jonasschmedtmann /
complete-javascript-course
Starter files, final projects, and FAQ for my Complete JavaScript course
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anshaneel / repository
For my final project in the ICS4U course, I have created an advanced Tic Tac Toe Ai in Java which my teacher has said was one of the most amazing final projects she had ever seen. Using methods of recursion I created an Ai that can play Tic Tac Toe in various difficulties, the hardest one being impossible to defeat. This program consists of -Starting menu -Options to play against human or computer (one or two-player modes) -Options to choose which player goes first -Difficulties to choose between -Scoreboard -Prompts to indicate if the user won or lost this project uses the concepts of an advanced algorithm called minimax which determines every possible outcome of the game and chooses its move accordingly. Difficulties (for Ai) Easy- Randomly chooses any unselected spot on the board, can be easily outmaneuvered. Medium- Utilizes minimax function but not to the fullest extent can be outmaneuvered sometimes. Impossible- Utilizes the minimax algorithm to the fullest extent, cannot be outmaneuvered. Next Steps This project was created in a very limited timeframe and although I was very happy with how it turned out there is always room for improvement. These are a few things I would have liked to add -Music/ Sound effects -Alpha-beta pruning for the minimax algorithm Hope this helps
For my final project in the ICS4U course, I have created an advanced Tic Tac Toe Ai in Java which my teacher has said was one of the most amazing final projects she had ever seen. Using methods of recursion I created an Ai that can play Tic Tac Toe in various difficulties, the hardest one being impossible to defeat. This program consists of -Starting menu -Options to play against human or computer (one or two-player modes) -Options to choose which player goes first -Difficulties to choose between -Scoreboard -Prompts to indicate if the user won or lost this project uses the concepts of an advanced algorithm called minimax which determines every possible outcome of the game and chooses its move accordingly. Difficulties (for Ai) Easy- Randomly chooses any unselected spot on the board, can be easily outmaneuvered. Medium- Utilizes minimax function but not to the fullest extent can be outmaneuvered sometimes. Impossible- Utilizes the minimax algorithm to the fullest extent, cannot be outmaneuvered. Next Steps This project was created in a very limited timeframe and although I was very happy with how it turned out there is always room for improvement. These are a few things I would have liked to add -Music/ Sound effects -Alpha-beta pruning for the minimax algorithm Hope this helps
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jonasschmedtmann /
Starter files, final projects, and FAQ for my Complete JavaScript course
rramatchandran /
# big-o-performance A simple html app to demonstrate performance costs of data structures. - Clone the project - Navigate to the root of the project in a termina or command prompt - Run 'npm install' - Run 'npm start' - Go to the URL specified in the terminal or command prompt to try out the app. # This app was created from the Create React App NPM. Below are instructions from that project. Below you will find some information on how to perform common tasks. You can find the most recent version of this guide [here](https://github.com/facebookincubator/create-react-app/blob/master/template/README.md). ## Table of Contents - [Updating to New Releases](#updating-to-new-releases) - [Sending Feedback](#sending-feedback) - [Folder Structure](#folder-structure) - [Available Scripts](#available-scripts) - [npm start](#npm-start) - [npm run build](#npm-run-build) - [npm run eject](#npm-run-eject) - [Displaying Lint Output in the Editor](#displaying-lint-output-in-the-editor) - [Installing a Dependency](#installing-a-dependency) - [Importing a Component](#importing-a-component) - [Adding a Stylesheet](#adding-a-stylesheet) - [Post-Processing CSS](#post-processing-css) - [Adding Images and Fonts](#adding-images-and-fonts) - [Adding Bootstrap](#adding-bootstrap) - [Adding Flow](#adding-flow) - [Adding Custom Environment Variables](#adding-custom-environment-variables) - [Integrating with a Node Backend](#integrating-with-a-node-backend) - [Proxying API Requests in Development](#proxying-api-requests-in-development) - [Deployment](#deployment) - [Now](#now) - [Heroku](#heroku) - [Surge](#surge) - [GitHub Pages](#github-pages) - [Something Missing?](#something-missing) ## Updating to New Releases Create React App is divided into two packages: * `create-react-app` is a global command-line utility that you use to create new projects. * `react-scripts` is a development dependency in the generated projects (including this one). You almost never need to update `create-react-app` itself: it’s delegates all the setup to `react-scripts`. When you run `create-react-app`, it always creates the project with the latest version of `react-scripts` so you’ll get all the new features and improvements in newly created apps automatically. To update an existing project to a new version of `react-scripts`, [open the changelog](https://github.com/facebookincubator/create-react-app/blob/master/CHANGELOG.md), find the version you’re currently on (check `package.json` in this folder if you’re not sure), and apply the migration instructions for the newer versions. In most cases bumping the `react-scripts` version in `package.json` and running `npm install` in this folder should be enough, but it’s good to consult the [changelog](https://github.com/facebookincubator/create-react-app/blob/master/CHANGELOG.md) for potential breaking changes. We commit to keeping the breaking changes minimal so you can upgrade `react-scripts` painlessly. ## Sending Feedback We are always open to [your feedback](https://github.com/facebookincubator/create-react-app/issues). ## Folder Structure After creation, your project should look like this: ``` my-app/ README.md index.html favicon.ico node_modules/ package.json src/ App.css App.js index.css index.js logo.svg ``` For the project to build, **these files must exist with exact filenames**: * `index.html` is the page template; * `favicon.ico` is the icon you see in the browser tab; * `src/index.js` is the JavaScript entry point. You can delete or rename the other files. You may create subdirectories inside `src`. For faster rebuilds, only files inside `src` are processed by Webpack. You need to **put any JS and CSS files inside `src`**, or Webpack won’t see them. You can, however, create more top-level directories. They will not be included in the production build so you can use them for things like documentation. ## Available Scripts In the project directory, you can run: ### `npm start` Runs the app in the development mode.