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  <post>
    <body>bq. Note: You should probably consider using java.lang.Thread instead of javax.swing.Timer.

...why?

The Swing timer is far better for people new to programming, because it means you can just ignore threads and synchronization entirely. If you stick with the Swing timer, you can code it in much the same way as you would in Flash and it will just work - if you use threads or the Timer class in java.util, you have to keep in mind that anything you ask it to do will be executed on a separate thread, and it _will_ trip you up if you ignore synchronization.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;Note: You should probably consider using java.lang.Thread instead of javax.swing.Timer.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&amp;#8230;why?&lt;/p&gt;
&lt;p&gt;The Swing timer is far better for people new to programming, because it means you can just ignore threads and synchronization entirely. If you stick with the Swing timer, you can code it in much the same way as you would in Flash and it will just work &amp;#8211; if you use threads or the Timer class in java.util, you have to keep in mind that anything you ask it to do will be executed on a separate thread, and it &lt;em&gt;will&lt;/em&gt; trip you up if you ignore synchronization.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-21T00:45:22-08:00</created-at>
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    <post-number type="integer">13</post-number>
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    <updated-at type="datetime">2009-11-21T00:46:12-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. to make sure the hardware runs they use a unix-based operating system, not unlike other unix-based operating systems like BSD or freeBSD. 

Just because something is based on UNIX doesn't mean it automagically is compatible with everything. In fact, with MacOS it is the exact opposite.

MacOS is only really built to be compatible with the specific hardware that Apple puts in its computers - this allows them to ratchet up the price of the hardware significantly, and customers are forced to suck it up because there is no competition in terms of mac-compatible components.

Windows gets around the compatibility problem by allowing hardware vendors to write drivers and plug them in to the system - Apple doesn't allow that to happen.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;to make sure the hardware runs they use a unix-based operating system, not unlike other unix-based operating systems like &lt;span class=&quot;caps&quot;&gt;BSD&lt;/span&gt; or freeBSD.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Just because something is based on &lt;span class=&quot;caps&quot;&gt;UNIX&lt;/span&gt; doesn&amp;#8217;t mean it automagically is compatible with everything. In fact, with MacOS it is the exact opposite.&lt;/p&gt;
&lt;p&gt;MacOS is only really built to be compatible with the specific hardware that Apple puts in its computers &amp;#8211; this allows them to ratchet up the price of the hardware significantly, and customers are forced to suck it up because there is no competition in terms of mac-compatible components.&lt;/p&gt;
&lt;p&gt;Windows gets around the compatibility problem by allowing hardware vendors to write drivers and plug them in to the system &amp;#8211; Apple doesn&amp;#8217;t allow that to happen.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T19:15:49-08:00</created-at>
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    <id type="integer">1480900</id>
    <post-number type="integer">166</post-number>
    <topic-id type="integer">5519</topic-id>
    <updated-at type="datetime">2009-11-20T19:15:49-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>If you feel another user or moderator is breaking the rules, use the link on their profile to report them. That's what it's there for.</body>
    <body-html>&lt;p&gt;If you feel another user or moderator is breaking the rules, use the link on their profile to report them. That&amp;#8217;s what it&amp;#8217;s there for.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T12:54:12-08:00</created-at>
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    <id type="integer">1479624</id>
    <post-number type="integer">8</post-number>
    <topic-id type="integer">65624</topic-id>
    <updated-at type="datetime">2009-11-20T12:54:29-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. Getting late, I&#8217;m an east coaster (USA). So from wherever I (speaking as the sandbag) have been inserted, go left, pushing everything I find into list, until I am outside of the rangeOffset or I encounter NULL. Then go right, doing the same. That&#8217;s the way I thought of it, but could never figure out the code to do it.

I'm not sure this is the best way to handle it :/

Firstly, you ignore everything above you (which you could very well be touching).
Secondly, if it turns out you're not touching anything, you have to do an insert/rebalance followed by a delete/rebalance - which takes time.

