Search Results

Search found 17259 results on 691 pages for 'behaviour driven design'.

Page 130/691 | < Previous Page | 126 127 128 129 130 131 132 133 134 135 136 137  | Next Page >

  • Is it possible to migrate struts/spring based application to GWT?

    - by Satish Pandey
    I am using the combination of spring, spring-security, struts and iBatis in my application. Now I am looking to migrate the struts UI to GWT. The new combination must be spring, spring-security, GWT and iBatis. I applied a layered approach to develop my application. In Controller/UI layer i am using Struts. I want to replace struts and use GWT in Controller/UI layer. Is is possible to use GWT without affecting another layers DAO/BL/SL?

    Read the article

  • How to handle lookup data in a C# ASP.Net MVC4 application?

    - by Jim
    I am writing an MVC4 application to track documents we have on file for our clients. I'm using code first, and have created models for my objects (Company, Document, etc...). I am now faced with the topic of document expiration. Business logic dictates certain documents will expire a set number of days past the document date. For example, Document A might expire in 180 days, Document 2 in 365 days, etc... I have a class for my documents as shown below (simplified for this example). What is the best way for me to create a lookup for expiration values? I want to specify documents of type DocumentA expire in 30 days, type DocumentB expire in 75 days, etc... I can think of a few ways to do this: Lookup table in the database I can query New property in my class (DaysValidFor) which has a custom getter that returns different values based on the DocumentType A method that takes in the document type and returns the number of days and I'm sure there are other ways I'm not even thinking of. My main concern is a) not violating any best practices and b) maintainability. Are there any pros/cons I need to be aware of for the above options, or is this a case of "just pick one and run with it"? One last thought, right now the number of days is a value that does not need to be stored anywhere on a per-document basis -- however, it is possible that business logic will change this (i.e., DocumentA's are 30 days expiration by default, but this DocumentA associated with Company XYZ will be 60 days because we like them). In that case, is a property in the Document class the best way to go, seeing as I need to add that field to the DB? namespace Models { // Types of documents to track public enum DocumentType { DocumentA, DocumentB, DocumentC // etc... } // Document model public class Document { public int DocumentID { get; set; } // Foreign key to companies public int CompanyID { get; set; } public DocumentType DocumentType { get; set; } // Helper to translate enum's value to an integer for DB storage [Column("DocumentType")] public int DocumentTypeInt { get { return (int)this.DocumentType; } set { this.DocumentType = (DocumentType)value; } } [DataType(DataType.Date)] [DisplayFormat(DataFormatString = "{0:MM-dd-yyyy}", ApplyFormatInEditMode = true)] public DateTime DocumentDate { get; set; } // Navigation properties public virtual Company Company { get; set; } } }

    Read the article

  • storing data for maps database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

    Read the article

  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

    Read the article

  • First time android game development [on hold]

    - by Dave
    My friend and i are developing a android game. This is my first time develop android game, so we don't know how to code The game is 2d game and we develop it without 3rd party engine / framework. Now we got a few questions, hope you can help us. In game play, using 'Surfaceview' only to achieve it. Is it best practice? On 'Surfaceview', a lot of difference button(Menu, pause, game object..etc) is on it, but I don't know how to code it? (actually, i have already done, but...so stupid way. Detect the user touch position (x, y) to identify where they touch[rect(x1,y1,x2,y2).contain(x,y)] Is it right? Teach me how to do if wrong. View / Surfaceview / OpenGL, which is suitable for us? (if like Tetris) Thank you for your help. Ps: My english is not good, hope you can understand what i mean.

    Read the article

  • Problem with user generated content

    - by grasshopper
    In general, what do you think is better in regards to adding content to a site, to allow users to add content to the site and put a flag button to report it if it doesn't fit with the site, or should only I add the content and remove that option? It will be a small site but I don't know if I'll manage to scan the site constantly or deal with the flags and on the other hand I'm worried that the site wont move forward because there will be lot less content, thoughts?

    Read the article

  • How do I approach large companies if I have a killer mobile game idea?

    - by Balázs Dávid
    I have an idea for a game that has potential, but I'm not a programmer. How do I tell this to development companies without having my idea stolen? All I want from the company is for somebody to watch a three minute long video presentation about my idea and if they see potential in it then we can talk about the details. I have already sent an e-mail to several big companies that have the expertise needed to code the game, they haven't answered me. Actually the idea is nothing fancy, no 3D, but fun and unique.

