Search Results

Search found 34093 results on 1364 pages for 'database architecture'.

Page 153/1364 | < Previous Page | 149 150 151 152 153 154 155 156 157 158 159 160  | Next Page >

  • Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots

    - by deft_code
    How do game engine entities communicate? Two use cases: How would entity_A send a take-damage message to entity_B? How would entity_A query entity_B's HP? Here's what I've encountered so far: Message queue entity_A creates a take-damage message and posts it to entity_B's message queue. entity_A creates a query-hp message and posts it to entity_B. entity_B in return creates an response-hp message and posts it to entity_A. Publish/Subscribe entity_B subscribes to take-damage messages (possibly with some preemptive filtering so only relevant message are delivered). entity_A produces take-damage message that references entity_B. entity_A subscribes to update-hp messages (possibly filtered). Every frame entity_B broadcasts update-hp messages. Signal/Slots ??? entity_A connects an update-hp slot to entity_B's update-hp signal. Something better? Do I have a correct understanding of how these communication schemes would tie into a game engine's entity system? How do entities in commercial game engines communicate?

    Read the article

  • Is there such thing like a "refactoring/maintainability group" role in software companies?

    - by dukeofgaming
    So, I work in a company that does embedded software development, other groups focus in the core development of different products' software and my department (which is in another geographical location) which is located at the factory has to deal with software development as well, but across all products, so that we can also fix things quicker when the lines go down due to software problems with the product. In other words, we are generalists while other groups specialize on each product. Thing is, it is kind of hard to get involved in core development when you are distributed geographically (well, I know it really isn't that hard, but there might be unintended cultural/political barriers when it comes to the discipline of collaborating remotely). So I figured that, since we are currently just putting fires out and somewhat being idle/sub-utilized (even though we are a new department, or maybe that is the reason), I thought that a good role for us could be detecting areas of opportunity of refactoring and rearchitecting code and all other implementations that might have to do with stewarding maintainability and modularity. Other groups aren't focused on this because they don't have the time and they have aggressive deadlines, which damage the quality of the code (eternal story of software projects) The thing is that I want my group/department to be recognized by management and other groups with this role officially, and I'm having trouble to come up with a good definition/identity of our group for this matter. So my question is: is this role something that already exists?, or am I the first one to make something like this up?

    Read the article

  • What do you do when one think the code isn't complicated enough?

    - by Chris
    After six months of development on a project, our stakeholders have had a "gut check" and have decided that the path that we've been walking (a custom designed application framework and data access layer) is holding us (the developers) back from quickly developing the features they would like to see. After several days of debate management and the development team have decided to scrap the current incarnation and start over using ASP.net MVC, with Entity Framework as the bases of the a 'quick and dirty', lets just get it done project. In days following, our senior developer who has never worked with MVC or Entity Framework has finally gotten into a sample project and done some work. His take on ASP.net MVC, "this is not software engineering". So my question is this; what do you do, when one doesn't think the code is complicated enough?

    Read the article

  • When to unload graphics object from main memory?

    - by piotrek
    I writing my resource mangaer, and I consider about how it can work for graphics objects (like textures, meshes). I think about this : I want to load texture (in pseudocode): Texture t = resMgr.GetTex("image.png"); and GetTex make something like this: load texture from disk to main memory create texture object (load it to gpu memory) unload texture from main memory I consider about 3 step, does game engines that you know unload meshes/textures after load them into gpu memory ?

    Read the article

  • Motivation for service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such case. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - well, why not just import the BL.dll (and the DAL.dll) to the other UI, and whenever making a change re-copy the dll files, it might not be so 'neat', but is the all purpose of the service layer to prevent this? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

    Read the article

  • What are some ways of making manageable complex AI?

    - by Tetrad
    In the past I've used simple systems like finite state machines (FSMs) or hierarchical FSMs to control AI behavior. For any complex system, this pattern falls apart very quickly. I've heard about behavior trees and it seems like that's the next obvious step, but haven't seen a working implementation or really tried going down that route yet. Are there any other patterns to making manageable yet complex AI behaviors?