Unless your game design requires the player be able to drop two directly on top of each other and have them remain (despite being separate from everything else), you're better off not putting duds in the tree at all - first walk (the relevant subset of) the tree to determine whether they're touching, and only add them to the tree if they are.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;Getting late, I&#8217;m an east coaster (&lt;span class=&quot;caps&quot;&gt;USA&lt;/span&gt;). So from wherever I (speaking as the sandbag) have been inserted, go left, pushing everything I find into list, until I am outside of the rangeOffset or I encounter &lt;span class=&quot;caps&quot;&gt;NULL&lt;/span&gt;. Then go right, doing the same. That&#8217;s the way I thought of it, but could never figure out the code to do it.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I&amp;#8217;m not sure this is the best way to handle it :/&lt;/p&gt;
&lt;p&gt;Firstly, you ignore everything above you (which you could very well be touching).&lt;br /&gt;
Secondly, if it turns out you&amp;#8217;re not touching anything, you have to do an insert/rebalance followed by a delete/rebalance &amp;#8211; which takes time.&lt;/p&gt;
&lt;p&gt;Unless your game design requires the player be able to drop two directly on top of each other and have them remain (despite being separate from everything else), you&amp;#8217;re better off not putting duds in the tree at all &amp;#8211; first walk (the relevant subset of) the tree to determine whether they&amp;#8217;re touching, and only add them to the tree if they are.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-20T01:26:21-08:00</created-at>
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    <post-number type="integer">21</post-number>
    <topic-id type="integer">65370</topic-id>
    <updated-at type="datetime">2009-11-20T01:26:21-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. But that is a full in-order traversal of the tree isn&#8217;t it?

Look at the code again. You don't traverse a subtree if the entirety of it is going to be outside your desired range.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;But that is a full in-order traversal of the tree isn&#8217;t it?&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Look at the code again. You don&amp;#8217;t traverse a subtree if the entirety of it is going to be outside your desired range.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T23:34:35-08:00</created-at>
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    <forum-id type="integer">4</forum-id>
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    <id type="integer">1478703</id>
    <post-number type="integer">19</post-number>
    <topic-id type="integer">65370</topic-id>
    <updated-at type="datetime">2009-11-19T23:34:35-08:00</updated-at>
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  </post>
  <post>
    <body>Here's a quick search algorithm (psuedocode)

&lt;pre&gt;function TreeSearch(Node n, int lower, int upper) {
	List l = new list();
	if(lower &lt;= n.value &lt;= upper)
		l.add(n);
	if(lower &lt;= n.value)
		l.add(TreeSearch(n.left, lower, upper));
	if(n.value &lt;= upper)
		l.add(TreeSearch(n.right, lower, upper));
	return l;
}&lt;/pre&gt;

You'd call it like follows (assuming a uniform bag width):

&lt;pre&gt;TreeSearch(Tree.head, bag.x - bag.width, bag.x + bag.width);&lt;/pre&gt;

followed by checking the y values of the stuff in the returned list.</body>
    <body-html>&lt;p&gt;Here&amp;#8217;s a quick search algorithm (psuedocode)&lt;/p&gt;
&lt;pre&gt;function TreeSearch(Node n, int lower, int upper) {
	List l = new list();
	if(lower &amp;lt;= n.value &amp;lt;= upper)
		l.add(n);
	if(lower &amp;lt;= n.value)
		l.add(TreeSearch(n.left, lower, upper));
	if(n.value &amp;lt;= upper)
		l.add(TreeSearch(n.right, lower, upper));
	return l;
}&lt;/pre&gt;
&lt;p&gt;You&amp;#8217;d call it like follows (assuming a uniform bag width):&lt;/p&gt;
&lt;pre&gt;TreeSearch(Tree.head, bag.x - bag.width, bag.x + bag.width);&lt;/pre&gt;
&lt;p&gt;followed by checking the y values of the stuff in the returned list.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T22:56:26-08:00</created-at>
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  </post>
  <post>
    <body>How I would handle it:

Have some variable that is constantly being incremented by &lt;code&gt;somenumber&lt;/code&gt;.

When it reaches &lt;code&gt;targetnumber&lt;/code&gt;, spawn an enemy.

