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  • MVC 2 Client Side Model Validation with ExtJS

    One of the most exciting new features in MVC 2 is "Enhanced Model Validation support across both server and client"; this new enhanced support allows for client side validation to be dynamically generated into a view from DataAnnotations attributes on models. One minor complaint: Out of the box, it only supports the Microsoft AJAX libraries. Good news: It can use other frameworks, and we have done just that! Ext.ux.MvcFormValidator The MvcFormValidator is an alternative form validation...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Human vs human android chess game design

    - by Plejo
    First of all I am total amateur in game development and sorry for my poor English. I want to make android human vs human chess game. So I am wondering how to design it? scenario 1: User connect to server, find opponent and send moves to server using socket, so match is running on a server side. I think this is not good idea because move should be validated on client side - or do I have to validate moves on client side? I do not think this is good solution because game is seperated. scenario 2: Using hole punching technique so server is needed only for connection between players, so game is running on android devices. which approach do you suggest? Or is there any better solution? Which server is best to use?

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  • choosing Database and Its Design for Rails

    - by Gaurav Shah
    I am having a difficulty in deciding the database & its structure. Let us say the problem is like this. For my product I have various customers( each is an educational institute) Each customer have their own sub-clients ( Institution have students) Each student record will have some basic information like "name" & "Number" . There are also additional information that a customer(institution) might want to ask sub-client(student) like "email" or "semester" I have come up with two solutions : 1. Mysql _insititution__ id-|- Description| __Student__ id-|-instituition_id-|-Name-|-Number| __student_additional_details__ student_id -|- field_name -|- Value Student_additional_details will have multiple records for each student depending upon number of questions asked from institution. 2.MongoDb _insititution___ id-|- Description| _Student__ id-|-instituition_id-|-Name-|-Number|-otherfield1 -|- otherfield2 with mongo the structure itself can be dynamic so student table seems really good in mongo . But the problem comes when I have to relate student with institution . So which one is a better design ? Or some other idea ?

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • PASS Conference 2011 Topic: Multitenant Design and Sharding with SQL Azure

    - by Herve Roggero
    I am really happy to announce that I have been accepted as a speaker at the 2011 PASS Conference in Seattle. The topic? It will be about SQL Azure scalability using shards, and the Data Federation feature of SQL Azure. I will also talk extensively about the community open-source sharding library Enzo SQL Shard (enzosqlshard.codeplex.com) and show how to make the most out of it. In general, the presentation will provide details about how to properly design an application for sharding, how to make it work for SQL Server, SQL Azure, and how to leverage the upcoming Data Federation technology that Microsoft is planning. The primary objective is to turn sharding an implementation concern, not a development concern. Using a library like Enzo SQL Shard will help you achieve this objective. If you come to PASS Summit this year, come see me and mention you saw this blog!

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  • Master Data Services Employees Sample Model

    - by Davide Mauri
    I’ve been playing with Master Data Services quite a lot in those last days and I’m also monitoring the web for all available resources on it. Today I’ve found this freshly released sample available on MSDN Code Gallery: SQL Server Master Data Services Employee Sample Model http://code.msdn.microsoft.com/SSMDSEmployeeSample This sample shows how Recursive Hierarchies can be modeled in order to represent a typical organizational chart scenario where a self-relationship exists on the Employee entity. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • When should complexity be removed?

