Tuesday, April 2, 2019

Brainstorming With Transpose

Sometimes I get stuck and look for a way to think about a problem a different way. There are some problems that you can view in the form of a matrix/table. The structure looks like this:

A B C D E
1 A1 B1 C1 D1 E1
2 A2 B2 C2 D2 E2
3 A3 B3 C3 D3 E3
4 A4 B4 C4 D4 E4
5 A5 B5 C5 D5 E5

There are rows and columns, and I'm trying to work on the cells. Let's try an example from a simple game:

Attack Defend Special
Fighter sword armor slam
Mage fireball reflect freeze
Thief dagger dodge disarm

The rows are the character classes: Fighter, Mage, Thief.

The columns are the types of actions: Attack, Defend, Special.

The matrix contains all the code to handle each of these types of actions for each of the types of characters.

What does the code look like? The usual thing to do is to organize this into three modules:

  1. Fighter will contain code to handle sword attacks, damage reduction from armor, and slam special attacks.
  2. Mage will contain code to handle fireballs, damage reflect, and freeze special attacks.
  3. Thief will contain code to handle dagger attacks, damage avoidance from dodge, and disarm special attacks.

Sometimes it's useful to transpose the matrix. I can organize along the other axis:

Fighter Mage Thief
Attack sword fireball dagger
Defend armor reflect dodge
Special slam freeze disarm
  1. Attack will contain code to handle sword attacks, fireball attacks, and dagger attacks.
  2. Defend will contain code to handle damage reduction, damage reflect, and damage avoidance.
  3. Special will contain code to handle slam, freeze, and disarm.

I was taught that the one style is "good" and the other style is "bad". But it's not obvious why this should be so. The reason is that there is an assumption that we will often add more character classes (nouns) but rarely add more types of actions (verbs). That way I can add more code with a new module, without touching all the existing ones. It may or may not be true for this game. By looking at the transpose, it makes me aware of the assumption, and I can question it. I'll then think about what kind of flexibility I want, then decide on the code structure.

Let's consider another example.

In programming language implementations, there are different types of nodes corresponding to the primitives: constants, operators, loops, branches, functions, types, etc. I need to generate code for each of these.

Generate Code
Constant
Operator
Loop
Branch
Function
Type

Great! I can have one class for each type of node, and they can all derive from a superclass Node. But this is based on the assumption that I will often add more rows and rarely add more columns. What happens in an optimizing compiler? We add more optimization passes. Each one is another column.

Generate Code Data flow Constant folding Loop fusion
Constant
Operator
Loop
Branch
Function
Type

If I want to add a new optimization pass, I would need to add a new method to each class, and all the code for an optimization pass is spread out all over the place. This is the situation I was trying to avoid! So some systems will add another layer on top of this. Using "visitors" I can keep all the loop fusion code in one module instead of splitting it up among lots of files.

If I look at the transpose of the matrix, it reveals another approach:

Constant Operator Loop Branch Function Type
Generate code
Data flow
Constant folding
SSA
Loop fusion

Now instead of classes with methods, I can use tagged unions with pattern matching (not all languages support this). This keeps all the code for each optimization pass together without requiring the indirection of visitors.

It's often useful to look a a problem in terms of a matrix. Applied to the object-oriented structure that everyone thinks about, it might lead me to use something different, such as an entity-component-systems, relational databases, or reactive programming.

It's not just for code. Here's an example of applying the idea to products. Let's suppose there are people with various interests:

Nick Feng Sayid Alice
cars X X
politics X X
math X X
travel X X

If I were designing a social web site, I might let people follow other people. Nick might follow Alice because they're both interested in cars and Feng because they're both interested in travel. But Nick would also get Alice's math posts and Feng's politics posts. If I consider the transpose of this matrix, I might let people follow topics. Nick might join a cars group and also a travel group. Facebook and Reddit started around the same time, but they're transposes of each other. Facebook lets you follow people; Reddit lets you follow topics.

When I get stuck, or when I'm wanting to consider alternatives, I look at the problem to see if there are multiple axes of organization. Sometimes approaching the problem from a different direction can yield a better approach.

2018 Epic Restrospective

Aside from 18 Falcon hulls, this is what I managed to paint this past year Epic-wise.






Not a ton, but I had to remodel a bathroom, build a few Christmas presents, and I also built/re-based an Epic Squat army as well. Finishing the 18 Falcon hulls and the Wild Riders are at the top of my list for this year. After that, not sure. I could start on my Guardians or Aspect Warriors, paint some landsknechte for the store, or some Aeronef or Monsterpocalypse that I just picked up. We'll see.

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Monday, April 1, 2019

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We were expecting some sort of Hitman 2 game ever since IO started referring to the last game as 'The Complete First Season', which rather suggested that there was going to be a Season 2. (Though, as you'll know by now, those expectations have turned out to be not entirely accurate.)
Before a Hitman 2 release date could even be a thing, we needed a Hitman reboot that would be a return to form for the series. After the leaden and muddled Absolution, it's clear IO intends to build on the same sandbox formula they've perfected over the past few years.
After some stealthy – but decidedly non-violent – deduction work, we know loads of Hitman 2 trailer and gameplay details. We know the location of the first two missions, the ways in which the design of the initial game is being expanded, and a few of the silly/excellent costumes you'll be donning. Here's everything we know about Hitman 2.

HITMAN 2 RELEASE DATE

IO Interactive was not shy about revealing this one. The Hitman 2 release date is November 13, 2018. Hitch-free assassinations require patience, but that's barely a wait at all.

HITMAN 2 LOCATIONS

All of Hitman 2 locations have been revealed it looks like Agent 47 is going to acquire lot of air miles. The six locations are Miami, Colombia, New Zealand, India, USA, and the North Atlantic with Austria being the setting for the Sniper Assassin Game Mode. We've seen plenty of Miami and Columbia and in IO's most recent trailer we can feast our eyes on Hawke's Bay, Mumbai, Vermont and the Isle of Sgàil.

MIAMI, USA

Miami was the first Hitman 2 location that we got to feast our eyes on. We've played through Hitman's 2 Miami mission where Agent 47 attended the final hours of the Global Innovation Race a spectacle for the fastest cars in modern racing. In Miami you are tasked with killing a motorsport driver.

SANTA FORTUNA, COLOMBIA

We've also played the game's second mission, and know that Agent 47's work will take him to the thick Colombian jungle. In this level, foliage is your ally as Agent 47 will be slinking through the underbrush to make his kills. There are three targets: Rico Delgado, Jorge Franco, and Andrea Martinez. There are hippos, heavy-chandeliers, drug-filled souvenirs, a precariously rickety gold statue, and the opportunity to stab someone with a tattoo pen. Clearly creatively bumping people off will remain at the forefront of this sequel. IO also said in a press release that guards won't be the only threat this time, so prepare for wild animals and poisonous plants.

HAWKE'S BAY, NEW ZEALAND

Hawke's Bay, New Zealand looks to be an interesting location. The location trailer shows Agent 47 on a beach at night time perusing his target, sand being kicked up everywhere. With just the sand dunes and the sea for as far as you can see, its going to put your stealth skills to the test.

MUMBAI, INDIA

Mumbai is on the complete opposite end of the spectrum, its loud, crowded, and there are plenty of opportunities for a sneaky and stealthy kill.









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