You can linearly increase &lt;code&gt;somenumber&lt;/code&gt; as time goes by for an increase in difficulty that doesn't get too excessive.</body>
    <body-html>&lt;p&gt;How I would handle it:&lt;/p&gt;
&lt;p&gt;Have some variable that is constantly being incremented by &lt;code&gt;somenumber&lt;/code&gt;.&lt;/p&gt;
&lt;p&gt;When it reaches &lt;code&gt;targetnumber&lt;/code&gt;, spawn an enemy.&lt;/p&gt;
&lt;p&gt;You can linearly increase &lt;code&gt;somenumber&lt;/code&gt; as time goes by for an increase in difficulty that doesn&amp;#8217;t get too excessive.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T22:47:03-08:00</created-at>
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    <topic-id type="integer">65572</topic-id>
    <updated-at type="datetime">2009-11-19T22:47:03-08:00</updated-at>
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  </post>
  <post>
    <body>bq. Wouldn&#8217;t that only work if collision detection means having exactly the same horizontal position? Two sandbags could be in contact without having exactly the same x value

It doesn't matter.

If we know that Sandbag X is to the left of the sandbag of interest, then we can eliminate the entire tree to the left of Sandbag X.

Similarly, if we find some Sandbag Y that is to the right of the sandbag of interest, we can eliminate the entire tree to the right of that.

You're cutting your hittests down to a very small fraction of the entire tree.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;Wouldn&#8217;t that only work if collision detection means having exactly the same horizontal position? Two sandbags could be in contact without having exactly the same x value&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;It doesn&amp;#8217;t matter.&lt;/p&gt;
&lt;p&gt;If we know that Sandbag X is to the left of the sandbag of interest, then we can eliminate the entire tree to the left of Sandbag X.&lt;/p&gt;
&lt;p&gt;Similarly, if we find some Sandbag Y that is to the right of the sandbag of interest, we can eliminate the entire tree to the right of that.&lt;/p&gt;
&lt;p&gt;You&amp;#8217;re cutting your hittests down to a very small fraction of the entire tree.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T22:11:17-08:00</created-at>
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    <post-number type="integer">15</post-number>
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    <updated-at type="datetime">2009-11-19T22:11:32-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. Since you are traversing through all the sandbags for the collision detection, it is O(n) for all of your data structures.

Indeed. It would be _much_ better to use the binary tree, sort it by (say) horizontal position, and then you've cut it down to O(log n) when testing for collisions.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;Since you are traversing through all the sandbags for the collision detection, it is O(n) for all of your data structures.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Indeed. It would be &lt;em&gt;much&lt;/em&gt; better to use the binary tree, sort it by (say) horizontal position, and then you&amp;#8217;ve cut it down to O(log n) when testing for collisions.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T21:23:36-08:00</created-at>
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  </post>
  <post>
    <body>You look at the documentation.

http://java.sun.com/javase/6/docs/api/javax/swing/Timer.html</body>
    <body-html>&lt;p&gt;You look at the documentation.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://java.sun.com/javase/6/docs/api/javax/swing/Timer.html&quot;&gt;http://java.sun.com/javase/6/docs/api/javax/swing/Timer.html&lt;/a&gt;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T21:20:36-08:00</created-at>
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  </post>
  <post>
    <body>bq. 1. Store the info in a database and retrieve it over the internet whenever card info is needed.

I would suggest instead storing the information in a database, and retrieving it all when the game starts up. Alternatively, request each particular card when it's needed, and cache it so that if it's needed again in the same session, the game doesn't have to retrieve it again.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;1. Store the info in a database and retrieve it over the internet whenever card info is needed.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I would suggest instead storing the information in a database, and retrieving it all when the game starts up. Alternatively, request each particular card when it&amp;#8217;s needed, and cache it so that if it&amp;#8217;s needed again in the same session, the game doesn&amp;#8217;t have to retrieve it again.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T11:11:15-08:00</created-at>
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  </post>
  <post>
    <body>bq. Collision detection between the newly arrived bag and 325 previously landed bags. That means traversing an array with 325 bags in it.

