StarCraft | 星际争霸

 by   beimi Java Version: Current License: No License

kandi X-RAY | StarCraft Summary

kandi X-RAY | StarCraft Summary

StarCraft is a Java library. StarCraft has no bugs, it has no vulnerabilities and it has low support. However StarCraft build file is not available. You can download it from GitHub.


            kandi-support Support

              StarCraft has a low active ecosystem.
              It has 27 star(s) with 11 fork(s). There are 3 watchers for this library.
              It had no major release in the last 6 months.
              StarCraft has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of StarCraft is current.

            kandi-Quality Quality

              StarCraft has 0 bugs and 0 code smells.

            kandi-Security Security

              StarCraft has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              StarCraft code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              StarCraft does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              StarCraft releases are not available. You will need to build from source code and install.
              StarCraft has no build file. You will be need to create the build yourself to build the component from source.
              StarCraft saves you 2931 person hours of effort in developing the same functionality from scratch.
              It has 6328 lines of code, 697 functions and 90 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed StarCraft and discovered the below as its top functions. This is intended to give you an instant insight into StarCraft implemented functionality, and help decide if they suit your requirements.
            • Callback that is called when the view is started
            • Mines the mining of the target
            • Read framing
            • Displays the current icon
            • Paint the border
            • Paint the border of a line
            • Draw this sprite at specified offset
            • Draws this grid to the specified graphics context
            • Load the map
            • Read map file
            • Clones this Tile
            • Initialize the given button
            • Update target
            • Draw the grid
            • Command line
            • Paints the component
            • Initialize background image
            • Main entry point
            • Updates this tile
            • Returns the renderer component
            • Opens tile
            • Paint the thumb
            • Processes the datagram socket
            • Paint the component
            • Clones this sprite
            • Configure the scrollbar colors
            Get all kandi verified functions for this library.

            StarCraft Key Features

            No Key Features are available at this moment for StarCraft.

            StarCraft Examples and Code Snippets

            No Code Snippets are available at this moment for StarCraft.

            Community Discussions


            How do I find the sum of playtime of all FPS games (mysql query)
            Asked 2022-Mar-04 at 17:37

            I have 3 tables which i think is relevant although my guess is that you will probably need to utilize 2 out of 3 tables. So the thing here is I want to find the total playtime of all FPS games which is a genre of a videogame The first table is videogames which I don't think is relevant to solving this question but I will write it down anyways with some sample data so you get a better understanding

            videogameid (PK) title yearOfRelease 114 CSGO 2012 115 Starcraft 2010 116 Call Of Duty 2008

            Second table is workson. This the table that shows the developerid that works on the game as well as containing the genre attribute which is key to solving this question

            videogameid (FK) developerid (FK) genre 114 23567 FPS 114 23568 FPS 114 23569 FPS 115 23443 RTS 116 23667 FPS

            Third table is playtimes

            videogameid (FK) playtime(hours) 114 25,000,000 115 980,456 116 27,000,000

            The expected outcome should be 52 million hours since the sum of playtime of all FPS games that exist in the dataset is 52 million

            This is my attempt at the code:



            Answered 2022-Mar-04 at 17:37

            Not sure how you got the query to run without a groupby.

            First only keep the genre in the select other than the aggregation column and the same non-aggregation column should be in GROUP BY. Use a JOIN instead of an equi-join, but it's ones preference.

            The query should look something like this.



            How do I find the title of a videogame with the maximum amount of developers working on it ? (SQL query)
            Asked 2022-Mar-03 at 19:14

            Let's say that we have 3 tables which are videogames, developers, workson.

            Under the videogames table, we have attributes such as

            • videogameid (PK)
            • title
            • year
            • genre

            Then for developers we have

            • developerid (PK)
            • name
            • gender

            Then for the workson table

            • videogameid(PK & FK )
            • developerid (PK & FK )

            My attempt at the code:



            Answered 2022-Mar-03 at 19:14

            Which columns/aggregate function(MAX,COUNT,AVG etc.) you select in the select query will be shown as a table. In your query:



            Python 3.10: FileNotFoundError - Existing Path With Unicode Characters
            Asked 2022-Feb-27 at 15:52

            Problem statement:

            While automatically copying files between input directories, and output directories my program fails on a path that contains unicode (most likely Korean) characters.

