chess | QT chess client Java server
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QUESTION
I'm making a chess game and I am using Vue 3 and TypeScript with Pinia for the state management.
I want to do something like the following:
...ANSWER
Answered 2021-Nov-04 at 03:20The type of this.previousPieceSelected
is inferred from the initial state, and it's currently initialized to undefined
, so it thus has a type of undefined
(meaning it can only be assigned a value of undefined
).
Use type assertion on the initial
undefined
value (i.e., theas
keyword plus the desired type ofPiece | undefined
).Also note that optional parameters can be specified with
?:
instead of| undefined
. This is just a simpler way of writing it.
QUESTION
I posted a similar question to this one a few weeks ago where I had trouble finding the data race in my N-queens program using pthreads in C. Why is my multithreaded C program not working on macOS, but completely fine on Linux?
I got a few suggestions in the comments sections of the post and I really tried my best to make corrections based on them. I sat with the suggestions a few days, changed some parts but the data race persisted and I just cannot understand why. There are counters inside critical sections for the number of productions and consumptions. I feel completely blind when looking through the code and analyzing it, I'm aware that consumptions are too many but the synchronization around that code fragment should with my knowledge be correct, but obviously something's not right. External input would be greatly appreciated.
This is the code I'm using and I'm not sure how to reduce its size to still reproduce the issue. I compile it with gcc (clang-1205.0.22.11) on macOS Monterey (12.1) using a MacBook Pro 2020 x86_64 architecture.
compile: gcc -o 8q 8q.c*
run: ./8q
, NxN chess board, N queens to place
parameters: ./8q 2 4
Enough to highlight the problem (should yield 2 solutions, but every other run yields 3+ solutions, i.e duplicate solutions exist
note: running the program with ./8q 2 4
should give 2 solutions, 1820 productions and 1820 consumptions.
ANSWER
Answered 2022-Feb-16 at 03:21You're not initializing your mutexes and condition variables. The result is UB when used in pthread APIs. Two ways to do this, the simplest is just use the proper initializer:
QUESTION
I am trying to make a chess game in java, by having a class of pieces and a subclass for each piece. However, When I try to draw the pieces, The position doesn't seem to register.
Here is my Piece class:
...ANSWER
Answered 2022-Jan-22 at 08:44It's really important to read the documentation, especially for something that is (to my simple brain), complicated.
If you have a read of the documentation for AffineTransform#scale
Concatenates this transform with a scaling transformation
(emphis added by me)
This is important, as it seems to apply that each time you call it, it will apply ANOTHER scaling operation.
Based on your avaliable code, this means that when the Piece
is created, a scale is applied and the each time it's painted, a new scale is applied, until you're basically scaled out of existence.
Sooo. I took out your init
(applied the scale within the constructor directly instead) and update
methods and was able to get a basic result
Scaling from 1.0
, 0.75,
0.5,
0.25and
0.1` (it's there but I had to reduce the size of the output)
QUESTION
Assume inputting a sentence contains one or two spaces and has the structure ${Verb}${one or two spaces}${Activity}
, how could I extract the Verb
and Activity
in Typescript?
ANSWER
Answered 2022-Jan-19 at 10:15The reason for the behavior is that S
is a union, so any type containing it (such as ${infer Verb}${Split}${infer Activity}
) will be considered for both union members. So typescript will then give you both possible results. For "write code"
you can split by ' '
and get ["write"
, " code"
] or by ' '
and get ["write"
, " code"
].
You could keep the Split
strings in a tuple, and run through them until you get a match using a recursive conditional type:
QUESTION
I am creating a game in Unity using C#. The has a grid-like board (think Chess). Each square in the board is responsible for itself (selection status, animations, events) and will emit events (e.g. when selected it will emit an OnSelect event) to indicate what's going on.
There is also an overall BoardManager class, which needs to monitor those events and respond to them.
As I understand it, in the BoardManager class, I would need:
- To create a separate reference for each of those Square classes, so that I can monitor the events they output
- Subscribe to each event from each square to the required callback function in BoardManager
- Remember to unsubscribe each event on Destroy
I can do this using a foreach loop, it just "feels wrong".
I was hoping that there is a way to, rather making 50 object references and 50 event subscriptions, to be able to just tell it to subscribe to any instantiated version of that particular object (e.g. Any instance of Square), so that I can reference it that ONE time, and subscribe to it ONE time. Does that make sense?
...ANSWER
Answered 2022-Jan-06 at 12:36As @Jesse and @Nigel Bess in the comment mentioned static events and foreach are both good, and valid solutions that both have its upsides and downsides regarding code readability, usability, and performance.
