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<0> hrm, postgresql is poked when enabling tcpip connections. <1> hear = here btw. <2> wolfey : want a trout ? <2> code some crap <2> ? <3> i've been coding crap for some time now <3> :) <2> have a java break ? <2> lol <0> coffee! <2> my achievement when retiring : a lifetime coding crap <2> that's the life <2> !coffee <4> tea!
<2> orange pekoe <3> this my ****: http://bsn-61-22-144.dial-up.dsl.siol.net/netlines-homepage/ <3> anyone ready to play it against me? <3> simple, yet so many details to work on <5> hey. <5> Anyone helping ? <5> I need help in some basic coding. <3> Sabe: explain the problem first <5> k. I've got a small cl***, that counts sequences and returns the number of sequences in an array. <3> Sabe: ahhh that again:)) <3> so what's new? <5> Pretty simple. Now I need to revert it and result the sequences themselves. <5> from x,y,z,h,j,j it would result 1, not it actually has to result x,y,z :) <3> instead of returning counter... return vector with elements... <3> and instead of just increasing counter, add current element to that vector to be returned <3> then for sake of it, return array:) <6> Why array? <3> rickety: he has array as input, could as well output array <5> but it would return the whole array <5> instead of only the sequences <3> first save sequence to vector <5> no ? <3> then either return vector or create new array to save sequence elements <3> since you are learning, you want to try that <3> :)) <6> I like this question. <3> rickety: mkey he's all yours <3> :)) <6> Nah, I'd rather discuss optimal solutions and I'd end up spoonfeeding him answers he didn't understand. <7> optimal solution such a noble term <3> please spoon feed me some ideas what else to do with my game:)) <3> one of things is i wanna make shapes "explode" <7> what game ? <3> http://bsn-61-22-144.dial-up.dsl.siol.net/netlines-homepage/ <7> wolfey : got the sound already ? <3> no, sound is not that problem <3> i more wonder about animation <7> you could display a cloud with "bang!", "boom!" or "pow!" in it :-P <3> :::)) <3> i thoughth of making shapes bigger and bigger in thread <3> until they cover all box <3> and then vanish <7> is this the cl***ical "sinking ships"/naval battle thing ? <7> lol <3> this is cl***ical Color Lines clone <3> made after GNOME Lines <7> dunno what color lines is though <7> but i guess the same thing <3> http://en.wikipedia.org/wiki/Color_Lines <7> btw i don't think you need a thread, since the explosion is supposed to be fast <3> kmh: this is multiplayer 'five in a row' <3> five or more in a row <7> aah ic, that's a different game - didn't know it <3> kmh: run it, join game, type in my IP <7> hehe <3> i found some cute bugs this way <7> inteteresting concept, but contrary to the cl***ical 4-in a row you don't drop the pieces but you place them ? <3> they appear random <3> you must sort them fast enough
<3> you can only move if there's a free path using vertical and horizontal moves <3> so you must have many such paths open if you wanna score well <3> at start it is easy, you move as you want <3> but as it gets filled <3> it gets harder <3> my little dose of 'fame' <3> :) <7> well i mean you still don't drop them as in 4 in a row <3> no. <3> kmh: run it. <3> join to my IP :) <3> i can show u <7> i need to download ? <3> well you need to run that .jar <3> open, save... whatever <3> in case you prefer source <3> you have it at bottom <7> hehe <7> actually i would have preferred an url o click on <7> o=t0 <3> well i didnt write .jnlp yet <7> ic <3> i didnt feel an urge, had a handful of bugs to close:)) <3> rigth now it seems good <7> :) <6> gamspam <6> gamespam <7> baah better than "optimal" spam <3> hmm games have more room for 'optimal' <3> namely... painting, response time... <3> and since i have a few threads, i've seen some cute bugs <7> hehe <7> why do you need threads for that anyway ? <3> server accept() thread, thread for each client on server, client communication thread, client animation thread, swing even thread <3> event <7> oh for the client server stuff <7> forgot about that <3> here server control game <7> well the swing threads are "system" threads <3> client must kindly ask server to MOVE <7> btw <3> client is notified in some future about it <3> yes? <7> JSDT might be of interestest to you <7> sun has discontinued its development, but it is still a nice tool <7> in particular for writing games like this one <3> dunno... well for this i merely exchange human readable lines of text <3> over socket <3> BufferedReader, PrintWriter <3> i thougth RMI would be too slow, plus i didnt want no rmiregistry <7> well jsdt gives you something similar to the event handling, but between (remote) java applications <3> like RMI? <7> somethings are somewhat modelled after irc <7> well RMI is more of a base technology <7> jsdt gives you much more <6> wolfey: Look at nio sometime. <8> anyone of you guys hosted something at rimuhosting? <0> I think BryinAFK does <0> or LLyric ? <7> the sun morons seems to have removed all jsdt documentation and just offering the source on java.net <8> was trawling around, and it actually looked quite nice for java hosting, atleast on the surface. I get supprised these days when I see providers that look serious ;) <3> rickety: all i've seen appealing about nio was enconding transformations <3> anything else? <6> Non-blocking, so that you don't need multiple threads. <3> i c:) <3> well i learned to make threads work alrady:P <8> talios: I'll ask one of those two then next time I happen to be alive at the same time as them ;) <9> Yeah, I'm at rimuhosting <6> wolfey: HAHAHA <8> LLyric: Ah, good? bad? <3> rickety: well in first few tries it was really weird:)
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