    Read the article

  • Move Background in AndEngine for a Racing Game

    - by Nathiya
    I am new to game development and AndEngine. I have small query about racing game. I am going to develop a bike racing game. For bike racing game we will move the background or the player. I am tried with andengine autoparallax background. But I didn't got the correct answer. I need to do a background like these screenshots in SpeedMoto. Can anyone help me to set the background.

    Read the article

  • Why was Android's ContentProvider created?

    - by satur9nine
    The title sums up my question, but to elaborate basically what I want to understand is why the Android designers want apps that need to work with shared data to use a Content Provider rather than just accessing the SQLite database directly? The only reason I can think of is security because certain files can by accessed only be certain processes and in that way the Content Provider is the gatekeeper that ensures each app has the proper privileges before allowing read and/or write access to the database file. Is that the primary reason why ContentProvider was created?

    Read the article

  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

    Read the article

  • Android Development: MVC vs MVVM

    - by Mel
    I've started coding for android and I'm having difficulty trying to properly partition my code. I always end up with a very tight coupling between my UI logic and the actual controls I use to represent them. I have background in both WPF MVVM and ASP.net MVC so I'm familiar with those patterns. After some digging, I found Android Binding. It seems nice and fits nicely with my WPF background. However, it bugs me that its not built in. I'm pretty sure that the android makers have thought of this when designing the android programming interface. So my question is, what is the best practice pattern to use when developing in android, if any. I have looked and looked at their site but didn't find anything...

    Read the article

  • How can I screen clients that try to register multiple times?

    - by Aba Dov
    My company offers a bonus to every client that register. We would like to prevent people from abusing this by registering several times. we thought about filtering clients by ip (there is a problem with workplaces where all stations have the same ip) cookies (if cookies are not allowed we might lose a client) I would like your opinions on these two methods and will be glad to hear about new ones. thanks

    Read the article

  • Architecture/pattern resources for small applications and tools

    - by s73v3r
    I was wondering if anyone had any resources or advice related to using architecture patterns like MVVM/MVC/MVP/etc on small applications and tools, as opposed to large, enterprisy ones. EDIT: Most of the information I see on application architecture is directed at large, enterprise applications. I'm just writing small programs and tools. As far as using these architecture patterns, is it generally worthwhile to go through the overhead of using an MVC/MVVM framework? Or would I be better off keeping it simple?

    Read the article

  • How to avoid big and clumsy UITableViewController on iOS?

    - by Johan Karlsson
    I have a problem when implementing the MVC-pattern on iOS. I have searched the Internet but seems not to find any nice solution to this problem. Many UITableViewController implementations seems to be rather big. Most examples I have seen lets the UITableViewController implement <UITableViewDelegate> and <UITableViewDataSource>. These implementations are a big reason why UITableViewControlleris getting big. One solution would be to create separate classes that implements <UITableViewDelegate> and <UITableViewDataSource>. Of course these classes would have to have a reference to the UITableViewController. Are there any drawbacks using this solution? In general I think you should delegate the functionality to other "Helper" classes or similar, using the delegate pattern. Are there any well established ways of solving this problem? I do not want the model to contain too much functionality, nor the view. I believe that the logic should really be in the controller class, since this is one of the cornerstones of the MVC-pattern. But the big question is: How should you divide the controller of a MVC-implementation into smaller manageable pieces? (Applies to MVC in iOS in this case) There might be a general pattern for solving this, although I am specifically looking for a solution for iOS. Please give an example of a good pattern for solving this issue. Please provide an argument why your solution is awesome.

    Read the article

  • What makes game sound effects "good"?

    - by you786
    I'm making a small game, and I've found some free sound effects that I'd like to use. The issue is that I can't get the sound effects to sound like they "belong" in my game. I don't know what to look for that can make sound effects match the rest of my game style. I have some ideas on what affects the meshing of audio with graphics. For example, I have a feeling that the current SFX I may be too "realistic" for my graphical style, which is pretty cartoon-like. Also, is there a golden standard for what volume various SFX should be at? (for example, I am thinking that footsteps or other common sounds should be at barely audible volumes, while enemy deaths or something that is a "big deal" should be louder). I found a similar question about graphics, I'm looking for a similar response with sound effects.

