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Comments:

<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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