            The whole script is publicly available under: This Link

            The file that causes the error is also publicly available: File That Causes the Error

            The specific part of the code that fails seems to be:



            Answered 2022-Feb-27 at 15:52

            The cause for this error was the Maximum Path Length Limitation which limited the ability to use paths longer than 260 characters on Windows.

            The error was fixed by adding a prefix of "\\?\" to the path that was used to access and copy the file.

            This means that the following line of code was changed:



            How can I calculate my win rate on one column based on the date on another?
            Asked 2021-Jul-19 at 21:11

            I created a rudimentary Google Form to track my win rate at Starcraft. The first column on the resulting Google Sheet is Timestamp created by the form.

            I have another column that has my win-loss, and I am able to calculate my percentage for the entire sheet (all games). However, I want to be able to see my daily win rate, and I can't figure out the correct way to go about it.

            I tried COUNTIF, COUNTIFS, with TODAY() and I was able to count the games for a certain day, but I don't know how to use it to tie in with my win-loss column. What I currently do is adjust my Daily formula to specify today's date before playing. I was hoping I won't need to do this.

            Please see Win-Loss Stats Sheet



            Answered 2021-Jul-19 at 21:11


            You can extend your formula to compare against the date in column A:



            Searching keywords inside the nested arrays
            Asked 2021-Feb-08 at 16:01

            I have an object and its array that contain multiple arrays like below



            Answered 2021-Feb-08 at 15:52

            Its 2 level nested array, you can use nested $elemMatch and $eq,



            Understanding Depth-First Branch and Bound implementation to StarCraft 2
            Asked 2020-Nov-06 at 16:01

            The problem is that I'm finding it difficult to understand how DFBB works, what the parameters and output should be for this case.

            I'm working on creating an AI for the game StarCraft 2 that will handle the build order in the game (for team Terran). I was planning to follow the approach described in the link (see below) which followed a very similar thing that I was going for. To summarize what I'm planning to do:

            A list of different type of buildings that need to be built will be given to me. Buildings cost minerals and gas (this is the currency in the game), some buildings have prerequisites (meaning other buildings need to be built before it's possible to build it) and they take a certain amount of time to build.

            In the article they used Depth-First Branch and Bound to figure out the optimal build order, meaning the fastest way possible to build the buildings in that list. This was their pseudocode:

            Where the state S is represented by S = (current game time, resources available, actions in progress but not completed, worker income data). How S´ is derived is described article and it is done through three functions so that bit I understand.

            As mentioned earlier I'm struggling to understand what the starting status S, goal G, time limit t and bound b should be represented by in the pseudocode that they are describing.

            I only know three things for sure: the list of buildings that needs to be built, what consumables I have at the moment (minerals and gas), resources (that is buildings I already have in the game). This should then be applied to the algorithm somehow, but it is unclear what the input should be to the function. The output should be a list sorted in the right order so if I where to building the buildings in the order they come in then it should all work out and it should be the optimal possible time it can be done in.

            For example should I iterate through the list buildings and run DFBB on every element with the goal then being seeing if the building can be built. But what should the time limit be set too and what does bound mean in this case? Is it simply the cost?

            Please explain how this function should be run on the list in order to find the optimal path of building it. The article is fairly easy to read, but I need some help understanding how it is meant to work and how I can apply it to my problem.

            Link to article:



            Answered 2020-Nov-06 at 16:01

            Starting Status S is the initial state at the start of the game. I believe you have 100 minearls and Command center and 12? SCVs, so that's your start.

            The Goal here is the list of building you want to have. The satisfies condition is are all building in goal also in S.

            The time limit is the amount of time you are willing to spend to get the result. If yous set it to 5 seconds it will probably give you a sub-optimal solution, but it will do it in 5 seconds. If the algorithm finishes the search it will return earlier. If you don't care leave it out, but make sure you write solutions to a file in case something happens.

            Bound b is the in-game time limit for building everything. You initially set it to infinite or some obvious value (like 10 minutes?). When you find a solution the b gets updated so every new solution you find MUST be faster (in-game) than the previous one.

            A few notes. Make sure that the possible action (children in step 9) includes doing nothing (wait for more resources) and building an SCV.

            Another thing that might be missing is a correct modelling of SCV movement speed. The units need to move to a place to build something and it also takes time for them to get back to mining.