<br> Open [http://localhost:3000](http://localhost:3000) to view it in the browser. The page will reload if you make edits.<br> You will also see any lint errors in the console. ### `npm run build` Builds the app for production to the `build` folder.<br> It correctly bundles React in production mode and optimizes the build for the best performance. The build is minified and the filenames include the hashes.<br> Your app is ready to be deployed! ### `npm run eject` **Note: this is a one-way operation. Once you `eject`, you can’t go back!** If you aren’t satisfied with the build tool and configuration choices, you can `eject` at any time. This command will remove the single build dependency from your project. Instead, it will copy all the configuration files and the transitive dependencies (Webpack, Babel, ESLint, etc) right into your project so you have full control over them. All of the commands except `eject` will still work, but they will point to the copied scripts so you can tweak them. At this point you’re on your own. You don’t have to ever use `eject`. The curated feature set is suitable for small and middle deployments, and you shouldn’t feel obligated to use this feature. However we understand that this tool wouldn’t be useful if you couldn’t customize it when you are ready for it. ## Displaying Lint Output in the Editor >Note: this feature is available with `react-scripts@0.2.0` and higher. Some editors, including Sublime Text, Atom, and Visual Studio Code, provide plugins for ESLint. They are not required for linting. You should see the linter output right in your terminal as well as the browser console. However, if you prefer the lint results to appear right in your editor, there are some extra steps you can do. You would need to install an ESLint plugin for your editor first. >**A note for Atom `linter-eslint` users** >If you are using the Atom `linter-eslint` plugin, make sure that **Use global ESLint installation** option is checked: ><img src="http://i.imgur.com/yVNNHJM.png" width="300"> Then make sure `package.json` of your project ends with this block: ```js { // ... "eslintConfig": { "extends": "./node_modules/react-scripts/config/eslint.js" } } ``` Projects generated with `react-scripts@0.2.0` and higher should already have it. If you don’t need ESLint integration with your editor, you can safely delete those three lines from your `package.json`. Finally, you will need to install some packages *globally*: ```sh npm install -g eslint babel-eslint eslint-plugin-react eslint-plugin-import eslint-plugin-jsx-a11y eslint-plugin-flowtype ``` We recognize that this is suboptimal, but it is currently required due to the way we hide the ESLint dependency. The ESLint team is already [working on a solution to this](https://github.com/eslint/eslint/issues/3458) so this may become unnecessary in a couple of months. ## Installing a Dependency The generated project includes React and ReactDOM as dependencies. It also includes a set of scripts used by Create React App as a development dependency. You may install other dependencies (for example, React Router) with `npm`: ``` npm install --save <library-name> ``` ## Importing a Component This project setup supports ES6 modules thanks to Babel. While you can still use `require()` and `module.exports`, we encourage you to use [`import` and `export`](http://exploringjs.com/es6/ch_modules.html) instead. For example: ### `Button.js` ```js import React, { Component } from 'react'; class Button extends Component { render() { // ... } } export default Button; // Don’t forget to use export default! ``` ### `DangerButton.js` ```js import React, { Component } from 'react'; import Button from './Button'; // Import a component from another file class DangerButton extends Component { render() { return <Button color="red" />; } } export default DangerButton; ``` Be aware of the [difference between default and named exports](http://stackoverflow.com/questions/36795819/react-native-es-6-when-should-i-use-curly-braces-for-import/36796281#36796281). It is a common source of mistakes. We suggest that you stick to using default imports and exports when a module only exports a single thing (for example, a component). That’s what you get when you use `export default Button` and `import Button from './Button'`. Named exports are useful for utility modules that export several functions. A module may have at most one default export and as many named exports as you like. Learn more about ES6 modules: * [When to use the curly braces?](http://stackoverflow.com/questions/36795819/react-native-es-6-when-should-i-use-curly-braces-for-import/36796281#36796281) * [Exploring ES6: Modules](http://exploringjs.com/es6/ch_modules.html) * [Understanding ES6: Modules](https://leanpub.com/understandinges6/read#leanpub-auto-encapsulating-code-with-modules) ## Adding a Stylesheet This project setup uses [Webpack](https://webpack.github.io/) for handling all assets. Webpack offers a custom way of “extending” the concept of `import` beyond JavaScript. To express that a JavaScript file depends on a CSS file, you need to **import the CSS from the JavaScript file**: ### `Button.css` ```css .Button { padding: 20px; } ``` ### `Button.js` ```js import React, { Component } from 'react'; import './Button.css'; // Tell Webpack that Button.js uses these styles class Button extends Component { render() { // You can use them as regular CSS styles return <div className="Button" />; } } ``` **This is not required for React** but many people find this feature convenient. You can read about the benefits of this approach [here](https://medium.com/seek-ui-engineering/block-element-modifying-your-javascript-components-d7f99fcab52b). However you should be aware that this makes your code less portable to other build tools and environments than Webpack. In development, expressing dependencies this way allows your styles to be reloaded on the fly as you edit them. In production, all CSS files will be concatenated into a single minified `.css` file in the build output. If you are concerned about using Webpack-specific semantics, you can put all your CSS right into `src/index.css`. It would still be imported from `src/index.js`, but you could always remove that import if you later migrate to a different build tool. ## Post-Processing CSS This project setup minifies your CSS and adds vendor prefixes to it automatically through [Autoprefixer](https://github.com/postcss/autoprefixer) so you don’t need to worry about it. For example, this: ```css .App { display: flex; flex-direction: row; align-items: center; } ``` becomes this: ```css .App { display: -webkit-box; display: -ms-flexbox; display: flex; -webkit-box-orient: horizontal; -webkit-box-direction: normal; -ms-flex-direction: row; flex-direction: row; -webkit-box-align: center; -ms-flex-align: center; align-items: center; } ``` There is currently no support for preprocessors such as Less, or for sharing variables across CSS files. ## Adding Images and Fonts With Webpack, using static assets like images and fonts works similarly to CSS. You can **`import` an image right in a JavaScript module**. This tells Webpack to include that image in the bundle. Unlike CSS imports, importing an image or a font gives you a string value. This value is the final image path you can reference in your code. Here is an example: ```js import React from 'react'; import logo from './logo.png'; // Tell Webpack this JS file uses this image console.log(logo); // /logo.84287d09.png function Header() { // Import result is the URL of your image return <img src={logo} alt="Logo" />; } export default function Header; ``` This works in CSS too: ```css .Logo { background-image: url(./logo.png); } ``` Webpack finds all relative module references in CSS (they start with `./`) and replaces them with the final paths from the compiled bundle. If you make a typo or accidentally delete an important file, you will see a compilation error, just like when you import a non-existent JavaScript module. The final filenames in the compiled bundle are generated by Webpack from content hashes. If the file content changes in the future, Webpack will give it a different name in production so you don’t need to worry about long-term caching of assets. Please be advised that this is also a custom feature of Webpack. **It is not required for React** but many people enjoy it (and React Native uses a similar mechanism for images). However it may not be portable to some other environments, such as Node.js and Browserify. If you prefer to reference static assets in a more traditional way outside the module system, please let us know [in this issue](https://github.com/facebookincubator/create-react-app/issues/28), and we will consider support for this. ## Adding Bootstrap You don’t have to use [React Bootstrap](https://react-bootstrap.github.io) together with React but it is a popular library for integrating Bootstrap with React apps. If you need it, you can integrate it with Create React App by following these steps: Install React Bootstrap and Bootstrap from NPM. React Bootstrap does not include Bootstrap CSS so this needs to be installed as well: ``` npm install react-bootstrap --save npm install bootstrap@3 --save ``` Import Bootstrap CSS and optionally Bootstrap theme CSS in the ```src/index.js``` file: ```js import 'bootstrap/dist/css/bootstrap.css'; import 'bootstrap/dist/css/bootstrap-theme.css'; ``` Import required React Bootstrap components within ```src/App.js``` file or your custom component files: ```js import { Navbar, Jumbotron, Button } from 'react-bootstrap'; ``` Now you are ready to use the imported React Bootstrap components within your component hierarchy defined in the render method. Here is an example [`App.js`](https://gist.githubusercontent.com/gaearon/85d8c067f6af1e56277c82d19fd4da7b/raw/6158dd991b67284e9fc8d70b9d973efe87659d72/App.js) redone using React Bootstrap. ## Adding Flow Flow typing is currently [not supported out of the box](https://github.com/facebookincubator/create-react-app/issues/72) with the default `.flowconfig` generated by Flow. If you run it, you might get errors like this: ```js node_modules/fbjs/lib/Deferred.js.flow:60 60: Promise.prototype.done.apply(this._promise, arguments); ^^^^ property `done`. Property not found in 495: declare class Promise<+R> { ^ Promise. See lib: /private/tmp/flow/flowlib_34952d31/core.js:495 node_modules/fbjs/lib/shallowEqual.js.flow:29 29: return x !== 0 || 1 / (x: $FlowIssue) === 1 / (y: $FlowIssue); ^^^^^^^^^^ identifier `$FlowIssue`. Could not resolve name src/App.js:3 3: import logo from './logo.svg'; ^^^^^^^^^^^^ ./logo.svg. Required module not found src/App.js:4 4: import './App.css'; ^^^^^^^^^^^ ./App.css. Required module not found src/index.js:5 5: import './index.css'; ^^^^^^^^^^^^^ ./index.css. Required module not found ``` To fix this, change your `.flowconfig` to look like this: ```ini [libs] ./node_modules/fbjs/flow/lib [options] esproposal.class_static_fields=enable esproposal.class_instance_fields=enable module.name_mapper='^\(.*\)\.css$' -> 'react-scripts/config/flow/css' module.name_mapper='^\(.*\)\.\(jpg\|png\|gif\|eot\|otf\|webp\|svg\|ttf\|woff\|woff2\|mp4\|webm\)$' -> 'react-scripts/config/flow/file' suppress_type=$FlowIssue suppress_type=$FlowFixMe ``` Re-run flow, and you shouldn’t get any extra issues. If you later `eject`, you’ll need to replace `react-scripts` references with the `<PROJECT_ROOT>` placeholder, for example: ```ini module.name_mapper='^\(.