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  • User input and Automated input seperation

    - by tpaksu
    I have a mysql db and I have an automation script which modifies the data inside once a day. And, these columns may have changed by an user manually. What is the best approach to make the system only update the automated data, not the manually edited ones? I mean yes, flagging the cell which is manually edited is one way to do it, but I want to know if there's another way to accomplish this? Just curiosity.

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  • What are some ways to separate game logic from animations and the draw loop?

    - by TMV
    I have only previously made flash games, using MovieClips and such to separate out my animations from my game logic. Now I am getting into trying my hand at making a game for Android, but the game programming theory around separating these things still confuses me. I come from a background of developing non game web applications so I am versed in more MVC like patterns and am stuck in that mindset as I approach game programming. I want to do things like abstract my game by having, for example, a game board class that contains the data for a grid of tiles with instances of a tile class that each contain properties. I can give my draw loop access to this and have it draw the game board based on the properties of each tile on the game board, but I don't understand where exactly animation should go. As far as I can tell, animation sort of sits between the abstracted game logic (model) and the draw loop (view). With my MVC mindset, it's frustrating trying to decide where animation is actually supposed to go. It would have quite a bit of data associated with it like a model, but seemingly needs to be very closely coupled with the draw loop in order to have things like frame independent animation. How can I break out of this mindset and start thinking about patterns that make more sense for games?

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  • Creating a Application in Winrt that requires Internet

    - by wtsang02
    I am making a paid App for Windows 8, c#. I am wondering which is better? If my application doesn't need internet connection normally but does requires internet connection for the first time to download content data. --Makes my life easier Load the default data when installing. Then ask the user if he wants to update in app. -- Making the default data will be pain. Now my big question is, is it safe to assume user has access to internet now-a-days when using application that shouldn't require internet?

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  • correct pattern to handle a lot of entities in a game

    - by lezebulon
    In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame. I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this? My game is a RPG if that changes anything

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  • Single Responsibility Principle: Responsibility unknown

    - by lurkerbelow
    I store sessions in a SessionManager. The session manager has a dependency to ISessionPersister. SessionManager private readonly ISessionPersister sessionPersister; public SessionManager(ISessionPersister sessionPersister) { this.sessionPersister = sessionPersister; } ISessionPersister public interface ISessionPersister : IDisposable { void PersistSessions(Dictionary<string, ISession> sessions); } Q: If my application shuts down how / where do I call PersistSessions? Who is responsible? First Approach: Use Dispose in SessionManager protected virtual void Dispose(bool disposing) { if (disposing) { if (this.sessionPersister != null && this.sessionMap != null && this.sessionMap.Count > 0) { this.sessionPersister.PersistSessions(this.sessionMap); } } } Is that the way to go or are there any better solutions?

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  • IoC containers and service locator pattern

    - by TheSilverBullet
    I am trying to get an understanding of Inversion of Control and the dos and donts of this. Of all the articles I read, there is one by Mark Seemann (which is widely linked to in SO) which strongly asks folks not to use the service locator pattern. Then somewhere along the way, I came across this article by Ken where he helps us build our own IoC. I noticed that is is nothing but an implementation of service locator pattern. Questions: Is my observation correct that this implementation is the service locator pattern? If the answer to 1. is yes, then Do all IoC containers (like Autofac) use the service locator pattern? If the answer to 1. is no, then why is this differen? Is there any other pattern (other than DI) for inversion of control?

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • Upgrading an app to support iOS5, 6 and 7

    - by drekka
    We are looking at an app that needs an upgrade. Currently it runs on iOS4, 5 & 6. The upgrade will move to iOS5, 6 & 7. It will also involve some UI changes and new features. I've been reading stuff on iOS7 and looking at things like auto-layout. What we are trying to figure out is the best way to handle the differences between the various iOS versions. Auto-layout seems like a good idea, but it's not available on iOS 5. There are also API changes to consider between all 3 versions and other new features of iOS7. So the questions: How would you handle auto layout given iOS5 does not have it? Are there any significant differences between the SDKs that you think would cause issues? Would we be better off with separate code bases?

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  • What options are there for splitting UI layout from code logic using a markup language?

