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Closed 9 years ago.
So basically im trying to create the computer game minesweeper for uni. I got it working with arrays, but now i have found out i have to use vectors instead which i am completely helpless with. If any one could help me it would be great. Basically i want to use vectors to create a matrix that will get bigger after each round of the game is played. There will be three rounds, the first one starting with a 9x9 matrix, then 12x12 then 24x24. One of the arrays will be made up completely of X's and the second will have randomly generated mines hidden within it, along with any neseccary numbers that are touching the mines. Any help at all would be much appreciated and if there were little pointers in any code that is sent to help me understand it would be fantastic :)
Thanks
Why don't you use a vector of vectors, e.g.vector<vector<int>>? I'm not sure if this has performance issues. But it's just a simple game, so who cares?
It's pretty easy using vectors.
vector<vector<char> > map ( size, vector<char> ( size ) );
That creates a 2d vector of char's of size x size.
How you use it exactly depends on the structure of your game's code.
Related
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Closed 9 years ago.
May I know how can I do the interpolation for a matrix in C++?
Eg:
I have a 3x3 matrix
{0 0 0
0 1 1
0 0 1}
I wish to resize it to a 10x10 matrix using bilinear interpolation.
Any tips or references about this?
What you want to do is called image resizing using bilinear interpolation. Knowing that google is your friend. I would try using a C++ library for that purpose. This question covers all C++ imaging libraries: Fastest C/C++ image resizing library Any reasonable library should satisfy your needs.
In order to linearly interpolate between two things you need to embed (put) them in a common vector space and then "draw" the line between them.
I can't see a useful embedding of a 3x3 matrix and a 10x10 matrix in a common vector space...
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Closed 9 years ago.
I have managed to get this example to work:
http://msdn.microsoft.com/en-us/library/windows/desktop/dd370994(v=vs.85).aspx
My problem is that I am trying to structure the code there into something more understandable...
My first step is to remove all the stuff that's not absolutely necessary to lanching a window with a direct x surface... but as soon as I start messing with the code, I get massively confused at which components are core, and which are not...
Do you know of a kind of boilerplate project with literally the utmost basics in it for a directx surface in a window.
D2D is fine unless you suggest I just code straight in D3D... even though i'm only going to be drawing 2d stuff.
I've read so many resources and tutorials for directX but every blooming one has different bits and bobs placed in and it's so difficult to just learn what the "must" bits are!...
Just to help you with the question.
I have started by trying to create a Gfx object that will start and create surfaces and resources for direct X, I also tried to separate my windows code but ofcourse got a bit lost there too... Finally I wrapped up my Game class so that the windows loop just ran begin draw, render and end draw. in the tutorial above you have 2 brushes which as i'm not familiar with directX, I'm unsure if I can just whip them out completely or what?
I guess a step in the right direction is really what i'm looking for.
I very strongly suggest that you get hold of a decent book that can guide you through the steps:
For example - try to get a copy of this
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Closed 10 years ago.
I want to make a program that gets the information of a family including their names, SSN etc. I'm facing with two problems, firstly, what is the best data structure for this purpose,secondly, how should i get the information from the user, i mean when I'm getting info of father,i should determine his children, here is the problem.
how to connect his children to himself?
If it were me, I'd create a few different parallel arrays.
You're going to need to find out the algorithms for search through the arrays.
You're going to need to find out how to match them up together using the same index once the search finds a match. The index will probably be needed to be returned by reference to make things easier.
How to connect the children to the father maybe harder...
I don't know much about Binary Trees, we never talked about those in class. But that maybe the answer you're looking for. Sorry I couldn't be of more help. It's Christmas and it's 3AM lol. Good luck.
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Closed 11 years ago.
I want to render tiles to the screen from a text file. I have the random terrain generator working, and I can move the data from the text file to a 2d vector. What I'm having trouble with is understanding how to give those tiles the coordinates they need to be rendered at. How would I go about assigning each tile its own coordinates relative to the camera?
I suggest checking this lua tutorial on how create a tile engine in great detail. You'll learn much more then what someone will be willing to post here on stack. Tile Engines as you will see from this tutorial, requires more then just a few lines of code. After you learn it here, it shouldn't be to hard for you to translate it to sdl/c++. Just a thought.
Its a good starting place.
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Closed 11 years ago.
I need to create a simple application, but speed is very important here. Application is pretty much simple.
It will generate all available chars by saving them to text file. User will enter length that will be used for generating so the application will use recursive function with loop inside.
Will C be faster then C++ in this matter, or it does not matter?
Speed is very important because if my application needs to generate/save to file 10 million+ words.
It doesn't really matter, chances are your application will be I/O bound rather than CPU bound unless you have enough RAM to hold all that in memory.
It's much more important that you choose the best algorithm, and the best data structures to back that algorithm up.
Then implement that in the language you're most familiar with. C++ has the advantage of having easy to use containers in its standard libraries, but that's about it. You can write slow code in both, and fast code in both.