That seems pretty insignificant. If you're not doing anything fancy, that's only a little over a thousand comparisons, which should be fine to do in the routine which actually places the sandbag.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;Collision detection between the newly arrived bag and 325 previously landed bags. That means traversing an array with 325 bags in it.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;That seems pretty insignificant. If you&amp;#8217;re not doing anything fancy, that&amp;#8217;s only a little over a thousand comparisons, which should be fine to do in the routine which actually places the sandbag.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-19T11:08:18-08:00</created-at>
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  <post>
    <body>bq. My friend&#8230; there are no terrible combos&#8230;

Yes there are.

bq. It is possible to drop 30+ plus mana of any color on turn three

That is an example of a _good_ combo. There are plenty of ways to kill once you've got that (like, a single Dragonstorm or Tendrils, because your storm count will easily be sufficient at that point). Trying to use it to power a terrible combo is a pretty big waste.

bq. Also&#8230; You want an Auto win? How does this float your boat&#8230;

You're using Dark Ritual. That restricts you to Eternal formats, in which a big monster on turn two isn't really much of a threat.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;My friend&#8230; there are no terrible combos&#8230;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Yes there are.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;It is possible to drop 30+ plus mana of any color on turn three&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;That is an example of a &lt;em&gt;good&lt;/em&gt; combo. There are plenty of ways to kill once you&amp;#8217;ve got that (like, a single Dragonstorm or Tendrils, because your storm count will easily be sufficient at that point). Trying to use it to power a terrible combo is a pretty big waste.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Also&#8230; You want an Auto win? How does this float your boat&#8230;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;You&amp;#8217;re using Dark Ritual. That restricts you to Eternal formats, in which a big monster on turn two isn&amp;#8217;t really much of a threat.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T21:44:37-08:00</created-at>
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  </post>
  <post>
    <body>Is this useful? You can use it to quickly grab a list of all the badges a user has.

http://www.kongregate.com/forums/4-programming/topics/58167-new-json-feed-of-badge-info</body>
    <body-html>&lt;p&gt;Is this useful? You can use it to quickly grab a list of all the badges a user has.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.kongregate.com/forums/4-programming/topics/58167-new-json-feed-of-badge-info&quot;&gt;http://www.kongregate.com/forums/4-programming/topics/58167-new-json-feed-of-badge-info&lt;/a&gt;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T21:34:27-08:00</created-at>
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  </post>
  <post>
    <body>You can use &lt;a href=&quot;http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/BitmapData.html#copyPixels%28%29&quot;&gt;&lt;code&gt;BitmapData.copyPixels()&lt;/code&gt;&lt;/a&gt; to copy part of an image into a new bitmap.</body>
    <body-html>&lt;p&gt;You can use &lt;a href=&quot;http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/BitmapData.html#copyPixels%28%29&quot;&gt;&lt;code&gt;BitmapData.copyPixels()&lt;/code&gt;&lt;/a&gt; to copy part of an image into a new bitmap.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T21:30:08-08:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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  </post>
  <post>
    <body>bq. &lt;code&gt;variables.dataFormat = URLLoaderDataFormat.VARIABLES;&lt;/code&gt;

You seem confused.

&lt;code&gt;URLVariables&lt;/code&gt; and &lt;code&gt;URLLoader&lt;/code&gt; are two very different things.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;&lt;code&gt;variables.dataFormat = URLLoaderDataFormat.VARIABLES;&lt;/code&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;You seem confused.&lt;/p&gt;
&lt;p&gt;&lt;code&gt;URLVariables&lt;/code&gt; and &lt;code&gt;URLLoader&lt;/code&gt; are two very different things.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T21:12:26-08:00</created-at>
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    <forced-visibility-state type="boolean">true</forced-visibility-state>
    <forum-id type="integer">4</forum-id>
    <hidden-by-id type="integer" nil="true"></hidden-by-id>
    <id type="integer">1475908</id>
    <post-number type="integer">3</post-number>
    <topic-id type="integer">65412</topic-id>
    <updated-at type="datetime">2009-11-18T21:12:26-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. I&#8217;m making a tower defence game and I need to make it wait before spawning(painting) the next monster.

Firstly, you need to realize that creating an object and drawing a picture on the screen are two entirely different things.

Secondly, you don't want to sleep the whole thread. That would make your application hang (and so the user could do absolutely nothing) until the next unit spawned, at which point it would promptly hang again.