    - by Daenyth
    What tools similar to GWT's UIBinder exist in other languages? By this I mean a system where you can define your UI layout in a markup language (preferably html+css) and attach the functionality to the layout using the code. I'm most interested in anything for python, but answers in other languages would interest me as well. I'm interested because the benefits of having a non-programmer work directly on the layout without needing to touch the code and adjust a bunch of UI toolkit method calls is very productive. I'm aware of Flex for flash, but is there anything else out there? What search terms might I use to find such frameworks? I've looked around but I haven't found anything concrete.

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  • python factory function best practices

    - by Jason S
    Suppose I have a file foo.py containing a class Foo: class Foo(object): def __init__(self, data): ... Now I want to add a function that creates a Foo object in a certain way from raw source data. Should I put it as a static method in Foo or as another separate function? class Foo(object): def __init__(self, data): ... # option 1: @staticmethod def fromSourceData(sourceData): return Foo(processData(sourceData)) # option 2: def makeFoo(sourceData): return Foo(processData(sourceData)) I don't know whether it's more important to be convenient for users: foo1 = foo.makeFoo(sourceData) or whether it's more important to maintain clear coupling between the method and the class: foo1 = foo.Foo.fromSourceData(sourceData)

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  • Extension objects pattern

    - by voroninp
    In this MSDN Magazine article Peter Vogel describes Extension Objects partten. What is not clear is whether extensions can be later implemented by client code residing in a separate assembly. And if so how in this case can extension get acces to private members of the objet being extended? I quite often need to set different access levels for different classes. Sometimes I really need that descendants does not have access to the mebmer but separate class does. (good old friend classes) Now I solve this in C# by exposing callback properties in interface of the external class and setting them with private methods. This also alows to adjust access: read only or read|write depending on the desired interface. class Parent { private int foo; public void AcceptExternal(IFoo external) { external.GetFooCallback = () => this.foo; } } interface IFoo { Func<int> GetFooCallback {get;set;} } Other way is to explicitly implement particular interface. But I suspect more aspproaches exist.

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  • De-facto standards for customer information record

    - by maasg
    I'm currently evaluating a potential new project that involves creating a DB for typical customer information (userid, pwd, first & last name, email, adress, telfnr ...). At this point, requirements are only roughly defined. The customer DB is expected in the O(millions) of records. In order to calculate some back-of-the-envelope numbers for DB sizing and evaluate potential DB options & architectures, I'm looking for some de-facto standards for these kind of records. In particular, the std size of every field (first name, last name, address,...) or typical avg for a simple customer record would be great info. With so many e-commerce websites out there, there should be some kind of typical config that can be reused and avoid re-inventing the wheel. Any ideas?

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  • Is it relevant to warn about truncating real constants to 32 bits?

    - by zneak
    I'm toying around with LLVM and looking at what it would take to make yet another strongly-typed language, and now that I'm around the syntax, I've noticed that it seems to be a pet peeve of strongly typed language to warn people that their constants won't fit inside a float: // both in Java and C# float foo = 3.2; // error: implicitly truncating a double into a float // or something along these lines Why doesn't this work in Java and C#? I know it's easy to add the f after the 3.2, but is it really doing anything useful? Must I really be that aware that I'm using single-precision reals instead of double-precision reals? Maybe I'm just missing something (which, basically, is why I'm asking). Note that float foo = [const] is not the same thing as float foo = [double variable], where requiring the cast seems normal to me.

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  • Progressbar patterns (Eclipse)

    - by JesperE
    I've struggled quite a bit with Eclipse and progress-monitors to try to have good progressbars which report useful progress information to the user. Inevitably the code gets cluttered with lots of things like if (monitor.isCancelled()) return; ... lengthyMethodCall(monitor.newChild(10)); and all over the place I need to pass a IProgressMonitor as an argument to my methods. This is bad, for several reasons: The code gets cluttered with lots of code which is not relevant to what the function actually does. I need to manually guesstimate which parts of the code takes time, and which parts do not. It interacts badly with automated tests; where much of the information which goes into a progressbar instead should be logged for later inspection. Is there a way out of this? Are there tools which can help me out with one or more of these problems? Should I be looking at Aspect-Oriented Programming tools, or are there other alternatives?