SINGLE EVENT
QUESTION
trying to learn answer set programming and decided to give the n-queens problem a go. This is what I have so far:-
...ANSWER
Answered 2021-Dec-24 at 18:56There are 2 issues with your program:
QUESTION
I found the below text from here, saying that the result for minimax for games like tic-tac-toe and chess will always be a draw. I also saw minimax algorithms for unbeatable tic-tac-toe. But I don't quite understand the reason why minimax results in a draw. Is it because there is no guaranteed winning or losing move and thus the best possible option for both players is a draw?
...a computer running a minimax algorithm without any sort of enhancements will discover that, if both it and its opponent play optimally, the game will end in a draw no matter where it starts, and thus have no clue as to which opening play is the "best." Even in more interesting win-or-lose games like chess, even if a computer could play out every possible game situation (a hopelessly impossible task), this information alone would still lead it to the conclusion that the best it can ever do is draw (which would in fact be true, if both players had absolutely perfect knowledge of all possible results of each move).
ANSWER
Answered 2021-Dec-21 at 16:31The information from the site you’ve linked is slightly incorrect.
We know from a brute-force exploration of the game that with perfect play tic-tac-toe will always end in a draw. That is, if both players play the game according to the best possible strategy, then the game ends in a draw. There’s a wonderful xkcd graphic that details how to play perfectly.
If you were to run a minimax search over the game all the way to the end, it isn’t necessarily the case that minimax won’t know what option to pick. Rather, minimax would select any move that leads to a forced draw, since it always picks a move that leads to the best possible result for the player. It’s “unbeatable” in the sense that a perfect minimax player will never lose and, if you play against it with a suboptimal strategy, it may be able to find a forced win and beat you.
As for chess - as of now (December 2021) no one knows whether chess ends in a draw with perfect play or whether one of the players has a forced win. We simply aren’t able to explore the game tree in that much depth. It’s entirely possible that white has a forced win, for example, in which case a minimax search given sufficient time and resources playing as white will always outplay you.
QUESTION
I am a new coder in c, recently moved over from python, but still like to challenge myself with fairly ambitious projects (like a chess program), and have found that my computer suffers an unusual number of BSODs, both when I am running a program and not (admittedly, attempting to use the entirety of my memory as a hash table may not have been the greatest idea).
So my question is, are these most likely caused by my crappy c code, or is it more likely that my 3 year old, overworked laptop is the culprit? If it could be the code, what are the big things I should avoid doing so as to prevent this?
...ANSWER
Answered 2021-Dec-18 at 01:36BSOD usually contains some information as to what caused it.
What information it contains, and how exactly it is displayed depends on the version of Windows you are running.
As can be seen from the list here:
https://hetmanrecovery.com/recovery_news/bsod-errors
Most BSOD errors come from device / driver / kernel code, and not from your typical userland program.
That said, it might be possible to trigger BSOD if your code uses particularly low level windows API, especially if you run it with administrator privileges.
Note, that simply filling up memory will result in allocations for your program failing, and possibly your program, but not the whole OS crashing.
Also, windows does place limits on how much an individual process can allocate.
One final note:
"3 year old laptop" does not provide enough information to tell anything about your hardware, since there are different tiers of laptops available, and some of the high end 3 year old ones will still be better performing then a mid tier one bought yesterday.
As a troubleshooting measure, I would recommend backing up your data, making a clean install of your OS (aka "format the machine"), then making sure all your drivers are up to date.
You may also want to try hardware diagnostic tools, such as memtes86, check SMART on your storage, etc.
QUESTION
I want to split the following character string from a chess game into separate strings like the ones below removing the "1-9." pattern while maintaining all the other text.
Example:
...ANSWER
Answered 2021-Dec-11 at 11:37You can do:
QUESTION
This is a follow-up to my last post. The code works without any errors and can calculate the next best move. I've been looking into how to incorporate transposition tables and move ordering into my negamax function to make it run faster and more accurately, but it seems somewhat difficult and advanced for a beginner like myself.
You can find my code here.
While researching on the chess programming wiki I found some sample code for transposition tables:
...ANSWER
Answered 2021-Nov-29 at 16:19To use transposition tables you "need" to use Zorbrist hashing. The hashing gives each position an (almost) unique code that you store in the transposition table along with its evaluation. Then, to explain it easily, if the current position you are searching is found in your transposition table you won't have to evaluate it again, you just use the stored value.
Zorbrist keys are a nightmare to get right and very hard to debug. If it helps you can check out my implementation in the Endamat Chess Engine, but since you might have a different approach it might be easier to just read on how Zorbrist keys works and try to get it right for your implementation.
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