You want to use a timer.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;I&#8217;m making a tower defence game and I need to make it wait before spawning(painting) the next monster.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Firstly, you need to realize that creating an object and drawing a picture on the screen are two entirely different things.&lt;/p&gt;
&lt;p&gt;Secondly, you don&amp;#8217;t want to sleep the whole thread. That would make your application hang (and so the user could do absolutely nothing) until the next unit spawned, at which point it would promptly hang again.&lt;/p&gt;
&lt;p&gt;You want to use a timer.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T21:08:18-08:00</created-at>
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    <forum-id type="integer">4</forum-id>
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    <id type="integer">1475901</id>
    <post-number type="integer">8</post-number>
    <topic-id type="integer">65302</topic-id>
    <updated-at type="datetime">2009-11-18T21:08:18-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. This is something that really bugs me. Very popular things, whether good or not, always seem to attract a large amount of negative people.

For anything you can possibly think up, most people will dislike it.

The difference between popular and not-popular things is that the people who dislike them generally don't know and don't care about the stuff that isn't popular.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;This is something that really bugs me. Very popular things, whether good or not, always seem to attract a large amount of negative people.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;For anything you can possibly think up, most people will dislike it.&lt;/p&gt;
&lt;p&gt;The difference between popular and not-popular things is that the people who dislike them generally don&amp;#8217;t know and don&amp;#8217;t care about the stuff that isn&amp;#8217;t popular.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-18T21:01:57-08:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <forum-id type="integer">9</forum-id>
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    <id type="integer">1475891</id>
    <post-number type="integer">16</post-number>
    <topic-id type="integer">65373</topic-id>
    <updated-at type="datetime">2009-11-18T21:01:57-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>If you're going to play Dragon Age (and I do recommend it if you're into tactical combat and/or role-playing games), get it on PC. You'll thank me once you start playing user-created campaigns (for free) instead of the stuff that gets ported to console (that you have to pay for).</body>
    <body-html>&lt;p&gt;If you&amp;#8217;re going to play Dragon Age (and I do recommend it if you&amp;#8217;re into tactical combat and/or role-playing games), get it on PC. You&amp;#8217;ll thank me once you start playing user-created campaigns (for free) instead of the stuff that gets ported to console (that you have to pay for).&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T22:28:42-08:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <id type="integer">1473269</id>
    <post-number type="integer">5</post-number>
    <topic-id type="integer">65212</topic-id>
    <updated-at type="datetime">2009-11-17T22:29:15-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>Is &quot;Scene 1&quot; actually a frame label of the part of your game past your preloader?</body>
    <body-html>&lt;p&gt;Is &amp;#8220;Scene 1&amp;#8221; actually a frame label of the part of your game past your preloader?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T22:24:58-08:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
    <forced-visibility-state type="boolean">true</forced-visibility-state>
    <forum-id type="integer">4</forum-id>
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    <id type="integer">1473264</id>
    <post-number type="integer">12</post-number>
    <topic-id type="integer">65208</topic-id>
    <updated-at type="datetime">2009-11-17T22:24:58-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. How do I add a Thread.sleep() function to the JFrame&#8217;s
public void paint(Graphics g) area?

The question is, why would you want to?</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;How do I add a Thread.sleep() function to the JFrame&#8217;s&lt;br /&gt;
public void paint(Graphics g) area?&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;The question is, why would you want to?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-17T22:22:54-08:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <forum-id type="integer">4</forum-id>
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    <id type="integer">1473262</id>
    <post-number type="integer">4</post-number>
    <topic-id type="integer">65302</topic-id>
    <updated-at type="datetime">2009-11-17T22:22:54-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>You need to set up the statistics on the server before they can be submitted.

Check the documentation: http://www.kongregate.com/pages/statistics-api</body>
    <body-html>&lt;p&gt;You need to set up the statistics on the server before they can be submitted.&lt;/p&gt;
&lt;p&gt;Check the documentation: &lt;a href=&quot;http://www.kongregate.com/pages/statistics-api&quot;&gt;http://www.kongregate.com/pages/statistics-api&lt;/a&gt;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T10:34:52-08:00</created-at>
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    <forum-id type="integer">4</forum-id>
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    <id type="integer">1464132</id>
    <post-number type="integer">2</post-number>
    <topic-id type="integer">64954</topic-id>
    <updated-at type="datetime">2009-11-15T10:34:52-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. Now explain how that is a strawman.

