doing it with J2ME. It's alright and the built-in game stuff is quite helpful, but it's all so outdated. It's based on Java 1.3, which like 10 years old by now. No generics, no foreach loops, it's pretty annoying sometimes. If I had to choose, I'd go with XNA.

By the way, it's not really the player that is moving, the character is fixed in the middle of the screen and the environment around him moves (think of Pokemon) but that's not really relevant.
This post is clearly not a hurr, as you can see from the graph, the durr never intersects with the derp.
Prev 1 93 94 95 96 97 1032 Next
Please log in or register to reply.
Live Events Refresh
Next event in 5h 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 461
BRAT_OK 57
JuggernautJason33
MindelVK 16
StarCraft: Brood War
Bisu 1258
Stork 288
Dewaltoss 204
Light 188
Rush 102
Shine 16
NaDa 12
scan(afreeca) 10
Dota 2
NeuroSwarm39
LuMiX0
Counter-Strike
fl0m2586
shoxiejesuss793
Super Smash Bros
Mew2King85
Heroes of the Storm
Liquid`Hasu463
Other Games
Grubby3429
Beastyqt674
FrodaN637
B2W.Neo468
C9.Mang0182
KnowMe176
Hui .152
SteadfastSC56
Railgan27
Organizations
Other Games
gamesdonequick1641
StarCraft 2
TaKeTV 226
Other Games
BasetradeTV38
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 60
• Reevou 4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2594
• masondota21091
League of Legends
• TFBlade1218
Other Games
• imaqtpie684
• Shiphtur133
Upcoming Events
Replay Cast
5h 7m
IntoTheTV X SOOP
16h 7m
Cure vs SHIN
herO vs Solar
Percival vs Classic
ByuN vs Rogue
OSC
1d 3h
Replay Cast
1d 5h
IntoTheTV X SOOP
1d 16h
Replay Cast
2 days
GSL
2 days
Replay Cast
3 days
GSL
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
[ Show More ]
Replay Cast
4 days
Afreeca Starleague
4 days
Shine vs Rush
WardiTV Weekly
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Light vs EffOrt
PiGosaur Cup
6 days
Kung Fu Cup
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.