    Read the article

  • Layers - Logical seperation vs physical

    - by P.Brian.Mackey
    Some programmers recommend logical seperation of layers over physical. For example, given a DL, this means we create a DL namespace not a DL assembly. Benefits include: faster compilation time simpler deployment Faster startup time for your program Less assemblies to reference Im on a small team of 5 devs. We have over 50 assemblies to maintain. IMO this ratio is far from ideal. I prefer an extreme programming approach. Where if 100 assemblies are easier to maintain than 10,000...then 1 assembly must be easier than 100. Given technical limits, we should strive for < 5 assemblies. New assemblies are created out of technical need not layer requirements. Developers are worried for a few reasons. A. People like to work in their own environment so they dont step on eachothers toes. B. Microsoft tends to create new assemblies. E.G. Asp.net has its own DLL, so does winforms. Etc. C. Devs view this drive for a common assembly as a threat. Some team members Have a tendency to change the common layer without regard for how it will impact dependencies. My personal view: I view A. as silos, aka cowboy programming and suggest we implement branching to create isolation. C. First, that is a human problem and we shouldnt create technical work arounds for human behavior. Second, my goal is not to put everything in common. Rather, I want partitions to be made in namespaces not assemblies. Having a shared assembly doesnt make everything common. I want the community to chime in and tell me if Ive gone off my rocker. Is a drive for a single assembly or my viewpoint illogical or otherwise a bad idea?

    Read the article

  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

    Read the article

  • C++ Game Engine Book/Tutorial/Anything recent?

    - by TheNoob
    Before I get flamed, please understand that I have been looking for a while now. Yes, I have found a good amount of game engine tutorials...except filled with errors, out of date syntax, missing crucial information, and so on. Is there anywhere with a recent tutorial, or a book, anything at all? I'm not asking for an opinion in graphics API's, just a point in the right direction to get started on game engine development. I just want to make it clear, I have googled/stacked like crazy. Any help appreciated. Thank you.

    Read the article

  • Motivation for a service layer (instead of just copying dlls)?

    - by BornToCode
    I'm creating an application which has 2 different UIs so I'm making it with a service layer which I understood is appropriate for such scenario. However I found myself just creating web methods for every single method I have in the BL layer, so the services basically built from methods that looks like this: return customers_bl.Get_Customer_Prices(customer_id); I understood that a main point of the service layer is to prevent duplication of code so I asked myself - why not just import the BL.DLL (and the dal.dll) to the other UI, and whenever making a change re-copy the dlls, it might not be so 'neat', but still less hassle than one more layer? {I know something is wrong in my approach, I'm probably missing the importance of service layer, I'd like to get more motivation to create another layer, especially because as it is I found that many of my BL functions ALREADY looks like: return customers_dal.Get_Customer_Prices(cust_id) which led me to ask: was it really necessary to create the BL just because on several functions I actually have LOGIC inside the BL?} so I'm looking for more motivation to creating ONE MORE layer, I'm sure it's not just to make it more convenient that I won't have to re-copy the dlls on changes? Am I grasping it wrong? Any simple guidelines on how to design service layer (corresponding to all the BL layer functions or not? any simple example?) any enlightenment on the subject?

    Read the article

  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

    Read the article

  • Handling (many) multiple projects in Git in an enterprise environment

    - by Michael K
    One of the advantages of older version control systems such as CVS and SVN in enterprise development is that anyone can connect to source control and see all the projects that the company has. This can make it easier to get a high level view of what kid of development is happening outside your sprint and also keeps everything in one place and easy to find. However, distributed version control systems (Git, specifically) use the repository as their base unit. They work best with one project (or several closely related projects) per repository. This makes repository management more difficult in most enterprise environments where it is not unusual to have more than 25-50 projects to support. As far as I have been able to determine, you have to keep a list somewhere else of all the repos you have. There is software available, like GitHub, that help, but that still is an extra step beyond a single connection string and listing the contents of the repository. What is the best way to deal with the complexity of multiple repositories?