A &quot;straw man&quot; argument is where you set up (and then argue against) an irrelevant or weak version of the argument presented instead of challenging the actual argument.

One person setting up a straw man for other people to knock down is still a strawman argument.

bq. Guns give everyone the OPPORTUNITY to be equal in terms of self-defense.

By &quot;equalizer&quot;, you mean &quot;whoever has the advantage of surprise wins&quot;, right? Making them much more useful for attack than for defense.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;Now explain how that is a strawman.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;A &amp;#8220;straw man&amp;#8221; argument is where you set up (and then argue against) an irrelevant or weak version of the argument presented instead of challenging the actual argument.&lt;/p&gt;
&lt;p&gt;One person setting up a straw man for other people to knock down is still a strawman argument.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Guns give everyone the &lt;span class=&quot;caps&quot;&gt;OPPORTUNITY&lt;/span&gt; to be equal in terms of self-defense.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;By &amp;#8220;equalizer&amp;#8221;, you mean &amp;#8220;whoever has the advantage of surprise wins&amp;#8221;, right? Making them much more useful for attack than for defense.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T10:28:23-08:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <forum-id type="integer">9</forum-id>
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    <id type="integer">1464103</id>
    <post-number type="integer">284</post-number>
    <topic-id type="integer">24763</topic-id>
    <updated-at type="datetime">2009-11-15T10:28:23-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. You attempted to discredit the argument that the disabled can&#8217;t as easily defend themselves with a melee weapon as a gun by implying all attacks are from behind.

I suggested that the disabled can't easily defend themselves from a hit with a gun because a hitman would attack from behind.

If it's not a hit, then having a gun is liable to get them shot when otherwise they would have just been robbed.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;You attempted to discredit the argument that the disabled can&#8217;t as easily defend themselves with a melee weapon as a gun by implying all attacks are from behind.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I suggested that the disabled can&amp;#8217;t easily defend themselves from a hit with a gun because a hitman would attack from behind.&lt;/p&gt;
&lt;p&gt;If it&amp;#8217;s not a hit, then having a gun is liable to get them shot when otherwise they would have just been robbed.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T00:25:36-08:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
    <forced-visibility-state type="boolean">true</forced-visibility-state>
    <forum-id type="integer">9</forum-id>
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    <id type="integer">1462845</id>
    <post-number type="integer">254</post-number>
    <topic-id type="integer">24763</topic-id>
    <updated-at type="datetime">2009-11-15T00:25:36-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
  <post>
    <body>bq. Proof that every single attack is from behind.

Irrelevant.

We're talking about a malicious assailant trying to kill someone. Bringing up implausible situations (such as said assailant attacking from the front when the defender has a gun drawn) and claiming they are relevant is what is ridiculous.

bq. I have no idea why this one topic seems to suffer the most from it, but it&#8217;s really terrible.

I suspect that it's because there are a lot of people on both sides with strong beliefs on the issue, who don't really understand _why_ they believe that way.</body>
    <body-html>&lt;blockquote&gt;
&lt;p&gt;Proof that every single attack is from behind.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Irrelevant.&lt;/p&gt;
&lt;p&gt;We&amp;#8217;re talking about a malicious assailant trying to kill someone. Bringing up implausible situations (such as said assailant attacking from the front when the defender has a gun drawn) and claiming they are relevant is what is ridiculous.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;I have no idea why this one topic seems to suffer the most from it, but it&#8217;s really terrible.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;I suspect that it&amp;#8217;s because there are a lot of people on both sides with strong beliefs on the issue, who don&amp;#8217;t really understand &lt;em&gt;why&lt;/em&gt; they believe that way.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-11-15T00:18:27-08:00</created-at>
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    <id type="integer">1462834</id>
    <post-number type="integer">252</post-number>
    <topic-id type="integer">24763</topic-id>
    <updated-at type="datetime">2009-11-15T00:20:22-08:00</updated-at>
    <user-id type="integer">46968</user-id>
  </post>
</posts>
