2048 | GAME2048 | Game Engine library

 by   kylechandev Java Version: Current License: Apache-2.0

kandi X-RAY | 2048 Summary

kandi X-RAY | 2048 Summary

2048 is a Java library typically used in Gaming, Game Engine applications. 2048 has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

GAME2048
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    Quality
      Security
        License
          Reuse

            kandi-support Support

              2048 has a low active ecosystem.
              It has 1 star(s) with 0 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              2048 has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of 2048 is current.

            kandi-Quality Quality

              2048 has 0 bugs and 0 code smells.

            kandi-Security Security

              2048 has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              2048 code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              2048 is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              2048 releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed 2048 and discovered the below as its top functions. This is intended to give you an instant insight into 2048 implemented functionality, and help decide if they suit your requirements.
            • Callback method for confirmation dialog
            • Get the background color of the cell
            • Starts the game
            • Initialize view
            • Initialize the activity
            • Initialize view
            • Initialize gesture
            • Initialize database
            • Method that performs a swipe gesture on the grid
            • Send game over message
            • Judge over
            • Enter classics mode
            • Set text style
            • Callback function
            • Get the orientation of the screen
            • Share the current scores
            • Initializes the dialog
            • Show Chat Mode
            • swipe from grid
            • Show confirmation dialog
            • Called when the game is destroyed
            • Show change mode dialog
            • Swipe left
            • Swiping right
            • On create
            Get all kandi verified functions for this library.

            2048 Key Features

            No Key Features are available at this moment for 2048.

            2048 Examples and Code Snippets

            No Code Snippets are available at this moment for 2048.

            Community Discussions

            QUESTION

            Flutter Android: Unable to fetch in-app products from Google Play
            Asked 2022-Apr-03 at 21:46

            I'm currently facing an issue where my Flutter application is unable to fetch consumable in-app products from Google Play store. However, my application is able to fetch all products from the Apple app store.

            I can't identify what step I'm missing or what is causing all of my product ids to be not found. I'm using flutter's in_app_purchase module to facilitate in app purchases.

            For Android, here are the setup steps I've taken.

            1. I've setup my Google Play Console and Developer Account
            2. Completed all the tasks in the Set up your app section
            3. Generated a keystore file to sign my app keytool -genkey -v -keystore c:\Users\USER_NAME\key.jks -storetype JKS -keyalg RSA -keysize 2048 -validity 10000 -alias key
            4. Created a file named /android/key.properties that contains a reference to my keystore file. The contents of this file look like the following:
            ...

            ANSWER

            Answered 2022-Apr-03 at 21:46

            The issue has finally been solved. You need to call InAppPurchase method, isAvailable(), before queryProductDetails() when on the Android platform. I'm not sure why you don't need to do the same when on the IOS platform.

            The documentation didn't specify the need for this outright, but let it stand that querying for products AFTER checking if the store is available fixed my issue on Android.

            Source https://stackoverflow.com/questions/71668207

            QUESTION

            Apps targeting Android 12 and higher required to specify an explicit value for `android:exported` [Cordova]
            Asked 2022-Apr-01 at 20:06

            When I am running to make the Apk in GitHub I got the error. As I am building the Apk in GitHub. There is no way to define something inside manifest as it is building every time fresh. All I can do is inside the Config.Xml file. After Adding android:exported="false" to it, also getting same error. Both images for this question reference attached here. GitHub Error and Config.Xml. Help will be appreciated.

            ...

            ANSWER

            Answered 2021-Nov-18 at 19:22

            You can try like this in config.xml under android platform -

            Source https://stackoverflow.com/questions/68678008

            QUESTION

            bucket_count of libc++'s unordered_set.reserve
            Asked 2022-Apr-01 at 18:04

            When I call reserve(n) on a libc++'s empty unordered_set, libc++ find the next prime number as bucket_count if n is not a power of two, otherwise they just use n. This also makes reserve(15) have a bigger bucket_count than reserve(16).

            libc++ source:

            ...

            ANSWER

            Answered 2022-Apr-01 at 18:01

            The original commit message sheds some light on this. In short, libc++ originally used just prime numbers. This commit introduces an optimization for power-of-2 numbers in case the user explicitly requests them.

            Also note that the new function __constrain_hash() in that commit checks if it is a power-of-2 and then does not use the modulo operation. According to the commit message, the cost for the additional check if the input is a power-of-2 number is outweighed by not using a modulo operation. So even if you do not know the information at compile time, you can get a performance boost.