    Read the article

  • Users can benefit from Session Tracking

    I use to work for a large Dental Plan marketing website a few years ago and they had a large customer-driven website that sold Dental Plans to consumers. Their website started tracking users as soon as they hit their web servers, and then they logged everything they could about the user. There are a lot of benefits for using session tracking for both the user and the website. Users can benefit from session tracking due to the fact that a website can retain pertaining information for the user so that they do not have to re-enter the same information repeatedly. In addition, websites can hold specific items in a cart for each user so that they can pay for all of their  items at once when they are ready to complete their purchases. Websites can also benefit from session tracking because they can determine where a specific user came from and which advertising partner gave them a sale. This information is very useful when deciding on where to spend an advertising budget. There is only one real disadvantage when it comes to session tracking, Users can not really control what is actually tracked by a website. Yes, they can disable cookies and this will help, but that means that no tracking can be done at all. Most sites require users to have cookies enabled in order for users to make purchases or login to their accounts.

    Read the article

  • Core i7 with 4GB - go 64 bit or stay 32bit..?

    - by tommed
    I have a Core i7 laptop with 4gb ram. In windows, the disadvantage of using the 32bit OS would be that a single app could not use more than 2gb of ram (+ the 2gb shared kernel-space memory) except when setting a boot switch which reduces the amount of shared kernel memory, then it's 3GB max per app. What disadvantages/limitations would I have in Ubuntu for sticking to the 32bit OS? (If any?) - As I only have 4GB of ram, I can't see why I need to use the 64bit version?

    Read the article

  • 2d, Top-down map with different levels

    - by Ktash
    So, I'm creating a 2d, top down, sprite based (tiled) game, and right now I'm working on maps (well, a map editor at the moment, but it will be creating my maps, so basically the same thing). The scenario So, I'm thinking about efficiency and creating a map in pieces. In each piece, I plan on having 'layers'. Basically, I plan on rendering it down to a 'below hero' level, and an 'above hero' level, with the hero rendered in between obviously. There will likely also be a 'on level with hero' layer, but I'm not quite there yet. Not even worrying about events or interaction yet. Just looking to get a hero on the screen. Now for movement, I obviously need to know what tiles can be moved and in what direction. My plan at the moment is each tile getting 8 bits (4 'can enter in direction' bits, 4 'can leave in direction'). This will allow me to limit movement and even allow one way directional movement. The dilemma This works great for a lot of scenarios. It will allow me to store a map in essentially 3 layers, a string, and gives me flexibility going forward. However, I can't create maps that themselves have layers. A good example is a bridge where the user can go under or over the bridge without invalid moves being allowed. I can't create a platform and allow movement underneath. These are things I would like to be able to include in my game. My idea In theory, I could allow multiple hero layers and then allow multiple sets of 'below' and 'above' layers (or sandwich layers). But this complicates my system, and makes movement between maps potentially tricky (If the hero is on the third layer at the edge of a map, but that corresponds to the second layer on the other map, how can I allow or disallow movement). My question Is there a better way to manage multiple maps with multiple levels like this where a users level may be 'connected' on different levels on different maps? Or even... Am I doing this the hard way? Is there a more standard way to handle top-down 2d tiled maps that I am just not aware of? Things to note or that might be helpful This will be done in Javascript (transferred around in JSON) State will need to be transferred quickly, so a map-id and x/y/direction should be enough to get me a boolean 'can move' value Maps will not be standard sized (though they will be in a certain number of tiles) Making an editor tool so that I can have others help, so something that I can create in a tool would be helpful 'Teleportation' locations will likely need to exist to get into building maps and to and from different map sets (which will not necessarily be connected), but have not been created yet (lumping in with events at the moment).

    Read the article

  • Any good stories or blog posts of a startup's server/stack evolving as they got bigger? [closed]

    - by user72245
    I know lots of startups often go for practical, simple, efficient. So maybe tossing a Ruby program on a basic Apache server. Get some users up and running, etc. Then Ruby starts to not be fast enough, so they throw more servers at the problem? And load balancing or something? And then when stuff gets REALLY crazy, language changes, etc? I'm looking for someone who has cleanly and simply told their own company's story like this. Are there any good ones?

    Read the article

  • C# calendar needs BL for real-time reminders?

    - by lazfish
    The calendar is done and now we are wanting to add email, SMS and voice-call reminders. We are using jQuery, C#, .Net & SQL Server 08. No restrictions on our options. I know how to add the API calls and services to initiate these reminders. I am asking for advise about how to approach a reliable timely listener service that knows to call the service or API for the reminder before an appointment. EG. SMS: "You have a conference call in 30 minutes."