*\)\.css$' -> '<PROJECT_ROOT>/config/flow/css' module.name_mapper='^\(.*\)\.\(jpg\|png\|gif\|eot\|otf\|webp\|svg\|ttf\|woff\|woff2\|mp4\|webm\)$' -> '<PROJECT_ROOT>/config/flow/file' ``` We will consider integrating more tightly with Flow in the future so that you don’t have to do this. ## Adding Custom Environment Variables >Note: this feature is available with `react-scripts@0.2.3` and higher. Your project can consume variables declared in your environment as if they were declared locally in your JS files. By default you will have `NODE_ENV` defined for you, and any other environment variables starting with `REACT_APP_`. These environment variables will be defined for you on `process.env`. For example, having an environment variable named `REACT_APP_SECRET_CODE` will be exposed in your JS as `process.env.REACT_APP_SECRET_CODE`, in addition to `process.env.NODE_ENV`. These environment variables can be useful for displaying information conditionally based on where the project is deployed or consuming sensitive data that lives outside of version control. First, you need to have environment variables defined, which can vary between OSes. For example, let's say you wanted to consume a secret defined in the environment inside a `<form>`: ```jsx render() { return ( <div> <small>You are running this application in <b>{process.env.NODE_ENV}</b> mode.</small> <form> <input type="hidden" defaultValue={process.env.REACT_APP_SECRET_CODE} /> </form> </div> ); } ``` The above form is looking for a variable called `REACT_APP_SECRET_CODE` from the environment. In order to consume this value, we need to have it defined in the environment: ### Windows (cmd.exe) ```cmd set REACT_APP_SECRET_CODE=abcdef&&npm start ``` (Note: the lack of whitespace is intentional.) ### Linux, OS X (Bash) ```bash REACT_APP_SECRET_CODE=abcdef npm start ``` > Note: Defining environment variables in this manner is temporary for the life of the shell session. Setting permanent environment variables is outside the scope of these docs. With our environment variable defined, we start the app and consume the values. Remember that the `NODE_ENV` variable will be set for you automatically. When you load the app in the browser and inspect the `<input>`, you will see its value set to `abcdef`, and the bold text will show the environment provided when using `npm start`: ```html <div> <small>You are running this application in <b>development</b> mode.</small> <form> <input type="hidden" value="abcdef" /> </form> </div> ``` Having access to the `NODE_ENV` is also useful for performing actions conditionally: ```js if (process.env.NODE_ENV !== 'production') { analytics.disable(); } ``` ## Integrating with a Node Backend Check out [this tutorial](https://www.fullstackreact.com/articles/using-create-react-app-with-a-server/) for instructions on integrating an app with a Node backend running on another port, and using `fetch()` to access it. You can find the companion GitHub repository [here](https://github.com/fullstackreact/food-lookup-demo). ## Proxying API Requests in Development >Note: this feature is available with `react-scripts@0.2.3` and higher. People often serve the front-end React app from the same host and port as their backend implementation. For example, a production setup might look like this after the app is deployed: ``` / - static server returns index.html with React app /todos - static server returns index.html with React app /api/todos - server handles any /api/* requests using the backend implementation ``` Such setup is **not** required. However, if you **do** have a setup like this, it is convenient to write requests like `fetch('/api/todos')` without worrying about redirecting them to another host or port during development. To tell the development server to proxy any unknown requests to your API server in development, add a `proxy` field to your `package.json`, for example: ```js "proxy": "http://localhost:4000", ``` This way, when you `fetch('/api/todos')` in development, the development server will recognize that it’s not a static asset, and will proxy your request to `http://localhost:4000/api/todos` as a fallback. Conveniently, this avoids [CORS issues](http://stackoverflow.com/questions/21854516/understanding-ajax-cors-and-security-considerations) and error messages like this in development: ``` Fetch API cannot load http://localhost:4000/api/todos. No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://localhost:3000' is therefore not allowed access. If an opaque response serves your needs, set the request's mode to 'no-cors' to fetch the resource with CORS disabled. ``` Keep in mind that `proxy` only has effect in development (with `npm start`), and it is up to you to ensure that URLs like `/api/todos` point to the right thing in production. You don’t have to use the `/api` prefix. Any unrecognized request will be redirected to the specified `proxy`. Currently the `proxy` option only handles HTTP requests, and it won’t proxy WebSocket connections. If the `proxy` option is **not** flexible enough for you, alternatively you can: * Enable CORS on your server ([here’s how to do it for Express](http://enable-cors.org/server_expressjs.html)). * Use [environment variables](#adding-custom-environment-variables) to inject the right server host and port into your app. ## Deployment By default, Create React App produces a build assuming your app is hosted at the server root. To override this, specify the `homepage` in your `package.json`, for example: ```js "homepage": "http://mywebsite.com/relativepath", ``` This will let Create React App correctly infer the root path to use in the generated HTML file. ### Now See [this example](https://github.com/xkawi/create-react-app-now) for a zero-configuration single-command deployment with [now](https://zeit.co/now). ### Heroku Use the [Heroku Buildpack for Create React App](https://github.com/mars/create-react-app-buildpack). You can find instructions in [Deploying React with Zero Configuration](https://blog.heroku.com/deploying-react-with-zero-configuration). ### Surge Install the Surge CLI if you haven't already by running `npm install -g surge`. Run the `surge` command and log in you or create a new account. You just need to specify the *build* folder and your custom domain, and you are done. ```sh email: email@domain.com password: ******** project path: /path/to/project/build size: 7 files, 1.8 MB domain: create-react-app.surge.sh upload: [====================] 100%, eta: 0.0s propagate on CDN: [====================] 100% plan: Free users: email@domain.com IP Address: X.X.X.X Success! Project is published and running at create-react-app.surge.sh ``` Note that in order to support routers that use html5 `pushState` API, you may want to rename the `index.html` in your build folder to `200.html` before deploying to Surge. This [ensures that every URL falls back to that file](https://surge.sh/help/adding-a-200-page-for-client-side-routing). ### GitHub Pages >Note: this feature is available with `react-scripts@0.2.0` and higher. Open your `package.json` and add a `homepage` field: ```js "homepage": "http://myusername.github.io/my-app", ``` **The above step is important!** Create React App uses the `homepage` field to determine the root URL in the built HTML file. Now, whenever you run `npm run build`, you will see a cheat sheet with a sequence of commands to deploy to GitHub pages: ```sh git commit -am "Save local changes" git checkout -B gh-pages git add -f build git commit -am "Rebuild website" git filter-branch -f --prune-empty --subdirectory-filter build git push -f origin gh-pages git checkout - ``` You may copy and paste them, or put them into a custom shell script. You may also customize them for another hosting provider. Note that GitHub Pages doesn't support routers that use the HTML5 `pushState` history API under the hood (for example, React Router using `browserHistory`). This is because when there is a fresh page load for a url like `http://user.github.io/todomvc/todos/42`, where `/todos/42` is a frontend route, the GitHub Pages server returns 404 because it knows nothing of `/todos/42`. If you want to add a router to a project hosted on GitHub Pages, here are a couple of solutions: * You could switch from using HTML5 history API to routing with hashes. If you use React Router, you can switch to `hashHistory` for this effect, but the URL will be longer and more verbose (for example, `http://user.github.io/todomvc/#/todos/42?_k=yknaj`). [Read more](https://github.com/reactjs/react-router/blob/master/docs/guides/Histories.md#histories) about different history implementations in React Router. * Alternatively, you can use a trick to teach GitHub Pages to handle 404 by redirecting to your `index.html` page with a special redirect parameter. You would need to add a `404.html` file with the redirection code to the `build` folder before deploying your project, and you’ll need to add code handling the redirect parameter to `index.html`. You can find a detailed explanation of this technique [in this guide](https://github.com/rafrex/spa-github-pages). ## Something Missing? If you have ideas for more “How To” recipes that should be on this page, [let us know](https://github.com/facebookincubator/create-react-app/issues) or [contribute some!](https://github.com/facebookincubator/create-react-app/edit/master/template/README.md)
qixuanHou /
Please Read Me First. This is a set of java file of my final version of electronic artifacts. This is a game to map my experience in Disney World, in Orlando during this spring break. However, because of my limited skills in computer science, I really have no idea how to simplify the process to run the game. Sorry for the inconvenience. In order to run the game, you may need to install JAVA. I hope the following links will help you. http://www.oracle.com/technetwork/java/javase/downloads/index-jsp-138363.html#javasejdk http://www.cc.gatech.edu/~simpkins/teaching/gatech/cs1331/guides/install-java.html My main file is called Disney. You can call Disney in console to start the game. However, I failed to putting all the things inside Disney file. Therefore, you may also need to call AdventureLand, MainStreet, and FrontierLand to start other three games. I hope this will help you. Sorry again for the inconvenience. 1. the structure of my project My project only focused on my trip in Magic Kingdom, one part of Disney world in Orlando. It is a game which guides players to choose from six sub-games, which match six sections of the park, Main Street U.S.A, Tomorrowland, Adventureland, Frontierland, Fantasyland and Liberty Square. I chose one of the rides I took in each section which, from my perspective, shows what I found interesting in Disney world. I changed what I experienced in the park into a small computer game. I want to share my experience with others while they play my games. In the following part of self reflection, I explain the background, rules and other things about each game. For convenience of matching them, I use different color to mark different parts. I hope it will help readers a little bit when they are lost in my disordered reflections. 