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  • Replicate GAE Datastore On A Server LAN in Java

    - by Franz Noel
    There may be instances wherein one Company Client may not have internet connection on their vicinity. Either their Internet Service Provider currently experience a down time or there are some other problems involving the network, but not their LAN. GAE seems to be needing a connection at all times in the internet. I only need GAE Datastore. I'm thinking about a different application. Creating a Java Swing Client, for instance, and connecting to the Office Server via HRD of GAE Datastore. When I tried to check on the solutions for Java, it does not say anything about uploading all data and I do not need the App. I just need the GAE Datastore. In Java GAE, only indexes can be able to be manipulated. So, is there any tricks/ideas that you can use HRD with GAE Datastore on Java with an Internal Office Server combined? This way, it may provide service even during network down times. (Can somebody create me a tag of gae-datastore, please.)

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  • GitHub: Are there external tools for managing issues list vs. project backlog

    - by DXM
    Recently I posted one of my the projects1 on GitHub and as I was exploring capabilities of the site, I noticed they have a rather decent issue tracking section. I want to use that section as a) other people can report bugs if they'd like and b) other people can see which bugs I'm aware of. However, as others have noted, issues list cannot be prioritized in order to create a project backlog. For now my backlog has been a text file, but I'd like to be able to have it integrated so the same information isn't maintained in different places. Having a fully ordered list, which is something we also practice at work, has been very useful as I can open one file, start with line 1 and fire off 2 or 3 items in one sitting without having to go back to a full issues/stories bucket. GitHub doesn't offer this. What GitHub does offer is a very nice and clean API so issues can easily be exported into anything else. I've searched to see if there are other websites (like Trello) that integrate with GitHub issues, but did not find anything. Does anyone know of such a product, service or offline tool? Those that use GitHub, what is your experience in managing backlog? I kinda hate the idea of manually managing two disconnected lists like some people seem to be doing with Wiki project pages. 1 - are shameless plugs allowed no this site? Searched but didn't find a definite answer. If it's bad practice, STOP and don't read further As a developer I got sick and tired of navigating to same set of folders 30 times a day, so I wrote a little, auto-collapsible utility that gets stuck to the desktop and allows easy access to the folders you constantly use.

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  • GNU/Linux interactive table content GUI editor?

    - by sdaau
    I often find myself in the need to gather data (say from the internet), into a table, for comparison reasons. I usually need the final table output in HTML or MediaWiki mostly, but often times also Latex. My biggest problem is that I often forget the correct table syntax for these markup languages, as well as what needs to be properly escaped in the inline data, for the table to render correctly. So, I often wish there was a GUI application, which provides a tabular framework - which I could stick "Always on Top" as a desktop window, and I could paste content into specific cells - before finally exporting the table as a code in the correct language. One application that partially allows this is Open/LibreOffice calc: The good thing here is that: I can drag and drop browser content into a specifically targeted table cell (here B2) "Rich" text / HTML code gets pasted For long content, the cell (column) width stays put as it originally was The bad thing is, that: when the cell height (due to content size) becomes larger than the calc window, it becomes nearly impossible to scroll calc contents up and down (at least with the mousewheel), as the view gets reset to top-right corner of the selected cell calc shows an "endless"/unlimited field of cells, so not exactly a "table" - which I find visually very confusing (and cognitively taxing) Can only export table to HTML What I would need is an application that: Allows for a limited size table, but with quick adding of rows and columns (e.g. via corresponding + buttons) Allows for quick setup of row and column height and width (as well as table size) Stays put at those sizes, regardless of size of content pasted in; if cell content overflows, cell scrollbars are shown (cell content could be possibly re-edited in a separate/new window); if table overflows over window size, window scrollbars are shown Exports table in multiple formats (I'd need both HTML and mediawiki), properly escaping cell content for each (possibility to strip HTML tags from content pasted in cells, to get plain text, is a plus) Targeting a specific cell in the table for the content paste operation is a must - it doesn't have to be drag'n'drop though, a right click over a cell with "Paste content" is enough. I'd also want the ability to click in a specific cell and type in (plain text) content immediately. So, my question is: is there an application out there that already does something like this? The reason I'm asking is that - as the screenshots show - for instance Libre/OpenOffice allows it, but only somewhat (as using it for that purpose is tedious). I know there exist some GUI editors for Linux (both for UI like guile or HTML like amaya); but I don't know them enough to pinpoint if any of them would offer this kind of functionality (and at least in my searches, that kind of functionality, if present in diverse software, seems not to be advertised). Note I'm not interested in styling an HTML table, which is why I haven't used "table designer" in the title, but "table editor" (in lack of better terms) - I'm interested in (quickly) adjusting row/column size of the table, and populating it with pasted data (which is possibly HTML) in a GUI; and finally exporting such a table as self-contained HTML (or other) code.