    Read the article

  • Multiple Zend application code organisation

    - by user966936
    For the past year I have been working on a series of applications all based on the Zend framework and centered on a complex business logic that all applications must have access to even if they don't use all (easier than having multiple library folders for each application as they are all linked together with a common center). Without going into much detail about what the project is specifically about, I am looking for some input (as I am working on the project alone) on how I have "grouped" my code. I have tried to split it all up in such a way that it removes dependencies as much as possible. I'm trying to keep it as decoupled as I logically can, so in 12 months time when my time is up anyone else coming in can have no problem extending on what I have produced. Example structure: applicationStorage\ (contains all applications and associated data) applicationStorage\Applications\ (contains the applications themselves) applicationStorage\Applications\external\ (application grouping folder) (contains all external customer access applications) applicationStorage\Applications\external\site\ (main external customer access application) applicationStorage\Applications\external\site\Modules\ applicationStorage\Applications\external\site\Config\ applicationStorage\Applications\external\site\Layouts\ applicationStorage\Applications\external\site\ZendExtended\ (contains extended Zend classes specific to this application example: ZendExtended_Controller_Action extends zend_controller_Action ) applicationStorage\Applications\external\mobile\ (mobile external customer access application different workflow limited capabilities compared to full site version) applicationStorage\Applications\internal\ (application grouping folder) (contains all internal company applications) applicationStorage\Applications\internal\site\ (main internal application) applicationStorage\Applications\internal\mobile\ (mobile access has different flow and limited abilities compared to main site version) applicationStorage\Tests\ (contains PHP unit tests) applicationStorage\Library\ applicationStorage\Library\Service\ (contains all business logic, services and servicelocator; these are completely decoupled from Zend framework and rely on models' interfaces) applicationStorage\Library\Zend\ (Zend framework) applicationStorage\Library\Models\ (doesn't know services but is linked to Zend framework for DB operations; contains model interfaces and model datamappers for all business objects; examples include Iorder/IorderMapper, Iworksheet/IWorksheetMapper, Icustomer/IcustomerMapper) (Note: the Modules, Config, Layouts and ZendExtended folders are duplicated in each application folder; but i have omitted them as they are not required for my purposes.) For the library this contains all "universal" code. The Zend framework is at the heart of all applications, but I wanted my business logic to be Zend-framework-independent. All model and mapper interfaces have no public references to Zend_Db but actually wrap around it in private. So my hope is that in the future I will be able to rewrite the mappers and dbtables (containing a Models_DbTable_Abstract that extends Zend_Db_Table_Abstract) in order to decouple my business logic from the Zend framework if I want to move my business logic (services) to a non-Zend framework environment (maybe some other PHP framework). Using a serviceLocator and registering the required services within the bootstrap of each application, I can use different versions of the same service depending on the request and which application is being accessed. Example: all external applications will have a service_auth_External implementing service_auth_Interface registered. Same with internal aplications with Service_Auth_Internal implementing service_auth_Interface Service_Locator::getService('Auth'). I'm concerned I may be missing some possible problems with this. One I'm half-thinking about is a config.ini file for all externals, then a separate application config.ini overriding or adding to the global external config.ini. If anyone has any suggestions I would be greatly appreciative. I have used contextswitching for AJAX functions within the individual applications, but there is a big chance both external and internal will get web services created for them. Again, these will be separated due to authorization and different available services. \applicationstorage\Applications\internal\webservice \applicationstorage\Applications\external\webservice

    Read the article

  • What parts of functionality should be refactored into a directive?

    - by Sprottenwels
    I am creating an application from legacy code using AngularJS. I wonder what parts of my code should be moved into a directive. For example, iI had thought of moving a table which is used multiple times across the application into a directive. The tables alter from headings and size. Is it worth the effort or even a good practice to turn such things into their own directives or should I create each table in a unique way?

    Read the article

  • Without using a pre-built physics engine, how can I implement 3-D collision detection from scratch?