    - by ElGringoGrande
    Prematurely introducing complexity by implementing design patterns before they are needed is not good practice. But if you follow all (or even most of) the SOLID principles and use common design patterns you will introduce some complexity as features and requirements are added or changed to keep your design as maintainable and flexible as needed. However once that complexity is introduced and working like a champ when do you removed it? Example. I have an application written for a client. When originally created there where several ways to give raises to employees. I used the strategy pattern and factory to keep the whole process nice and clean. Over time certain raise methods where added or removed by the application owner. Time passes and new owner takes over. This new owner is hard nosed, keeps everything simple and only has one single way to give a raise. The complexity needed by the strategy pattern is no longer needed. If I where to code this from the requirements as they are now I would not introduce this extra complexity (but make sure I could introduce it with little or no work should the need arise). So do I remove the strategy implementation now? I don't think this new owner will ever change how raises are given. But the application itself has demonstrated that this could happen. Of course this is just one example in an application where a new owner takes over and has simplified many processes. I could remove dozens of classes, interfaces and factories and make the whole application much more simple. Note that the current implementation does works just fine and the owner is happy with it (and surprised and even happier that I was able to implement her changes so quickly because of the discussed complexity). I admit that a small part of this doubt is because it is highly likely the new owner isn't going to use me any longer. I don't really care that somebody else will take this over since it has not been a big income generator. But I do care about 2 (related) things I care a bit that the new maintainer will have to think a bit harder when trying to understand the code. Complexity is complexity and I don't want to anger the psycho maniac coming after me. But even more I worry about a competitor seeing this complexity and thinking I just implement design patterns to pad my hours on jobs. Then spreading this rumor to hurt my other business. (I have heard this mentioned.) So... In general should previously needed complexity be removed even though it works and there has been a historically demonstrated need for the complexity but you have no indication that it will be needed in the future? Even if the question above is generally answered "no" is it wise to remove this "un-needed" complexity if handing off the project to a competitor (or stranger)?

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  • PHP Browser Game Question - Pretty General Language Suitability and Approach Question

    - by JimBadger
    I'm developing a browser game, using PHP, but I'm unsure if the way I'm going about doing it is to be encouraged anymore. It's basically one of those MMOs where you level up various buildings and what have you, but, you then commit some abstract fighting entity that the game gives you, to an automated battle with another player (producing a textual, but hopefully amusing and varied combat report). Basically, as soon as two players agree to fight, PHP functions on the "fight.php" page run queries against a huge MySQL database, looking up all sorts of complicated fight moves and outcomes. There are about three hundred thousand combinations of combat stance, attack, move and defensive stances, so obviously this is quite a resource hungry process, and, on the super cheapo hosted server I'm using for development, it rapidly runs out of memory. The PHP script for the fight logic currently has about a thousand lines of code in it, and I'd say it's about half-finished as I try to add a bit of AI into the fight script. Is there a better way to do something this massive than simply having some functions in a PHP file calling the MySQL Database? I taught myself a modicum of PHP a while ago, and most of the stuff I read online (ages ago) about similar games was all PHP-based. but a) am I right to be using PHP at all, and b) am I missing some clever way of doing things that will somehow reduce server resource requirements? I'd consider non PHP alternatives but, if PHP is suitable, I'd rather stick to that, so there's no overhead of learning something new. I think I'd bite that bullet if it's the best option for a better game, though.

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  • Creating the concept of Time

    - by Jamie Dixon
    So I've reached the point in my exploration of gaming where I'd like to impliment the concept of time into my little demo I've been building. What are some common methodologies for creating the concept of time passing within a game? My thoughts so far: My game loop tendes to spend a fair bit of time sitting around waiting or user input so any time system will likely need to be run in a seperate thread. What I've currently done is create a BackgroundWorker passing in a method that contains a loop triggering every second. This is working fine and I can output information to the console from here etc. Inside this loop I have a DateTime object that is incrimented by 1 minute for every realtime second. (the game begins in the year 01/01/01) Is this a standard way of acheiving this result or are there more tried and tested methods? I'm also curious about how to go about performing time based actions (reducing player energy, moving entities around the game board, life/death etc). Thanks for any pointers or advice. I've searched around however I'm not familiar enough with the terms and so my searches are yeilding little result on this one.

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  • Exporting .FBX model into XNA - unorthogonal bones

    - by Sweta Dwivedi
    I create a butterfly model in 3ds max with some basic animation, however trying to export it to .FBX format I get the following exception.. any idea how i can transform the wings to be orthogonal.. One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes. This can create an inaccurate appearance with the affected objects: -Right.Wing I have attached a picture for reference . . .