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • Oracle Index Skip Scan

    - by jchang
    There is a feature, called index skip scan that has been in Oracle since version 9i. When I across this, it seemed like a very clever trick, but not a critical capability. More recently, I have been advocating DW on SSD in approrpiate situations, and I am thinking this is now a valuable feature in keeping the number of nonclustered indexes to a minimum. Briefly, suppose we have an index with key columns: Col1 , Col2 , in that order. Obviously, a query with a search argument (SARG) on Col1 can use...(read more)

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  • Farseer: Cutting body from texture

    - by Robin Betka
    Is it possible to cut a body from a texture in Farseer 3.0? I have a texture converted to a body with multiple fixtures ( using BayazitDecomposer, CreatePolygon method, ..) and can even do it as a BreakableBody. But when I try to cut it with the cutting tool, the fixture itself gets cutted but it's connections get discarded! So when I have 14 fixtures, and cut fixture 3 for example, fixture 3 gets cutted but 1,2 and 3-14 just go away. Is there a way to do it? It would work already if I could convert the texture into a body with 1 fixture only, but I haven't figured out it that's possible. BayazitDecomposer creates the multiple verticles, but letting it away creates something weird and I get assert messages all the time. I know I couldn't break it that way but I don't need that anyway when I could cut it. The breaking is just the work around I'm using now. Extending the cuttingtool to support multiple fixtures is very hard especially when you consider that in one cut multiple fixtures could be cutted and then connected again.

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  • When creating an library published on CodePlex, how "bad" would it be for the unit-test projects to rely on commercial products?

    - by Lasse V. Karlsen
    I have started a project on CodePlex for a WebDAV server implementation for .NET, so that I can host a WebDAV server in my own programs. This is both a learning/research project (WebDAV + server portion) as well as a project I think I can have much fun with, both in terms of making it and using it. However, I see a need to do mocking of types here in order to unit-testing properly. For instance, I will be relying on HttpListener for the web server portion of the WebDAV server, and since this type has no interface, and is sealed, I cannot easily make mocks or stubs out of it. Unless I use something like TypeMock. So if I used TypeMock in the unit-test projects on this library, how bad would this be for potential users? The projects are made in C# 3.5 for .NET 3.5 and 4.0, and the project files was created with Visual Studio 2010 Professional. The actual class libraries you would end up referencing in your software would of course not be encumbered with anything remotely like this, only the unit-test libraries. What's your thoughts on this? As an example, I have in my old code-base, which is private, the ability to just initiate a WebDAV server with just this: var server = new WebDAVServer(); This constructs, and owns, a HttpListener instance internally, and I would like to verify through unit-tests that if I dispose of this server object, the internal listener is disposed of. If, on the other hand, I use the overload where I hand it a listener object, this object should not be disposed of. Short of exposing the internal listener object to the outside world, something I'm a bit loath to do, how can I in a good way ensure that the object was disposed of? With TypeMock I can mock away parts of this object even though it isn't accessed through interfaces. The alternative would be for me to wrap everything in wrapper classes, where I have complete control.

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • What platform were old TV video games developed on?

    - by Mihir
    I am very eager to know how TV video games (which we all used to play in our childhood) were developed and on which platform. I know how games are developed for mobile devices, Windows PC's and Mac but I'm not getting how (in those days) Contra, Duck Hunt and all those games were developed. As they have high graphics and a large number of stages. So how did they manage to develop games in such a small size environment and with lower configuration platform?

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  • Which programming language do you think is the most beautiful and which the ugliest? [closed]

    - by user1598390
    I would like to hear opinions about what programming language do you consider to produce the most legible, self-documenting, intention-transparent, beautiful-looking code ? And which produces the most messy-looking, unintentionally obfuscated, ugly code, regardless of it being good code ? Let me clarify: I'm talking about the syntax, "noise vs signal", structure of the language. Assignment operators. De-referencing. Whether it's dot syntax or "-" syntax. What languages do you think are inherently harder to read than others, given all other things being equal like, say, code quality, absence of code smells, etc. ?

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  • Why isn't there a culture of paying for frameworks?

