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Comments:

<0> Thanks a lot, vawjr.
<1> yes check
<2> note that bind works with function objects as well as normal functions
<2> Icewolf you cannot make a move at the end of which you are in check
<1> vawAFKhome: Let's say a pawn is blocking enemy queen from checking the king
<1> Then you can't move the pawn
<2> that's a subset of what I said
<1> So I'd have to check if any enemy piece can check the king if in check if I take that piece up
<2> among other things, yes
<1> but that would be kinda overheating
<2> overheating?
<1> yeah
<1> for the cpu
<1> bad performance
<2> huh??
<0> Icewolf: It's hardly that much of a search.



<1> I'm trying to figure some simple way to check, rather than checking with every piece on the board
<0> Evne without heuristics, you jsut have moves to check for 16 pieces.
<1> My attempt was to check every tile from the king and see if it's an enemy piece
<2> Icewolf don't you have a "am I in check" function?
<1> I have "CanCheckKing" function in all pieces
<2> bool CanCheckKing() const {return *this != king;}
<2> Icewolf I contend that you need a bool board.InCheck(color)
<2> otherwise you're gonna go crazy
<1> Then I'd have to loop thru 16 pieces on the board, that if they can check my king
<1> I have a bool like that
<2> then you try to make a move and if(InCheck()){...illegal move}
<2> are you serious about trying to make a chess playing program?
<1> yup
<1> none AI though
<2> what is it going to do?
<1> It's a school project, it's suppost to teach people how to play chess
<1> Why are you curious though? :)
<2> because doing a program that actually _plays_ is rather difficult
<2> well, plays well
<3> It's not as difficult as it used to be.
<1> What do you mean by play?
<1> One that works ? :)
<2> make moves
<1> well it all works fine here, just trying to find the best way to check if king's checked or checkmated
<2> I thought you had a InCheck() function?
<1> yes, that's not good enough for me
<1> as it loops thru the 16 enemy pieces
<2> so?
<1> I could make it loop thru pieces first that can go longer than >2 tiles, then another loop that checks in specific bound aroudn the king for pawn checks etc
<2> you know of a better way to tell?
<1> That "could" add some performance, but not much though
<2> is your program running too slow?
<1> not really
<2> so what do you need to finish the program?
<1> It reaches up to 50% cpu upsage on a 2+ ghz comp
<2> who cares?
<2> what do you need to _finish_ the program?
<1> the 2- ghz comps :)
<1> I like to finish it in a way that it works on most comps, without being slow
<2> so it's complete now?
<1> I'm not continuing until I find the best way available
<1> as it's pretty much the last thing to think about
<2> fool
<1> What's wrong with that though?
<0> Make it work, THEN make it fast.
<2> so you have teh en p***ant(sp) and castling rules in place?
<1> yes
<2> DrkMatter yes
<2> make it right, THEN make it fast
<1> I guess you guys are right about that
<0> And vawjr, your spelling was correct. ;)
<1> What you meant by p***ant(sp) though?
<2> I don't recall how to spell it
<0> Well, that's the correct spelling.
<0> I'm a frenchie, so I know. =P
<2> it's the move that lets a pawn capture another pawn after it's 1st move of TWO spaces by occupying the square that it would have been on had it only moved 1
<2> DrkMatter thanks
<2> it's been ages since I've played semi-seriously
<0> http://www.chessvariants.org/d.chess/enp***ant.html
<0> That's how it's done, Icewolf.
<4> en p***ant



<1> yeah im there hehe
<1> Well, I dont understand this p***ant, isn't it just that you can move 2 tiles forward, if you're on the start with your pawn?
<0> No.
<4> no
<2> yes and IF you do, and IF a pawn could have captured you if you'd moved only1, they still can capture you
<1> oh I get it now
<1> sorry
<0> It's that if an ennemy pawn could capture yours had it moved only 1 square, then it might do so.
<4> it means that if you do move 2 spaces forward, and immediately to that pawn's left or right is an opposing pawn, on the next turn that opposing pawn can move diagnolly 'behind' you and capture you
<2> Icewolf so you, of course, allow that as a legal move, right?
<2> how about the rules for castling?
<0> That TR1 document seems like an interesting casual read. Like, before going to bed, or on the bus!
<5> you here vawjr?
<5> Anyone who hasn't seen this should.
<5> http://www.two--four.net/weblog.php?id=P2116
<2> sorry, yeah
<2> DrkMatter yes, and TR1 will become part of the standard
<6> wtf is wrong with these cops..
<5> I don't know, but it really looks like that one deserves the death penalty.
<6> luckily for him, the guy didn't die
<5> I don't think it should matter.
<5> I think police should be held to a higher standard of conduct.
<6> yes, the intention is enough..
<5> We pay them, and arm them to protect us
<6> oh well.. brb
<5> don't know. Hardly seems like an offense you'd be shooting the guy over.
<2> we used to get our airplane annual done at the airport there
<7> I wonder what the cops' explanation for that is.
<7> Without hearing that and having no clear view of what happened, seems like half a story
<5> Yeah, it looked very reasonable.
<8> hello can you suggest game programming book without any code
<5> how about you vawjr, what'd you think of the video?
<8> I need a text book, anyone, any suggestion? please?
<2> I haven't watched it
<2> I recommend the books at http://rudbek.com/books.html
<5> oh
<5> figured you had from your comment on the speeding.
<2> I read a couple stories about it LA Times and one other
<2> no, I used to go out there to work on the airplane....or go to to FLo's (best biscuits & gravy in the "basin")
<9> hey is the express edition of visual c++ free?
<2> was more fun to fly to go to Flo's
<2> Zelotes yes
<2> for free stuff --- http://www.thefreecountry.com/compilers/cpp.shtml
<2> first compiler on that list
<9> so uh
<9> should i learn visual c++ w/ the express edition first or should i use the full program?
<0> Zelotes: Odds are Visual C++ Express is good enough for you.
<2> btw, visualC++ isn't a language, it's a compiler and IDE
<10> hi
<10> if i build a project in visual studio (release) and execute it within visual studio it works as expected
<10> if i copy the executable to the dir where the dll's are stored
<10> it does not work as expected
<10> anything i should know about visual studio executing projects in some particular way ?
<2> "does not work as expected" <sigh> "doesn't work" is a useless bug report
<11> neone have a copy of qbasic to throw my way real quick?
<10> vaw: what i was trying to point out is that the same executable works fine when started by visual studio
<0> SixtyFold: You might want to try google.
<10> and does not when started directly from windows
<11> yah, i tried download.com, ill try google next
<2> you're still not providing any useful info
<11> true enough
<12> veins|skool you sure you have the correct dll versions in the target dir ?
<10> Joey__: yeah rebuilt them
<2> what doesn't it do?
<2> or what DOES it do that you don't like?
<10> vawAFKhome: it is hard to explain in a few words but what could change from executing from visual and executing from windows
<2> I don't ****ing know, nor do I care....but YOU had better learn how to give bug reports if you wanna make it in this biz
<10> vawjrwrk: this is not a bug report
<10> im asking about a visual studio comportment
<2> "doesn't work" what's wrong??
<2> bull****
<10> yeah nevermind
<2> my car won't start...what's wrong


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