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  • Six Rubens’ Tubes Combined Into a Fire-Based Music Visualizer [Video]

    - by Jason Fitzpatrick
    The last Rubens’ Tube setup we shared with you was but a simple single tube. This impressive setup is six independent tubes that register distinct frequencies of sound in a musical composition as standing flames. Check out the video to see it in action. Curious about the Rubens’ Tubes? Read more about the phenomenon here. [via Design Boom] 8 Deadly Commands You Should Never Run on Linux 14 Special Google Searches That Show Instant Answers How To Create a Customized Windows 7 Installation Disc With Integrated Updates

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  • Help Us Pick the First T-Shirt Design to Promote How-To Geek

    - by Eric Z Goodnight
    Here’s your first peek at How-To Geek’s new line of merchandise! Tell us what you think, what you like, and what you actually would like to own in this first round of potential HTG tee shirts. If you like the content here at HTG, we’d love to hear back from you—we made these for you, the readers, and we hope to hear what suits you and if you like what we’ve got to offer. Check them out, tell us your thoughts in the comments section (or send us emails at [email protected]) and fill out our poll in the section below.  The design that you like the most will be professionally printed and sold right here at howtogeek.com. Interested in buying one of them right now? Jump to the bottom to be notified when they’re ready for be bought and shipped right to you. How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

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  • Transitioning to asynchronous programming model

    - by Simone
    our team is mantaining and developing a .NET web service written in C#. We have stress tested the web service's farm and we have evidence that the actual architecture doesn't scale well, as the number of request are constantly increasing. We analyzed Martin Fowler's conclusion in this article, and our team feels that migrating to an asynchronous programming model such as the one described could be the right direction to point to for our service too. My question is: do you think that this "switch" needs a complete rewrite of the application? Has been someone of you been able to adopt APM without rewriting everything and has some insight to share? Thank you in advance

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  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon Gubkin
    Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games generally) will wrriten with WebGL? Does today's JavaScript performance allow this? Let's say your development team was you as a developer, and another model creator (artist). Would you use a library like SceneJS for the game, or write straight WebGL? If you would use a library, but not SceneJS, please specify which. UPDATE (September 2012): RuneScape, which is a very popular 3D browser-based MMORPG that used Java Applets so far has announced that it will use HTML5 for their client (source). Java (left) and HTML5 (right)

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  • A deque based on binary trees

    - by Greg Ros
    This is a simple immutable deque based on binary trees. What do you think about it? Does this kind of data structure, or possibly an improvement thereof, seem useful? How could I improve it, preferably without getting rid of its strengths? (Not in the sense of more operations, in the sense of different design) Does this sort of thing have a name? Red nodes are newly instantiated; blue ones are reused. Nodes aren't actually red or anything, it's just for emphasis.

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  • Is donationware a good monetization model for developers?

    - by Nathan Campos
    I've been developing for Android for about 2 years (and ~1 year for iOS), releasing freeware and open source applications (mostly because my AdSense account was disabled in 2010), but recently I had an idea for a great app that I wanted to get some money, since it would take some effort to develop and also I would like to test this "commercial" model to know if this could make me invest more time improving and making my apps better. Since my AdSense account was disabled and then I'll not be about to sell it on the Google Play Store, I thought about making it a donationware so I would distribute it for free (and probably open source too) and users that really liked the app and wanted to give me a thanks and a incentive to continue developing it could donate any amount of money. So, what's your experience with donationware? Is it worth compared to paid apps?

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  • MVVM/WPF: Using a ObservableCollection<T> as a list in a domain model, is that good/bad ?

    - by msfanboy
    I have aggregated models like Customer:Order:Product. As my View is bound to the BillingViewModel which has a Property Customers of type ObservableCollection and ONE customer in this collection has a "list" of orders named ObservableCollection and ONE order in this collection has a "list" of products named ObservableCollection Well I need the ObservableCollection`s for databinding but should a domain model really have a ObservableCollection ? normally it has a List or IEnumerable ! Is this bad habit or having side effects?