    - by Marty Pitt
    One of the side effects of the recent trend of "Lean" startups, and the app store era, is that consumers are more acclimatised to paying small prices for small games / products. Eg.: Online SAAS that charges ~$5 / month (the basecamp style of product) Games which are short, fun, and cheap ($0.99 from the app store This market has been defined by "doing one thing well, and charging people for it." DHH of Rails / 37 Signals fame argues that if your website isn't going to make money, don't bother making it. Why doesn't the same rule apply to frameworks? There are lots of software framework projects out there - many which are mature and feature-rich, which offer developers significant value, yet there doesn't seem to be a market or culture of paying for these. It seems that the projects which do charge money are often things like UI component toolsets, and are often marginalized in favour of free alternatives. Why is this? Surely programmers / businesses see the value in contributing back to projects such as Ruby, Rails, Hibernate, Spring, Ant, Groovy, Gradle, (the list goes on). I'm not suggesting that these frameworks should start charging for anyone who wants to use them, but that there must be a meaningful business model that would allow the developers to earn money from the time they invest developing the framework. Any thoughts as to why this model hasn't emerged / succeeded?

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  • Incremental Backup which also is imageable

    - by qwertymk
    I'm looking for a backup program that does incremental backups and that I can use to completely flush onto my main HD. For example I use the C:\ as my main drive and have E:\backups... as my backup, what I want is to be able to have it make incremental backups but such that if my computer becomes infested I can just choose an earlier snapshot and restore my entire HD to that image. I'm also looking for something that had auto scheduling but I'm guessing they all do. I really would like it if there is an open source option that does this, but everything I tried doesn't seem to have an "imaging" option. Is there any open source programs that does this (for windows 7 64bit)? If not I would also use any free non-open-source options

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  • How would I go about measuring the impact an article has on the internet?

    - by Jimbo Mombasa
    For an application of mine, I analyze the sentiment of articles, using NLTK, to display sentiment trends. But right now all articles weigh the same amount. This does not show a very accurate picture because some articles have a higher impact on the internet than others. For example, a blog post from some unknown blog should not weigh the same amount as an article from the New York Times. How can I determine their impact?

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  • Last click counts link cookies

    - by user3636031
    I want to fix so my only the last click gets the cookie, here is my script: <script type="text/javascript"> document.write('<scr' + 'ipt type="text/javascript" src="' + document.location.protocol + '//sc.tradetracker.net/public/tradetracker/tracking/?e=dedupe&amp;t=js"></scr' + 'ipt>'); </script> <script type="text/javascript"> // The pixels. var _oPixels = { tradetracker: '<img id="tt" />', tradedoubler: '<img id="td" />', zanox: '<img id="zx" />', awin: '<img id="aw" />' }; // Run the dedupe. _ttDedupe( 'conversion', 'network' ); </script> <noscript> <img id="tt" /> <img id="td" /> <img id="zx" /> <img id="aw" /> </noscript> How can I get this right? Thanks!

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  • Dynamic audio score/music

    - by Joel Martinez
    I'm interested in developing a game who's background music changes with the mood and scenario of the game's action. Of course many existing games do this (halo for example), but I was interested in any resources/papers/articles talking about the techniques to develop a system like this. I have some ideas, and I understand that this will be equally challenging to implement at the code level as it will be to come up or acquire music that fits this model. Any links or, answers with ideas in them would he appreciated. Edit: this is the kind of info I'm looking for :) http://halo.bungie.org/misc/gdc.2002.music/

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  • Design Patterns and their most common uses for them [closed]

    - by cable729
    Possible Duplicate: What are some programming design patterns that are useful in game development? As I'm returning to game dev, I've realized that I've lost a lot of the knowledge I had before. So now I'm looking at design patterns that I can use for my next project. One design pattern that I've seen a lot is the 'composition method,' which uses actors and components. Is that the right name for it? I'd like to look more at this and see what the advantages/pitfalls are. So what design patterns are out there, and what are the advantages/disadvantages to them?

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  • How do game engines implement certain features?

    - by Milo
    I have always wondered how modern game engines do things such as realistic water, ambient occluded lighting, eye adaptation, global illumination, etc. I'm not so much interested in the implementation details, but more on what part of the graphics API such as D3D or OpenGL allow adding such functionality. The only thing I can think of is shaders, but I do not think just shaders can do all that. So really what I'm asking is, what functions or capabilities of graphics APIs enable developers to implement these types of features into their engines? Thanks

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  • Frames per Second and Updates per Second [on hold]

    - by matt murray
    So this is more a general resources question, as I am seeking knowledge on how best to conserve resources in a game (I am writing in Java, and please this is not a thread on what language I should write it in, I have already chosen Java) so that the updates and frames per second could be the highest they could be. In general I am just searching for any articles you may have, any personal experience, anything what so ever that could be of use to a pretty new Java game developer on the subject! Thanks in advance!

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  • How do you properly organize a commercial game?

