WRITE A CODE IN C++ LANGUAGE To implement the multiplayer game with multiple players moving and collecting items concurrently, you can use the following steps: Step 1: Generate a random number between 10 - 99 and multiply it by the last digit of your roll number. Step 2: Divide your roll number with the generated number in step 1 and take the mod of the result with 25. Step 3: If the result in step 2 is less than 10, add 15 to it to get the board size. Step 4: Create an n x n board and initialize it with empty squares and randomly place items on some squares. Step 5: Create a thread for each player and pass the player's ID and starting position to the thread. Step 6: Each player thread should handle the player's movement and item collection. Step 7: When a player moves onto a square that contains an item, the player thread should send a message to the main thread indicating that the player has collected an item and the item's value. Step 8: The main thread should update the game board and score based on the messages received from the player threads. Step 9: To ensure that only one player thread updates the game board at any given time, each player thread should have its own message queue that it sends messages to. Step 10: The main thread should poll these message queues to receive updates from each player and update the game state accordingly. Step 11: You can use thread attributes to set the priority of each player thread based on the player's score or other game-related factors to ensure that players with higher scores or better performance are given higher priority in the game.
WRITE A CODE IN C++ LANGUAGE To implement the multiplayer game with multiple players moving and collecting items concurrently, you can use the following steps: Step 1: Generate a random number between 10 - 99 and multiply it by the last digit of your roll number. Step 2: Divide your roll number with the generated number in step 1 and take the mod of the result with 25. Step 3: If the result in step 2 is less than 10, add 15 to it to get the board size. Step 4: Create an n x n board and initialize it with empty squares and randomly place items on some squares. Step 5: Create a thread for each player and pass the player's ID and starting position to the thread. Step 6: Each player thread should handle the player's movement and item collection. Step 7: When a player moves onto a square that contains an item, the player thread should send a message to the main thread indicating that the player has collected an item and the item's value. Step 8: The main thread should update the game board and score based on the messages received from the player threads. Step 9: To ensure that only one player thread updates the game board at any given time, each player thread should have its own message queue that it sends messages to. Step 10: The main thread should poll these message queues to receive updates from each player and update the game state accordingly. Step 11: You can use thread attributes to set the priority of each player thread based on the player's score or other game-related factors to ensure that players with higher scores or better performance are given higher priority in the game.
Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
Problem 1PE
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WRITE A CODE IN C++ LANGUAGE
To implement the multiplayer game with multiple players moving and collecting items concurrently, you can use the following steps:
Step 1: Generate a random number between 10 - 99 and multiply it by the last digit of your roll number.
Step 2: Divide your roll number with the generated number in step 1 and take the mod of the result with 25.
Step 3: If the result in step 2 is less than 10, add 15 to it to get the board size.
Step 4: Create an n x n board and initialize it with empty squares and randomly place items on some squares.
Step 5: Create a thread for each player and pass the player's ID and starting position to the thread.
Step 6: Each player thread should handle the player's movement and item collection.
Step 7: When a player moves onto a square that contains an item, the player thread should send a message to the main thread indicating that the player has collected an item and the item's value.
Step 8: The main thread should update the game board and score based on the messages received from the player threads.
Step 9: To ensure that only one player thread updates the game board at any given time, each player thread should have its own message queue that it sends messages to.
Step 10: The main thread should poll these message queues to receive updates from each player and update the game state accordingly.
Step 11: You can use thread attributes to set the priority of each player thread based on the player's score or other game-related factors to ensure that players with higher scores or better performance are given higher priority in the game.
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Step 1: Generate a random number between 10 - 99 and multiply it by the last digit of your roll number.
VIEWStep 2: Divide your roll number with the generated number in step 1 and take the mod of the result with 25.
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VIEWStep 3: If the result in step 2 is less than 10, add 15 to it to get the board size.
VIEWStep 4: Create an n x n board and initialize it with empty squares and randomly place items on some squares.
VIEWStep 5: Create a thread for each player and pass the player's ID and starting position to the thread.
VIEWStep 6: Each player thread should handle the player's movement and item collection.
VIEWStep 7: When a player moves onto a square that contains an item, the player thread should send a message to
VIEWStep 8: The main thread should update the game board and score based on the messages received from the playe
VIEWStep 9: To ensure that only one player thread updates the game board at any given time, each player thread s
VIEWStep 10: The main thread should poll these message queues to receive updates from each player and update the
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