            Quote of the commit message:

            This commit establishes a new bucket_count policy in the unordered containers: The policy now allows a power-of-2 number of buckets to be requested (and that request honored) by the client. And if the number of buckets is set to a power of 2, then the constraint of the hash to the number of buckets uses & instead of %. If the client does not specify a number of buckets, then the policy remains unchanged: a prime number of buckets is selected. The growth policy is that the number of buckets is roughly doubled when needed. While growing, either the prime, or the power-of-2 strategy will be preserved. There is a small run time cost for putting in this switch. For very cheap hash functions, e.g. identity for int, the cost can be as high as 18%. However with more typical use cases, e.g. strings, the cost is in the noise level. I've measured cases with very cheap hash functions (int) that using a power-of-2 number of buckets can make look up about twice as fast. However I've also noted that a power-of-2 number of buckets is more susceptible to accidental catastrophic collisions. Though I've also noted that accidental catastrophic collisions are also possible when using a prime number of buckets (but seems far less likely). In short, this patch adds an extra tuning knob for those clients trying to get the last bit of performance squeezed out of their hash containers. Casual users of the hash containers will not notice the introduction of this tuning knob. Those clients who swear by power-of-2 hash containers can now opt-in to that strategy. Clients who prefer a prime number of buckets can continue as they have.

            Source https://stackoverflow.com/questions/71709962

            QUESTION

            Fixing git HTTPS Error: "bad key length" on macOS 12
            Asked 2022-Mar-29 at 17:34

            I am using a company-hosted (Bitbucket) git repository that is accessible via HTTPS. Accessing it (e.g. git fetch) worked using macOS 11 (Big Sur), but broke after an update to macOS 12 Monterey. *

            After the update of macOS to 12 Monterey my previous git setup broke. Now I am getting the following error message:

            ...

            ANSWER

            Answered 2021-Nov-02 at 07:12

            Unfortunately I can't provide you with a fix, but I've found a workaround for that exact same problem (company-hosted bitbucket resulting in exact same error). I also don't know exactly why the problem occurs, but my best guess would be that the libressl library shipped with Monterey has some sort of problem with specific (?TLSv1.3) certs. This guess is because the brew-installed openssl v1.1 and v3 don't throw that error when executed with /opt/homebrew/opt/openssl/bin/openssl s_client -connect ...:443

            To get around that error, I've built git from source built against different openssl and curl implementations:

            1. install autoconf, openssl and curl with brew (I think you can select the openssl lib you like, i.e. v1.1 or v3, I chose v3)
            2. clone git version you like, i.e. git clone --branch v2.33.1 https://github.com/git/git.git
            3. cd git
            4. make configure (that is why autoconf is needed)
            5. execute LDFLAGS="-L/opt/homebrew/opt/openssl@3/lib -L/opt/homebrew/opt/curl/lib" CPPFLAGS="-I/opt/homebrew/opt/openssl@3/include -I/opt/homebrew/opt/curl/include" ./configure --prefix=$HOME/git (here LDFLAGS and CPPFLAGS include the libs git will be built against, the right flags are emitted by brew on install success of curl and openssl; --prefix is the install directory of git, defaults to /usr/local but can be changed)
            6. make install
            7. ensure to add the install directory's subfolder /bin to the front of your $PATH to "override" the default git shipped by Monterey
            8. restart terminal
            9. check that git version shows the new version

            This should help for now, but as I already said, this is only a workaround, hopefully Apple fixes their libressl fork ASAP.

            Source https://stackoverflow.com/questions/69734654

            QUESTION

            how to index a numeric value to return a string
            Asked 2022-Feb-06 at 18:01

            I have this enum

            ...

            ANSWER

            Answered 2022-Feb-06 at 09:12

            In C++, the standard way to make an associative table is std::map:

            Source https://stackoverflow.com/questions/71005607

            QUESTION

            Convert a 12-bit signed number in C
            Asked 2022-Jan-22 at 20:55

            Say I have a signed number coded on an unusual number of bits, for instance 12. How do I convert it efficiently to a standard C value ? The following works but requires an intermediate variable:

            ...

            ANSWER

            Answered 2022-Jan-21 at 14:21

            Here's one portable way (untested):

            Source https://stackoverflow.com/questions/70802306

            QUESTION

            Pagination getting slower while page number increasing
            Asked 2022-Jan-22 at 18:14

            I have a table look like this.

            ...

            ANSWER

            Answered 2022-Jan-22 at 18:14

            The slowdown happens because of the way OFFSET works: it fetches all the data and only then drops the part before the offset. For your case it means the grouping will happen not only for the current page, but for all the previous pages too.