    Read the article

  • Website restyle, SEO migration plan?

    - by Goboozo
    I am currently in a project for one of my biggest clients. We have built a website that will -replace- the old website. When it comes to actual content its is largely the same. However, the presentation of the content has changed drastically. From our point of view much more user-friendly (main reason to update the site). Now, since the sites presentation has changed we have some major changes in: HTML & CSS: To change the presentation of the content URL's: To make them better understandable (301 redirects have been taken care of and are in place) Breadcrumbs: To enhance the navigation (we have made the breadcrumbs match exactly with the url's) Pagination: This was added to enable content browsing Title tags: Added descriptive title tags to the major links and buttons. Basically all user content including meta tags have remained the same. Now since this company is rather successful and 90% of its clients come from Google's organic results I am obliged to take all necessary precautions. People tell me I need a migration plan to prevent the site being hurt in Google, but I have never worked using such a plan... ...So, based on the above. Would you consider a migration plan necessary and what precautions/actions would you recommend to prevent us being put down in our SERP positions? Many thanks in advance for your answers.

    Read the article

  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

    Read the article

  • Good university for computer science with plans for game development

    - by DukeYore
    I am starting my computer science degree at a local community college in programming using C++. However, I will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Development. however, is that as important as getting a degree from a really great school? If I could shoot for something like Cal Poly would that be better? Or even Stanford or SF State being so close to so many gaming companies up there in the Bay area? Thank you in advance for any guidance.

    Read the article

  • Game window systems and internal frames

    - by 2080
    I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. in Java the AWT/Swing libraries used to manage these and other graphical elements, such as buttons,or is this to restrictive (speed, graphical possibilities?)) A special example would be EVE Online, where the client can use the ingame windows like on a normal desktop.

    Read the article

  • Simple vs Complex (but performance efficient) solution - which one to choose and when?

    - by ManojGumber
    I have been programming for a couple of years and have often found myself at a dilemma. There are two solutions - one is simple one i.e. simple approach, easier to understand and maintain. It involves some redundancy, some extra work (extra IO, extra processing) and therefore is not the most optimal solution. but other uses a complex approach,difficult to implement, often involving interaction between lot of modules and is a performance efficient solution. Which solution should I strive for when I do not have hard performance SLA to meet and even the simple solution can meet the performance SLA? I have felt disdain among my fellow developers for simple solution. Is it good practice to come up with most optimal complex solution if your performance SLA can be met by a simple solution?

    Read the article

  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

    Read the article

  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

    Read the article

  • What is the ideal length of a method?

    - by iPhoneDeveloper
    In object-oriented programming, there is no exact rule on the maximum length of a method , but I still found these two qutes somewhat contradicting each other, so I would like to hear what you think. In Clean Code: A Handbook of Agile Software Craftsmanship, Robert Martin says: The first rule of functions is that they should be small. The second rule of functions is that they should be smaller than that. Functions should not be 100 lines long. Functions should hardly ever be 20 lines long. and he gives an example from Java code he sees from Kent Beck: Every function in his program was just two, or three, or four lines long. Each was transparently obvious. Each told a story. And each led you to the next in a compelling order. That’s how short your functions should be! This sounds great, but on the other hand, in Code Complete, Steve McConnell says something very different: The routine should be allowed to grow organically up to 100-200 lines, decades of evidence say that routines of such length no more error prone then shorter routines. And he gives a reference to a study that says routines 65 lines or long are cheaper to develop. So while there are diverging opinions about the matter, is there a functional best-practice towards determining the ideal length of a method for you?

    Read the article

  • Merge two different API calls into One

    - by dhilipsiva
    I have two different apps in my django project. One is "comment" and an other one is "files". A comment might save some file attached to it. The current way of creating a comment with attachments is by making two API calls. First one creates an actual comment and replies with the comment ID which serves as foreign key for the Files. Then for each file, a new request is made with the comment ID. Please note that file is a generic app, that can be used with other apps too. What is the cleanest way of making this into one API call? I want to have this as a single API call because I am in a situation where I need to send user an email with all the files as attachment when a comment is made. I know Queueing is the ideal way to do it. But I don't have the liberty to add queing to our stack now. So this was the only way I could think of.

    Read the article

  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

    Read the article

< Previous Page | 126 127 128 129 130 131 132 133 134 135 136 137  | Next Page >