3. Using Visual C++ and your OpenGL configured environment, write an application
ID: 3576461 • Letter: 3
Question
3. Using Visual C++ and your OpenGL configured environment, write an application that provides 3 windows for listing help commands, object inventory and a map for a simple game of your design. There is much flexibility in what you do here. There is no required functionality in your game at this point- just the graphical interfaces. Think of this as 3 windows showing some text and graphics that would make sense to have in your game. Your help window would have a list of 5-10 commands you would use in the game. The object inventory would show 5-10 graphical objects your users might have in their inventory. These objects should be created by you and use the polygons, bitmaps and other primitives studied so far, to create more complex shapes such as guns, swords, hats, pants and other objects that would make sense to have as inventory in your game. The map window should provide a top down view of the game map. It should consist of geometric shapes and text labels showing an overview of game map area. You are welcome to make it more complex but you may run out of time if you get too fancy. Have fun and be creative.
please provide code
Explanation / Answer
The following procedure is employed to resolve a detected collision. The procedure is complete once retransmission is initiated or the retransmission is aborted as a result of varied collisions.
Continue transmission (with a jam signal rather than frame header/data/CRC) till minimum packet time is reached to confirm that each one receivers sight the collision.
Increment retransmission counter.
Was the most range of transmission makes an attempt reached? If thus, abort transmission.
Calculate and wait the random backoff amount supported range of collisions.
Re-enter main procedure at stage one.
This can be likened to what happens at a feast, wherever all the guests visit one another through a standard medium (the air). Before speaking, every guest courteously waits for the present speaker to end. If 2 guests begin speaking at constant time, each stop and sit up for short, random periods of your time (in LAN, now is measured in microseconds). The hope is that by every selecting a random amount of your time, each guests won't select constant time to undertake to talk once more, therefore avoiding another collision.
Methods for collision detection ar media dependent, however on associate electrical bus like 10BASE5 or 10BASE2, collisions will be detected by comparison transmitted knowledge with received knowledge or by recognizing a better than traditional signal amplitude on the bus.
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