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  • Backbone.js not registering Model.hasChanged event

    - by Brian M. Hunt
    Hello, I'm trying to get a View in Backbone.js to save when there's a 'change' event if (and only if) the data has changed. Long story short, I've a 'change' event set on the View that calls this: function changed_event() { log.debug("Before: " + this.model.get('name')) // not 'contrived!' this.model.set({'name': 'contrived!'}); log.debug("After: " + this.model.get('name')) // 'contrived!' if (this.model.hasChanged()) { alert("This is never called."); } } I'd like to know why the model.hasChanged() is false when clearly the model has been changed. I'm not sure what other information is necessary, but if there is more information that may be helpful please comment and I'll elaborate. Thank you for reading.

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  • In the Cloud, Everything Costs Money

    - by BuckWoody
    I’ve been teaching my daughter about budgeting. I’ve explained that most of the time the money coming in is from only one or two sources – and you can only change that from time to time. The money going out, however, is to many locations, and it changes all the time. She’s made a simple debits and credits spreadsheet, and I’m having her research each part of the budget. Her eyes grow wide when she finds out everything has a cost – the house, gas for the lawnmower, dishes, water for showers, food, electricity to run the fridge, a new fridge when that one breaks, everything has a cost. She asked me “how do you pay for all this?” It’s a sentiment many adults have looking at their own budgets – and one reason that some folks don’t even make a budget. It’s hard to face up to the realities of how much it costs to do what we want to do. When we design a computing solution, it’s interesting to set up a similar budget, because we don’t always consider all of the costs associated with it. I’ve seen design sessions where the new software or servers are considered, but the “sunk” costs of personnel, networking, maintenance, increased storage, new sizes for backups and offsite storage and so on are not added in. They are already on premises, so they are assumed to be paid for already. When you move to a distributed architecture, you'll see more costs directly reflected. Store something, pay for that storage. If the system is deployed and no one is using it, you’re still paying for it. As you watch those costs rise, you might be tempted to think that a distributed architecture costs more than an on-premises one. And you might be right – for some solutions. I’ve worked with a few clients where moving to a distributed architecture doesn’t make financial sense – so we didn’t implement it. I still designed the system in a distributed fashion, however, so that when it does make sense there isn’t much re-architecting to do. In other cases, however, if you consider all of the on-premises costs and compare those accurately to operating a system in the cloud, the distributed system is much cheaper. Again, I never recommend that you take a “here-or-there-only” mentality – I think a hybrid distributed system is usually best – but each solution is different. There simply is no “one size fits all” to architecting a solution. As you design your solution, cost out each element. You might find that using a hybrid approach saves you money in one design and not in another. It’s a brave new world indeed. So yes, in the cloud, everything costs money. But an on-premises solution also costs money – it’s just that “dad” (the company) is paying for it and we don’t always see it. When we go out on our own in the cloud, we need to ensure that we consider all of the costs.

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  • How can I highlight empty fields in ASP.NET MVC 2 before model binding has occurred?