1. the hall of presidents - Liberty Square 2. Festivall parade - Fantasyland (I explain this one in the part of technology skill limitations) 3. Big Thunder Mountain Railroad - Frontierland 4.talking with Woody- Adventureland 5. Stitch Store - Tomorrowland 6. lunch time - Main Street USA 3. my reflection of the trip in Disney World from dream to reality When I exited Disney resort, I found a sign along the street welcomed people back to real world. Actually, when I was in Orlando, I couldn't believe as an adult, people can mess up fantasy world in the theme parks and the real world. Nevertheless, I felt I was still in fantasy world, when I dreamed twice that I fought for the key to open the door of future. As is known to all, while sleeping, people always dream about what people thinks in the daytime. Therefore, my dream shows that my mind still stayed in the world with Mickey and Donald. I believe that it is experiencing fantasy world which is the source of the greatest happiness people get from theme park. On the one hand, everybody has pressure in real life especially for adults. They can get out of pressure for a day trip in theme park. They can experience different lives here with cartoon characters. On the other hand, sometimes, it is a really hard task to fulfill some dreams, such as being a princess. However, in Disney world, you can dress up the same as Snow White, waiting for your prince; you can go to space by rocket; you can also travel all over the world in one day and enjoy the food of each country. These are all the magic of theme parks. Therefore, in my game, I learnt the way which Disney design their rides to focus on the background story of the game instead of the game itself. For example, there is a ride called Big Thunder Mountain Railroad, which streaks through a haunted gold-mining town aboard a rollicking runaway mine train. The views around the ride were like a gold mining town. There were tools for gold-mining around the railroad and the railroad looked like very old. In order to show riders that it was a haunted gold-mining town, the train always took a sudden turn or speed up quickly to scare people. I decided to name one of my game, which was inspired by this ride, the same name, Big Thunder Mountain Railroad. Instead of sitting inside the mine train to travel around the haunted town, mine was for users to use keyboard to control the train to travel around the gridding railroad. I place traps inside several parts of gridding to "scare" players, who cannot know where traps are until they get into them. If I know how to use animation, I will show scary pictures when players drive their train to the traps. Unlike the ride in Disney, my players can no longer travel once they encounter a trap because their train may have some problems to keep moving. Also, the main goal in the game is to find the gold. However, as we know, finding gold is really hard. Therefore, players must go to find Aladdin's Wonderful lamp where also places inside the gridding while players cannot see its exact place until they happen to drive inside the part where lamp is. Aladdin's Wonderful lamp will show players the map of the gold and when people get to the gold mine, they win. However, there is another limitation of the game. Haunted town is so dangerous during the night. Therefore, players only have 12 hours to finish the task. Train can drive one square in 20 min. Therefore, train can only move 36 times or they will also be caught by traps. In this game, I want to show audiences I have a background story like rides in Disney World. Players need to find the gold in a haunted gold-mining town. Also, in order to show the relationship with Disney, I use Aladdin's Wonderful Lamp as the guide for the players, which is a well known characters in Disney cartoon. I created another game, called talking with Woody to show the magic power of Disney characters. There are a lot of chances to meet Disney characters in Disney world. On the one hand, travelers, especially small kids, are really excited to meet the characters they watched on TV. I think some kids may believe they take pictures with real Mickey Mouse. On the hand, staffs in Disney who wear the costumes are really tired. It was hot in Orlando last week, but all costumes were very heavy. I was moved by the staffs inside Mickey. They also need to mimic the actions of characters and also need to show kindness and warmness to children. It seems like a really hard job. Therefore, I decide to show this part of Disney in my project as well. I decided to use Woody, a toy all the toys look up to. He is smart, kind and brave like a cowboy should be. He is more than a top, he is friend to everyone enjoying the movie Toy. In order to create an interactive game, I planned to ask players to guide Woody. Players need to call Woody before their instructions. For instance, if players say (actually players are typing) "Woody, please sit down", Woody will sit down (actually, there will be another line on the screen showing the same as players import). However, if players are rude and just say "sit down" without calling Woody, Woody won't act (actually there is just nothing showing up on the screen). great facilities to provide convenience to everyone The facilities to satisfy needs for special groups of people, like small kids or disabled people, are well developed. In the past in China, it seemed impossible for parents to take infants and small kids to travel. The road is not flat or wide enough for strollers or wheelchairs. However, in Disney world, everything seemed like well prepared for everyone to use. There are strollers rentals, and electric conveyance vehicles rentals, which are available to rent throughout Disney world. There are baby care center for mothers to feed, change and nurse little ones. There are locker rentals for storing personal items. There are also hearing disability services which have sign language interpretation to help disabled people to enjoy fantasy world. There are still a lot other convenient services in Disney world. I think the purpose of these services show the pursue of equality among everyone in the world. On the one hand, I am really touched by the availability of these services here. It seems Disney try its best to service everyone who have desire to experience fantasy land. On the other hand, in this way, Disney can attract more travelers in order to make more money in some ways. Also, in Disney, it seems like a tradition that there are stores at the exit of the famous rides. Somebody may think it is just a strategy to make people shopping a lot. However, I think it also provides some convenience that travelers can buy souvenirs where is memorable. For example, when I finished my trip in Escape Stitch, I entered a store with a lot of kinds of Stitch, like Stitch pillow, Stitch key chain and so on. I really want to buy something in order to remind me the wonderful feelings. Therefore, I showed my opinion inside