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  • Necessary Infrastructure for large project with many components communicating through IPCs

    - by jluzwick
    I have a fairly in depth question which probably doesn't have an exact answer. As a software engineer, I am usually tasked with working on a program or project with minimal understanding of how other components or programs in the project interact with each other. When one program fails in a sea of multiple components and processes, what infrastructure elements are necessary to ensure that the problem can be accurately tracked to the violating application? More specifically, what infrastructure elements should be necessary for this large project and which are optional but very helpful. One such example I can think of is some form of a common logging infrastructure that allows for a developer or tester to easily browse through a log that contains numerous components for messages that might allude to the culprit program along with a "trail" of what happened before the issue occurred. I'm thinking of something similar to Androids alogcat tool. These necessary infrastructure elements should be language-agnostic. While these elements should be understood by all engineers on the team in question, which elements should be understood at great detail by the technical system engineers and what should the individual software engineers be responsible for adding to their tools to allow for such infrastructures to take hold? Please feel free to ask for clarification if something does not make sense as I understand this question is very broad and needs some refinement. I will refine as necessary from the answers and comments I receive. Thanks for any help!

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  • Checking timeouts made more readable

    - by Markus
    I have several situations where I need to control timeouts in a technical application. Either in a loop or as a simple check. Of course – handling this is really easy, but none of these is looking cute. To clarify, here is some C# (Pseudo) code: private DateTime girlWentIntoBathroom; girlWentIntoBathroom = DateTime.Now; do { // do something } while (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now); or if (girlWentIntoBathroom.AddSeconds(10) > DateTime.Now) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); Now I was inspired by something a saw in Ruby on StackOverflow: Now I’m wondering if this construct can be made more readable using extension methods. My goal is something that can be read like “If girlWentIntoBathroom is more than 10 seconds ago” 1st attempt if (girlWentIntoBathroom > (10).Seconds().Ago()) MessageBox.Show("Wait a little longer"); else MessageBox.Show("Knock louder"); So I wrote an extension for integer that converts the integer into a TimeSpan public static TimeSpan Seconds(this int amount) { return new TimeSpan(0, 0, amount); } After that, I wrote an extension for TimeSpan like this: public static DateTime Ago(this TimeSpan diff) { return DateTime.Now.Add(-diff); } This works fine so far, but has a great disadvantage. The logic is inverted! Since girlWentIntoBathroom is a timestamp in the past, the right side of the equation needs to count backwards: impossible. Just inverting the equation is no solution, because it will invert the read sentence as well. 2nd attempt So I tried something new: if (girlWentIntoBathroom.IsMoreThan(10).SecondsAgo()) MessageBox.Show("Knock louder"); else MessageBox.Show("Wait a little longer"); IsMoreThan() needs to transport the past timestamp as well as the span for the extension SecondsAgo(). It could be: public static DateWithIntegerSpan IsMoreThan(this DateTime baseTime, int span) { return new DateWithIntegerSpan() { Date = baseTime, Span = span }; } Where DateWithIntegerSpan is simply: public class DateWithIntegerSpan { public DateTime Date {get; set;} public int Span { get; set; } } And SecondsAgo() is public static bool SecondsAgo(this DateWithIntegerSpan dateAndSpan) { return dateAndSpan.Date.Add(new TimeSpan(0, 0, dateAndSpan.Span)) < DateTime.Now; } Using this approach, the English sentence matches the expected behavior. But the disadvantage is, that I need a helping class (DateWithIntegerSpan). Has anyone an idea to make checking timeouts look more cute and closer to a readable sentence? Am I a little too insane thinking about something minor like this?

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  • How should UI layer pass user input to BL layer?

    - by BornToCode
    I'm building an n-tier application, I have UI, BL, DAL & Entities (built from POCO) projects. (All projects have a reference to the Entities). My question is - how should I pass user input from the UI to the BL, as a bunch of strings passed to the BL method and the BL will build the object from the parameters, or should I build the objects inside the UI submit_function and send objects as parameters? EDIT: I wrote n-tier application, but what I actually meant was just layers.

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  • How to solve cyclic dependencies in a visitor pattern

    - by Benjamin Rogge
    When programming at work we now and then face a problem with visitors and module/project dependencies. Say you have a class A in a module X. And there are subclasses B and C in module Y. That means that module Y is dependent on module X. If we want to implement a visitor pattern to the class hierarchy, thus introducing an interface with the handle Operations and an abstract accept method in A, we get a dependency from module Y to module X, which we cannot allow for architectural reasons. What we do is, use a direct comparison of the types (i.e. instanceof, since we program in Java), which is not satisfying. My question(s) would be: Do you encounter this kind of problem in your daily work (or do we make poor architectural choices) and if so, how is your approach to solve this?