            How can I make a rectangle selection tool in python 3?
            Asked 2020-Nov-06 at 14:58

            I'm trying to make a simple game in which the user can select units on the screen using an RTS-style box selection (ex. StarCraft, Warcraft). After digging through a lot of stuff I found on Google and from other people, I'm still not getting how it's done.

            When looking around I found this:



            Answered 2020-Nov-06 at 14:58

            A pygame.Rect is created from the top left position and the width and height. The width and height must be positive. You need to find the minimum and maximum x and y coordinates of the 2 points. Write a function that creates the pygame.Rect object from the two points:



            Slow performance when unpacking bits for a tensor layer in tensorflow
            Asked 2020-Jun-18 at 02:44

            I'm working with data that comes over a WebSocket connection with a starcraft 2 client to obtain image data from a game that is in progress. In some cases, the image data maybe be set with a format of 1 bit per pixel. When this happens I need to "unpack" the bits from each byte in the response (1 byte => 8 bits). This is done in the code below:



            Answered 2020-Jun-17 at 11:35

            It looks like tensorflow.js does not have a bitwise AND function, so suspect doing the work within tensorflow.js will require some coding gymnastics...

            One suggestion, though, is to create an array of 256 Uint8Array's of size 8, and pre-populate it with the complete list of 8 byte translations. This greatly reduces the repeated calculations for a byte stream that will likely have repeated values in the range of 0 - 255. Eg, the first entry in the precomputed array represents the unpacking of byte 0, and therefore is a Uint8Array of size 8 populated with 0's, the next entry is another Uint8Array of size 8 populated with 00000001, etc all the way to the entry representing byte 255 with is a Uint8Array of size 8 populated with all 1's.

            Then, when unpacking, simply make use of the typed array .set method to copy the precomputed unpacked representation into the results Uint8Array...

            Hope this helps.

            EDIT Created a number of variants of the unpacking algorithm to test the performance of inline calculations vs memory lookup and was surprised at the results using Chrome. Some of the optimizations of the V8 compiler are non-intuitive...

            The differences in the versions...

            • unpackbits [FAST]: From the original question and this is the bar by which the others variations are compared.
            • unpackbits1 [FAST]: Modified by...
              • Specifying "|0" after every integer.
              • Using the increment unary op ( "++" ) rather adding increments to the offset index of the result array.
              • Replacing the calculation of bit masks with the actual value. (Ie, rather than 1 << 5, the function used 32.)
            • unpackbits1a [FAST]: The same as unpackbits1, except...
              • Kept the calculation of bit masks rather than integer values. (Ie, using 1 << 5 rather than 32, as in the original question.) Counter intuitively, this produces a bit faster result!
            • unpackbits1b [SLOWER]: The same as unpackbits1a, except...
              • The offset is not recomputed every time inside the loop. Ie, offset = 0|0 is initially set, and then thereafter offset is only incremented within the loop. So, offset = ( (8|0) * i ) is no longer calculated for every byte. Counter intuitively, this produces a slower result!
            • unpackbits2 [SLOWEST]: This is the memory lookup option that I recommended above. Counter intuitively, this implies that typed array memory operations are much slower than calculating the results as in unpackbits!
            • unpackbits3 [SLOWER]: This is the memory lookup option that I recommended above, with the following change.
              • Rather than used the the typed array .set method, this version set the eight bytes one-by-one. Counter intuitively, this implies that the typed array .set method is slower (at least for eight bytes) than individually setting the values!
            • unpackbits4 [SLOWER]: This variation of the algorithm was on par with the original, and was a variation of the memory lookup option. But, rather than 256 individual Uint8Array's, this combined all the pre-calculated results into a single Uint8Array of length 256 * 8. And it did not make use of the typed array .set method.
            • unpackbits5 [SLOWER]: Same as unpackbits4, except...
              • Rather than using the unary "++" on the index into the lookup table, it calculated the index for each of the 8 bytes being copied. As expected, calculating the index every time was slower than using the unary "++" operator.

            Here are the tests. BEWARE that this builds an initial array of 10M random bytes, and then runs each unpack algorithm on this same data. On my workstation, the test runs in less than 5 seconds.


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install StarCraft

            You can download it from GitHub.
            You can use StarCraft like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the StarCraft component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer For Gradle installation, please refer .


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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