            The standard trick to fix this kind of problem is to use Keyset Pagination. When fetching the page, you need to remember its last parent. Then in order to fetch the next page, you use your query with the

            Source https://stackoverflow.com/questions/70661360

            QUESTION

            Paramiko authentication fails with "Agreed upon 'rsa-sha2-512' pubkey algorithm" (and "unsupported public key algorithm: rsa-sha2-512" in sshd log)
            Asked 2022-Jan-13 at 14:49

            I have a Python 3 application running on CentOS Linux 7.7 executing SSH commands against remote hosts. It works properly but today I encountered an odd error executing a command against a "new" remote server (server based on RHEL 6.10):

            encountered RSA key, expected OPENSSH key

            Executing the same command from the system shell (using the same private key of course) works perfectly fine.

            On the remote server I discovered in /var/log/secure that when SSH connection and commands are issued from the source server with Python (using Paramiko) sshd complains about unsupported public key algorithm:

            userauth_pubkey: unsupported public key algorithm: rsa-sha2-512

            Note that target servers with higher RHEL/CentOS like 7.x don't encounter the issue.

            It seems like Paramiko picks/offers the wrong algorithm when negotiating with the remote server when on the contrary SSH shell performs the negotiation properly in the context of this "old" target server. How to get the Python program to work as expected?

            Python code

            ...

            ANSWER

            Answered 2022-Jan-13 at 14:49

            Imo, it's a bug in Paramiko. It does not handle correctly absence of server-sig-algs extension on the server side.

            Try disabling rsa-sha2-* on Paramiko side altogether:

            Source https://stackoverflow.com/questions/70565357

            QUESTION

            Does compiler only unroll the outer loop completely?
            Asked 2021-Nov-16 at 10:04

            I try to compile this code and use loop-specific pragmas to tell the compiler how many times to unroll a counted loop.

            ...

            ANSWER

            Answered 2021-Nov-16 at 10:04

            https://godbolt.org/z/PT6T1691W it seems that -O2 -funroll-loops does the trick, apparently that option needs to be on for the pragma to tell GCC how much to unroll. (Update: Or at least makes it have some effect. See comments, this doesn't seem to be a complete answer yet.)

            (-funroll-loops is not on by default unless you use -fprofile-use, after doing a -fprofile-generate run and running the program with representative input. It used to be on by default at -O3 a long time ago, but code bloat I-cache pressure usually made that worse for loops that aren't hot. This leads to bass-ackwards situations where the loop where GCC spends most of its time is a few instructions long with SIMD, but the fully-unrolled scalar prologue / epilogue are 10x the number of instructions, especially with wider vectors. Even with AVX-512, GCC usually just uses scalar for odd numbers of elements, not creating a mask. :/)

            Fully unrolling loops is something GCC will do even at -O2, at least for very small trip-counts. (e.g. up to 3 for an int array p[i] += 1;, with -O2 -fno-tree-vectorize). https://godbolt.org/z/P5rvjYj1b

            Fully-unrolling larger loops or higher trip counts (when the static code size would increase from doing so, perhaps) is not on by default at -O2 it seems. (GCC calls this peeling a loop in their tuning options/parameters, i.e. peeling all the iterations out of the loop so it goes away. -fpeel-loops is on with -O3, but not -O2. Since GCC11, -fverbose-asm no longer prints a list of optimization options enabled as asm comments.)

            And BTW, it seems auto-vectorization is on by default at -O2 now in GCC trunk. Previously it was only on at -O3, so that's interesting.

            Source https://stackoverflow.com/questions/69974982

            QUESTION

            Reverse-bit iteration in 2D
            Asked 2021-Nov-09 at 11:50

            I use this reverse-bit method of iteration for rendering tasks in one dimension, the goal being to iterate through an array with the bits of the iterator reversed so that instead of computing an array slowly from left to right the order is spread out. I use this for instance when rendering the graph of a 1D function, because this reversed bit iteration first computes values at well-spaced intervals a representative image appears only after a very small fraction of all the values are computed.

            So after only a partial rendering we already have a good idea of how the final graph will look. Now I want to apply the same principle to 2D rendering, think raytracing and such, the idea is having a good overall view of the image being rendered even from an early stage. The problem is that making the same idea work as a 2D iteration isn't trivial.

            Here's how I do it in 1D:

            ...

            ANSWER

            Answered 2021-Nov-07 at 14:17

            Reversing the bits achieves the expected effect in 1D, you could combine this shuffling technique with another one where you get the x and y coordinates be selecting the even, resp. odd, bits of the resulting number. Combining both methods in a single shuffle is highly desirable to avoid costly bit twiddling operations.

            You could also use Gray Codes to shuffle values with n significant bits into a pseudo random order. Here is a trivial function to produce gray codes:

            Source https://stackoverflow.com/questions/69872903

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

            Vulnerabilities

            No vulnerabilities reported

            Install 2048

            You can download it from GitHub.
            You can use 2048 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 2048 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 maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            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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