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Conway s Game of Life is deceptively simple and addictive. Paul Callahan has written a nontechnical introduction to the 2D game at Math.com (http://www.math.com/students/wonders/ life/life.html) with pointers to information on the game s creator, and some great math books. The Wikipedia entry (http://en.wikipedia.org/wiki/Conway's_Game_of_Life) has a good explanation, fun animations, and a lot of links (as you might expect). It employs a birth/survive ranges notation for the rules, which is a fine alternative to my birth and die ranges. One link worth following is to more information on cellular automata, http://en.wikipedia.org/wiki/ Cellular_automata. The Conway s Game of Life FAQ site (http://cafaq.com/lifefaq/index.php) explains matters well and has a link to Martin Gardner s Scientific American article, which started the Life craze.

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Here, you see that increasing the number of concurrent clients actually increased the performance of the benchmark test. You can continue to increment the number of clients by a small amount (increments of ten in this example) and compare the q_per_s value to your previous runs. When you start to see the value of q_per_s decrease or level off, you know that you ve hit your peak performance for this benchmark test configuration. In this way, you perform a process of determining an optimal condition. In this scenario, the condition is the number of concurrent clients (the variable you re changing in each iteration of the benchmark). With each iteration, you come closer to determining the optimal value of a specific variable in your scenario. In our case, we determined that for the queries being executed in the select-key.smack benchmark, the optimal number of concurrent client connections would be around 30 that s where this particular laptop peaked in queries per second. Pretty neat, huh But, you might ask, how is this kind of benchmarking applicable to a real-world example Clearly, select-key.smack doesn t represent much of anything (just a simple SELECT statement, as you ll see in a moment). The real power of Super Smack lies in the customizable nature of the smack configuration files.

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R2 is the same value as X. Thus, the outcome of a sequence of two XORs using the same value produces the original value. To see this feature of the XOR in ...

{ // No, so return the default value return defaultValue; } } We can now set, update, and interrogate the settings for our game, but then we come to the next question: how do we allow the player to view and change the settings

You can build your own smack files to represent either your whole application or pieces of the application. Let s take an in-depth look at the components of the select-key.smack file, and you ll get a feel for just how powerful this tool can be. Do a simple #> cat smacks/select-key.smack to display the smack configuration file you used in the preliminary benchmark tests. You can follow along as we walk through the pieces of this file.

CHAPTER 2 s GET A LIFE (IN 3D)

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XNA has no built-in graphical user interface components, but we can easily create a simple user interface for maintaining settings using simple text labels. We can represent them using the GameFramework.TextObject class and can use code that we have already written to detect when the user clicks them. Each click can cycle the setting on to its next value. This is primitive but workable; you can enhance this system in your own games to add more sophisticated user interaction if you need to. The problem that presents itself with this approach is what to do with all the other game objects that are already active. If we have a spaceship and showers of aliens and missiles scattered all over the screen, how do we suddenly switch from this environment into an entirely different screen displaying game settings The answer is to allow multiple sets of game objects to be maintained at once. When we are ready to switch to the settings screen, we tell the game framework to suspend its list of game objects, allowing us to set up another list one that displays the text for each of the settings. Once we have finished with the settings screen, we tell the game framework to restore the suspended game objects, reactivating them so that the game continues from exactly where we left it.

When creating your own smack files, it s easiest to use a copy of the sample smack files included Tip with Super Smack. Just do #> cp smacks/select-key.smack smacks/mynew.smack to make a new copy. Then modify the mynew.smack file.

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