my game as well. I wrote one part is for shopping. The items are different kinds of Stitch. My codes can act as a robot to help customers to shop in the store. There are a lot of restaurants in Disney. Maps of Disney are full of restaurants' name. The greatest things about the food are in Epcot, I experienced different counties in one day. I felt like I was in fast travel in different parts of the world and tasted their special food and snacks while I was on the way. I remembered I was still eating Japanese food when I was in "Mexico". It was a great experience. However, there were always a long waiting lines for the all restaurants. People needed to reserve a table a day before their trip and even they had the reservation, they still needed to wait for a long time. I think Disney may need some good ways to fix the problems of waiting for a long time. I have no idea of changing the situation of restaurants, but I think if there are robots to customers to order in fast food restaurant, it may help a lot. Thus, I have another code to customers to order in Plaza Restaurant. If this kind of robots can work in the real life, people can order by themselves and there will be more staffs available to prepare food. theme park uses interesting ways to teach knowledge of boring topics Theme part is also a great source of learning knowledge, especially for kids. They use Disney characters, interesting shows, or even games to teach useful things. The ways change the boring knowledge to interesting things, which always attract children's attention. The most amazing one was an interactive game in Epcot's Innoventions, called "where's the fire?", which teaches adults and children basic fire safety in a fun and entertaining way. About every five minutes, the players waiting in line are divided into two groups and move into the home's entry. Here, a host will explain the object of the game and lay out the rules. The scenario is this: you are on a mission to discover a number of fire hazards commonly found around the house. To do this, you move from room to room, looking for potential risks. To help in the task, each player is given a special "safely light" to help uncover lurking dangers. The rooms are large projection screens. When a hazard is discovered, all persons in the room must shine their safety light on the same spot. when they do, the hazard is rendered harmless and points are assigned. After playing in the game to find the hazardous things in the house, I learned a lot of safety tips. It is much easier to remember the tips I learned during the game than those I learned on textbook or internet. I believe kids will enjoy the games and learn from them as well. I also tried to show this reflection in my project. Thus, I planned to make a game, called the hall of presidents, which test people's knowledge of presidents in USA. However, I failed to achieve the goal of making it an entertaining game instead of a quiz. My game was still like a quiz. However, because it is the only code which can work well inside my big game. I decide to still hold the game for my projects in order to what my original ideas are. 4. technology skill limitations I feel terribly sorry for my limited skills in CS. It is my first time to learn JAVA this semester. I just begin to learn the core concepts of JAVA this month. When I choose to use java code for this project, I know I will face plentiful limitations and problems. Here I want to express my gratitude to Dr. Johnson, who encouraged me not to give up my ideas. To be honest, I have no idea of how to change a java code into a real game with animations. I know the background story of the game is more important for English course and pictures are the best way to show the background, but I have no idea to show all these things by JAVA coding. Therefore, I choose to use videos for my presentation. In this way, I can show my animation inside the videos while the code clue of my game is still composed by JAVA coding. Also, video gives me a lot of freedom when choose my contents for presentation. I can explain a lot details of my project clearly through videos. For example, I found the festival parade in the magic kingdom was great and I wanted to share the experience in my project by showing the pictures or videos. However, because of the technology limitations, I can only show the videos in my presentations. Also, I mistakenly deleted my videos which I shot on my trip Orlando, I can only share others' parade show...... Also, I want to apologize for the incompleteness of my game. I only dedicated to writing codes for Magic Kingdom, a part of my trip during spring break. Writing codes is a really time consuming task for me. In general, I need to spend more than eight hours to finish one project for my CS assignment this semester. While for this project, the final artifacts are composed of several parts of codes and in the end I need to write the father code in order to take care of my code family for spring break. Due to my limitation in writing codes, I can only finish one part of Disney world. However, I think my code shows all my reflections and perspectives during my trip, even though it looks like it only shows one part of my trip. The terrible mistake I made is that I found out the most of my codes I wrote had significant errors on Tuesday. I went to CS TA office for help, while the errors were still impossible to fix in order to achieve the goal I planned to get. Consequently, my game have to be separated into several parts. Instead of a big game having others as sub-games inside the big one, my final artifacts are composed by several small games. I need to start them one by one. It may cause some inconvenience for players to map their trip in Disney world.
thuongtruong1009 /
🎛 The mini snake game support for my OOP final lab at university. They were designed by Java OOP and Java Swing GUI.
nicholasjconn /
A final project for my pattern recognition class. The Neocognitron is a neural network which specialize is character recognition. This is a Java implementation of the Neocognitron.