    - by Richard Poole
    I'm trying to highlight certain form fields (let's call them important fields) when they're empty. In essence, they should behave a bit like required fields, but they should be highlighted if they are empty when the user first GETs the form, before POST & model validation has occurred. The user can also ignore the warnings and submit the form when these fields are empty (i.e. empty important fields won't cause ModelState.IsValid to be false). Ideally it needs to work server-side (empty important fields are highlighted with warning message on GET) and client-side (highlighted if empty when losing focus). I've thought of a few ways of doing this, but I'm hoping some bright spark can come up with a nice elegant solution... Just use a CSS class to flag important fields Update every view/template to render important fields with an important CSS class. Write some jQuery to highlight empty important fields when the DOM is ready and hook their blur events so highlights & warning messages can be shown/hidden as appropriate. Pros: Quick and easy. Cons: Unnecessary duplication of importance flags and warning messages across views & templates. Clients with JavaScript disabled will never see highlights/warnings. Custom data annotation and client-side validator Create classes similar to RequiredAttribute, RequiredAttributeAdapter and ModelClientValidationRequiredRule, and register the adapter with DataAnnotationsModelValidatorProvider.RegisterAdapter. Create a client-side validator like this that responds to the blur event. Pros: Data annotation follows DRY principle (Html.ValidationMessageFor<T> picks up field importance and warning message from attribute, no duplication). Cons: Must call TryValidateModel from GET actions to ensure empty fields are decorated. Not technically validation (client- & server-side rules don't match) so it's at the mercy of framework changes. Clients with JavaScript disabled will never see highlights/warnings. Clone the entire validation framework It strikes me that I'm trying to achieve exactly the same thing as validation but with warnings rather than errors. It needs to run before model binding (and therefore validation) has occurred. Perhaps it's worth designing a similar framework with annotations like Required, RegularExpression, StringLength, etc. that somehow cause Html.TextBoxFor<T> etc. to render the warning CSS class and Html.ValidationMessageFor<T> to emit the warning message and JSON needed to enable client-side blur checks. Pros: Sounds like something MVC 2 could do with out of the box. Cons: Way too much effort for my current requirement! I'm swaying towards option 1. Can anyone think of a better solution?

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • How to design a replay system

    - by daddz
    So how would I design a replay system? You may know it from certain games like Warcraft 3 or Starcraft where you can watch the game again after it has been played already. You end up with a relatively small replay file. So my questions are: How to save the data? (custom format?) (small filesize) What shall be saved? How to make it generic so it can be used in other games to record a time period (and not a complete match for example)? Make it possible to forward and rewind (WC3 couldn't rewind as far as I remember)

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  • Vermont IT Jobs: Burlington based Microsoft Gold Partner looking for .NET Devs

    Software Engineers Competitive Computing, aka C2, is seeking Software Engineers to design, architect, and maintain .NET applications to support our clients eCommerce business requirements. The successful candidates will create high-quality ASP.NET web and eCommerce sites using web-based tools and techniques. Experience with languages including C#, VB.NET, ASP.NET, and JavaScript are a must. The ideal candidate will have a thorough understanding of internet and database architecture, and a high...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Empirical evidence for choice of programming paradigm to address a problem

    - by Graham Lee
    The C2 wiki has a discussion of Empirical Evidence for Object-Oriented Programming that basically concludes there is none beyond appeal to authority. This was last edited in 2008. Discussion here seems to bear this out: questions on whether OO is outdated, when functional programming is a bad choice and the advantages and disadvantages of AOP are all answered with contributors' opinions without reliance on evidence. Of course, opinions of established and reputed practitioners are welcome and valuable things to have, but they're more plausible when they're consistent with experimental data. Does this evidence exist? Is evidence-based software engineering a thing? Specifically, if I have a particular problem P that I want to solve by writing software, does there exist a body of knowledge, studies and research that would let me see how the outcome of solving problems like P has depended on the choice of programming paradigm? I know that which paradigm comes out as "the right answer" can depend on what metrics a particular study pays attention to, on what conditions the study holds constant or varies, and doubtless on other factors too. That doesn't affect my desire to find this information and critically appraise it. It becomes clear that some people think I'm looking for a "turn the crank" solution - some sausage machine into which I put information about my problem and out of which comes a word like "functional" or "structured". This is not my intention. What I'm looking for is research into how - with a lot of caveats and assumptions that I'm not going into here but good literature on the matter would - certain properties of software vary depending on the problem and the choice of paradigm. In other words: some people say "OO gives better flexibility" or "functional programs have fewer bugs" - (part of) what I'm asking for is the evidence of this. The rest is asking for evidence against this, or the assumptions under which these statements are true, or evidence showing that these considerations aren't important. There are plenty of opinions on why one paradigm is better than another; is there anything objective behind any of these?

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