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  • Should one use a separate database for application data and user data?

    - by trycatch
    I’ve been working on a project for a little while and I’m unsure which is the better architecture. I’m interested in the consensus. The answer to me seems fairly obvious but something about it is digging at me and I can't pick out what. The TL;DR is: how do you handle a program with application data and user data in the same DB which needs to be able to receive updates to the application data periodically? One database for user data and one for application, or both in one? The detailed version is.. if an application has a database which needs to maintain application data AND user data, and the user data all references application data, it feels more natural to me to store them in the same database. But if there exists a need to be able to update the application data within this database periodically, should this be stripped into two databases so that one can simply download the updated application data database file as an update and replace the old one? Or should they remain as one database, and the application data be updated via a script which inserts the new data into the existing database? The second sounds clearly preferable to me... but for some reason just doesn’t feel right, and I can't pick out quite why.

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  • Can the Abstract Factory pattern be considered as a case of polymorphism?

    - by rogcg
    I was looking for a pattern/solution that allows me call a method as a runtime exception in a group of different methods without using Reflection. I've recently become aware of the Abstract Factory Pattern. To me, it looks so much like polymorphism, and I thought it could be a case of polymorphism but without the super class WidgetFactory, as you can see in the example of the link above. Am I correct in this assumption?

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  • Handling deleted users - separate or same table?

    - by Alan Beats
    The scenario is that I've got an expanding set of users, and as time goes by, users will cancel their accounts which we currently mark as 'deleted' (with a flag) in the same table. If users with the same email address (that's how users log in) wish to create a new account, they can signup again, but a NEW account is created. (We have unique ids for every account, so email addresses can be duplicated amongst live and deleted ones). What I've noticed is that all across our system, in the normal course of things we constantly query the users table checking the user is not deleted, whereas what I'm thinking is that we dont need to do that at all...! [Clarification1: by 'constantly querying', I meant that we have queries which are like: '... FROM users WHERE isdeleted="0" AND ...'. For example, we may need to fetch all users registered for all meetings on a particular date, so in THAT query, we also have FROM users WHERE isdeleted="0" - does this make my point clearer?] (1) continue keeping deleted users in the 'main' users table (2) keep deleted users in a separate table (mostly required for historical book-keeping) What are the pros and cons of either approach?

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  • Good university for computer science with plans for Game Dev.

    - 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 Dev. 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.

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  • Updating and organizing class diagrams in a growing C++ project

    - by vanna
    I am working on a C++ project that is getting bigger and bigger. I do a lot of UML so it is not really hard to explain my work to co-workers. Lately though I implemented a lot of new features and I gave up updating by hand my Dia UML diagrams. I once used the class diagram of Visual Studio, which is my IDE but didn't get clear results. I need to show my work on a regular basis and I would like to be as clear as possible. Is there any tool that could generate a sort of organized map of my work (namespaces, classes, interactions, etc.) ?

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  • Finding the best practice for a game simulating tool

    - by Tougheart
    I'm studying Java right now, and I'm thinking of this tool as my practice project. The game is "League of Legends" in case anyone knows it, I'm not actually simulating the game as in simulating game play, I'm just trying to create a tool that can compare different champions to each other based on their own abilities and items bought inside the game. The game basics are: Every player has a champion in a team of 5 players playing against another team. Each champion has a different set of abilities (usually 4) that s/he uses to do damage to opposing champions. Each champion gets stronger by buying different items, increasing the attack it deals or decreasing the damage received. What I want to do is to create a tool to be used outside the game enabling players to try out different builds for their champions and compare the figures against other champions they usually fight against. The goal is to enable players get a deeper understanding of the different item combinations (builds) that can be used during the games, instead of trying them out in real games which can be somehow very time consuming. What I'm stuck at is the best practice I should follow to make this possible using Java, I can't figure out which classes should inherit from which, should I make champions and items specs in the code or extracted from other files, specially that I'm talking about hundreds of items and champions to use in that tool. I'm self studying Java, and I don't have much practice at it, so I would really appreciate any broad guidelines regarding this, and sorry if my question doesn't fit here, I tried to follow the rules. English isn't my native language, so I'm really sorry if I wasn't clear enough, I would be more than happy to explain anything that's not understood.

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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