LucasHartman /
‘Generative House Algorithm’ was constructed for one simple reason, being one click away from creating a range of uniquely designed model houses. At the beginning of 2020, the start of the covid-19 pandemic, I started learning programming. My background is in developing 3D motion graphics, but my work goes into different directions. I feel inspired by trying out new things, but often feel constrained by the software I use. I never found the right software that could satisfy my every need. A few years back, I visited a motion graphics event in Prague. Here I saw a presentation by Simon Homedal from Man vs. Machine and he introduced me to procedural programming for digital art. And so my journey into learning to code started. Being stuck at home because of covid-19, I was presented with a change to really jump in and start developing a few coding projects. I started out with a simple board game in Java, where I was introduced to ‘object oriented programming’ and UI development and many other general concepts. At the end of this project I came to the conclusion that simple programming is not enough, I needed to combine with something I already have experience of. So I started using Python inside Maya, focusing on asset development of simple programs I could execute whenever I’m working on a 3D project. At the time I was wondering if I could deconstruct houses to an algorithm. The inspiration for this project came from wandering around the residential areas where I lived. Zandberg has very diverse styles of architecture; Terrace houses with high ceilings, classical villas with roofs made of straw and modern villas built after WWII. I was captivated by the diversity in design. Breakdown A simple UI inside Maya, where the uses can specify the value for generating a number of houses. Simple things like level and roof height, number of doors, max number of levels, etc. Lastly a button that would take in the value and run the algorithm. The back-end consists of a number of Python modules, textures and .obj files. One Python file called the “Main”, is where the files are assembled and executed. Process Developing a generative algorithm is a process of trial and error. At the start of the project I treated the project like any other modeling project, only every design decision was programmed in with a number of possible solutions. Over time this would become very complex and unstructured. It became impossible to go back and modify what I already wrote down. Another problem was that the algorithm was creating the model for running the code. This meant that selecting, adding and subtracting mesh to the model cost a lot of processing power, to the point my computer would freeze up. I needed to rethink my process and develop a framework which is easy to modify and light on the processor. My new plan of attack was to do as little as possible in Maya. All design instructions needed to be solved before anything can be created in Maya. Going into this direction was a hard choice. First off, it’s not a guarantee for success. The moment I would go too deep, things can get messy very easily. Besides I consider myself more of a visual thinker. Working outside of Maya meant every hurdle would be some sort of math problem. I already knew I had no choice, and understood this is the type of problem solving a programmer has to deal with. So I started out doing a little bit of RnD. My first test was to create a number of lists. Generally every list would hold some type of value. Like positional data, labels, dimensions, objects etc. and the rest would be a range of functions iterating, generating, gathering, and sorting data into these lists. These seemed flexible enough, if I needed to add new details to the model, I would make a new list and apply this into the framework. This type of framework was not very structured as I hoped. Luckily I discarded this ideal before it really began. I was already attracted by the idea of using a matrix instead of lists at the top of lists. The matrix would provide data in three dimensions, like a volume or a box made out of separate units. I would add an extra dimension to each unit, which is a list of six values. Each value would represent each side of a unit. The general ideal of a matrix is like a fluid simulation, which is made out of a matrix of voxels, or like Minecraft where each unit can be some type of block. This would create a data structure that is easy to modify. The next step would be to feed the matrix with values. A value can represent walls, doors, windows, levels, rooftops, position and direction. It starts with an empty matrix, and secondly fill it with values of 1 (later on inside Maya, value 1 would generate a wall, the location within the matrix would be translated to 3D space). If you’d stop here and translate the matrix to mesh in Maya, you would get a cluster of boxes stacked next or on top of each other. Adding more data to the matrix meant it needed to structure itself, so it would generate a cohesive design. If not the final result would be a house with holes in the wall or floating rooms. Therefore a number of functions are needed for searching for patterns, and modifying the data. A standard function would iterate over each unit in the matrix and check the neighboring values. If some sort of condition is met, the proper value will be modified. Going back to our cluster of boxes example. If a has a neighbouring box in front and to the left, but nothing on top, this would be a condition where a corner roof would be generated. And so different functions would solve design problems. In the end you would be left with a matrix of values that would serve as a blueprint for generating in house inside Maya. Finally the model needs to be made in Maya. A number of parts like a wall, door or window are generated or imported in Maya. When iterating over the finished matrix, a certain value in a certain place in the matrix will decide which objects (example wall or roof) needs to be instanced and placed in the right position and direction. When the matrix is fully realised in Maya the model gets a final cleanup, by merging the model, deleting unused parts and empty groups. What is left is the house model. If a range of houses needs to be generated, the process is simply looped over a number of times. Final word This project took way longer than I had anticipated and is far from finished. I learned a lot and at the same time it feels like I have only just begun. I hope to pick up this project again in the near future. I would love to add more elements to the house, like roof-windows or balconies and create procedural shaders. And possibly try out machine learning or some type of genetic algorithm. If you have any questions or are intrigued please contact me at ljh.hartman@gmail.com. Cheers!