Author: dharam

Closest Pair Points

Introduction A very interesting problem, indeed. I presume, not a complex one either. Here is what the problem statement looks like. "Given a set of N points in a plane, find the closest pair points". A question which is always asked in interviews in various forms, here we will not just look at the solution but will also understand the intuition behind the solution. In the adjoining image, we have five points (A, B, C, D, E) in the plane. As a result of the solution we need to return one pair which has the smallest distance between them. Of course there can be multiple such pairs, we a...
Read More

Seed in Random Number Generation

Random Numbers Randomization is an awesome concept. Efficiency of most of the algorithms are proportional to how randomly the algorithm is implemented. Talking about one the best sort algorithms - Quick Sort. The efficiency depends on the choice of pivot and it is wise to choose a pivot randomly to get an even distribution of elements around it. Of course no one can beat my bad luck if my randomly chosen pivot misbehaves. But still you will be luckier and have a better running time and upper bound on the running time of this algorithm. This is not the only algorithm where randomization ...
Read More

Resource Management in Game

Introduction This post is the next in the game development series. In this post we will learn about Resource Management in the Game. After writing the game engine, now we can add some background to our game. We will try to add our menu as well and try to add navigation in the menu. Once that is done we will be able to move through the menu and choose various options. Without wasting much time, lets dive in. Objects in the Game There are many different type of entities in our game. They can be categorized into Screens and Actors and few more. You have absolute freedom to make it more gran...
Read More

Writing a Game Engine

Introduction This is the second post in the series and I suggest you to read the Basics of Game Development first. There are two important things in this game. Drawing the Game Canvas Writing a Game Engine (The Game FSM - Finite State Machine) In this post we will discuss about both. The Game Canvas The Game Canvas is a rectangular area on which we will draw all our game objects. It will have a predefined size (WIDTH and HEIGHT). The best way to make our game canvas is to extend the java.awt.Canvas class. [crayon-59730eb1e746e709387975/] Now let us create a frame and add...
Read More

Basics of Game Development

Introduction Everyone is fond of computer games and most of us wish to create games (professionally or even just for fun). Here, in this series of posts I will be explaining the Basics of Game Development, the approach and code from scratch for the first game I developed. About the Game If you want to try what we will develop, then you can click on the above image, download the game and play it to have a good understanding. You can download the .exe file and straight away launch it to run. This is a simple arcade game where you are facing an Alien Invasion and you are given a figh...
Read More

Interface Declarations in Java

Introduction The previous post introduced Class Declarations in Java and it is the obvious next step to understand the Interface Declarations in Java after that. So, here is an insight to Interfaces in Java. Interfaces are considered as the way to achieve multiple inheritance in Java. We will certainly talk about that part in the coming sections. This post will introduce you to Interfaces and will also mention about the Annotations, which are different categories of interfaces and an important feature of the language. Multiple Inheritance Multiple Inheritance is a language construct w...
Read More

Class Declarations in Java

Introduction As promised here is the continuation of Understanding Java Classes. We will mostly discuss about the production rule for Class Declarations in Java. If you recall, in the previous post I mentioned about the below rule: NormalClassDeclaration: ClassModifiersopt class Identifier TypeParametersopt Superopt Interfacesopt ClassBody Do not worry, if you have no idea about what production rules of a grammar are. I will define them below and we do not need to know that as I will explain things in simple words. :) Dissecting the Production If you look at the above definition, we have...
Read More