    - by Reactorcore
    For the past months I've been studying programming and I've finally learned how to code, but one thing that is confusing me is how to properly organize the design of a game project - code wise. The game I'm building is a pretty standard commercial game. It has the basic components of a normal game: A world, characters and items interacting with each other and all of this is run by game manager. Basically you play as a hero in a world and do stuff. Fight, explore and interact. Think of your standard adventure game that starts off with an intro, goes to the menu system, then gets into the game and back to the menu. Pretty much like 99% of any commercial game or otherwise serious game projects. Thats what I'm aiming at. The problem is: How do you properly code a commercial game architecture? How do you organize it? How do you make it not become unmaintainable spaghetti code? What specific things to keep in mind when building this, codewise? How you can help me: a) Please tell how do you code your own game projects. What is your thought-process when designing the architecture? b) Recommend books, blogs, tutorials, videos or anything else on how to organize a commercial video game. c) Give hints and tips on do's/don'ts when building a game, codewise. Please help!

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  • Finding links among many written and spoken thoughts

    - by Peter Fren
    So... I am using a digital voice recorder to record anything I see important, ranging from business to private, from rants to new business ideas. Every finalized idea is one wma-file. I wrote a program to sort the wma-files into folders. From time to time I listen to the wma-files, convert them to text(manually) and insert them into a mindmap with mindmanager, which I sort hierarchically by area and type in turn. This works very well, no idea is being lost, when I am out of ideas for a special topic, I listen to what I said and can get started again. What could a search system look like that finds links between thoughts(written in the mindmap and in the wma files) or in general gives me good search results even when the keyword I searched for is not present but a synonym of it or related topic(for instance flower should output entries containing orchid aswell, even if they contain orchid but not the very keyword flower). I prefer something ready-made but small adjustments to a given system are fine aswell. How would you approach this task?

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  • Moving a body in a specific direction using XNA with Farseer Physics

    - by Code Assasssin
    I have a custom polygon attached to a body, which looks like this: What I am trying to accomplish is getting the body to move according to wherever the tip of the body is. So far this is what I've tried: if (ks.IsKeyDown(Keys.Up)) { body.ApplyForce(new Vector2(0, -20),body.GetLocalPoint(new Vector2(0,0))); } if (ks.IsKeyDown(Keys.Left)) { body.ApplyTorque(-500); } if (ks.IsKeyDown(Keys.Right)) { body.ApplyTorque(500); } The body rotates fine - but when I try making the body accelerate according to the tip of the body - assuming I have specified the tip correctly(I am pretty sure I haven't), it just spins around, as if I have applied Torque to it. Can anyone point me in the right direction of how to fix this problem?

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  • Is committing/checking code everyday a good practice?

    - by ArtB
    I've been reading Martin Fowler's note on Continuous Integration and he lists as a must "Everyone Commits To the Mainline Every Day". I do not like to commit code unless the section I'm working on is complete and that in practice I commit my code every three days: one day to investigate/reproduce the task and make some preliminary changes, a second day to complete the changes, and a third day to write the tests and clean it up^ for submission. I would not feel comfortable submitting the code sooner. Now, I pull changes from the repository and integrate them locally usually twice a day, but I do not commit that often unless I can carve out a smaller piece of work. Question: is committing everyday such a good practice that I should change my workflow to accomodate it, or it is not that advisable? ^ The order is more arbitrary and depends on the task, my point was to illustrate the time span and activities, not the exact sequence.

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  • Code structure for multiple applications with a common core

    - by Azrael Seraphin
    I want to create two applications that will have a lot of common functionality. Basically, one system is a more advanced version of the other system. Let's call them Simple and Advanced. The Advanced system will add to, extend, alter and sometimes replace the functionality of the Simple system. For instance, the Advanced system will add new classes, add properties and methods to existing Simple classes, change the behavior of classes, etc. Initially I was thinking that the Advanced classes simply inherited from the Simple classes but I can see the functionality diverging quite significantly as development progresses, even while maintaining a core base functionality. For instance, the Simple system might have a Project class with a Sponsor property whereas the Advanced system has a list of Project.Sponsors. It seems poor practice to inherit from a class and then hide, alter or throw away significant parts of its features. An alternative is just to run two separate code bases and copy the common code between them but that seems inefficient, archaic and fraught with peril. Surely we have moved beyond the days of "copy-and-paste inheritance". Another way to structure it would be to use partial classes and have three projects: Core which has the common functionality, Simple which extends the Core partial classes for the simple system, and Advanced which also extends the Core partial classes for the advanced system. Plus having three test projects as well for each system. This seems like a cleaner approach. What would be the best way to structure the solution/projects/code to create two versions of a similar system? Let's say I later want to create a third system called Extreme, largely based on the Advanced system. Do I then create an AdvancedCore project which both Advanced and Extreme extend using partial classes? Is there a better way to do this? If it matters, this is likely to be a C#/MVC system but I'd be happy to do this in any language/framework that is suitable.

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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