    - by Andy Harglesis
    I want to tackle some basic 3-D collision detection and was wondering how engines handle this and give you a pretty interface and make it so easy ... I want to do it all myself, however. 2-D collision detection is extremely simple and can be done multiple ways that even beginner programmers could think up: 1.When the pixels touch; 2.when a rectangle range is exceeded; 3.when a pixel object is detected near another one in a pixel-based rendering engine. But 3-D is different with one dimension, but complex in many more so ... what are the general, basic understanding/examples on how 3-D collision detection can be implemented? Think two shaded, OpenGL cubes that are moved next to each other with a simple OpenGL rendering context and keyboard events.

    Read the article

  • IXRepository and test problems

    - by Ridermansb
    Recently had a doubt about how and where to test repository methods. Let the following situation: I have an interface IRepository like this: public interface IRepository<T> where T: class, IEntity { IQueryable<T> Query(Expression<Func<T, bool>> expression); // ... Omitted } And a generic implementation of IRepository public class Repository<T> : IRepository<T> where T : class, IEntity { public IQueryable<T> Query(Expression<Func<T, bool>> expression) { return All().Where(expression).AsQueryable(); } } This is an implementation base that can be used by any repository. It contains the basic implementation of my ORM. Some repositories have specific filters, in which case we will IEmployeeRepository with a specific filter: public interface IEmployeeRepository : IRepository<Employee> { IQueryable<Employee> GetInactiveEmployees(); } And the implementation of IEmployeeRepository: public class EmployeeRepository : Repository<Employee>, IEmployeeRepository // TODO: I have a dependency with ORM at this point in Repository<Employee>. How to solve? How to test the GetInactiveEmployees method { public IQueryable<Employee> GetInactiveEmployees() { return Query(p => p.Status != StatusEmployeeEnum.Active || p.StartDate < DateTime.Now); } } Questions Is right to inherit Repository<Employee>? The goal is to reuse code once all implementing IRepository already been made. If EmployeeRepository inherit only IEmployeeRepository, I have to literally copy and paste the code of Repository<T>. In our example, in EmployeeRepository : Repository<Employee> our Repository lies in our ORM layer. We have a dependency here with our ORM impossible to perform some unit test. How to create a unit test to ensure that the filter GetInactiveEmployees return all Employees in which the Status != Active and StartDate < DateTime.Now. I can not create a Fake/Mock of IEmployeeRepository because I would be testing? Need to test the actual implementation of GetInactiveEmployees. The complete code can be found on Github

    Read the article

  • Efficient Algorithm for Recording gameplay's objects positions

    - by Scorch
    So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions within the game, and then render them, giving the player the ability to go back and forth, to stop time and move around. I've made a prototype with some data structures in C#, since this is going to be the programming language we'll be using in our game, but if we want the player to be able to go back just five minutes back with the data of just 100 NPC's, it takes almost 1GB of RAM. Right now, I'm just storing a Doubly linked list, each item with the object position. In the game, I'll need to store even more data in each node, so I need something even more ligher. Of course, this algorithm is zero optimized, but still, that is a lot. The alternatives would be create the NPC's that aren't really important to the game when the user is viewing the past, but I don't really like it very much for the sake of realism. I wonder if there is a better way to store this? Thanks in advance, Scorch

    Read the article

  • Why is Web SQL database deprecated?

    - by user221287
    I am making a hybrid Android app. At first I decided to use localStorage, after spending 2 days, I realized that it is very strange and so dropped it. Then, I picked up indexedDB, after spending today's whole day and actually getting the output in Google Chrome, it is not running inside a WebView of the android app. And I never used Web SQL database at all because it was deprecated. Anyhow, it has come to my notice that PhoneGap still uses Web SQL and android's browsers support it. Why was Web SQL deprecated in the first place? And will it be a good idea for me to go with Web SQL now?

    Read the article

  • SharePoint Database security corruption

    - by H(at)Ni
    Hello, One time I faced an issue where my customer is having an HTTP 500 internal server error while trying to access any SharePoint site. The problem appeared once he moved back and forth with inheriting/breaking inheritance of permissions over different levels in the site collection. "Security corruption in database" sounds very tough for a customer running a production portal with a backup that can make him lose around 3 weeks of valuable data. However, the solution tends not to be that hard, there's an stsadm command that help us detect the corruption and even delete the orphaned items causing the corruption. Follow these steps: a. stsadm -o databaserepair -url http://SITEURL -databasename DBNAME                and it returned some orphaned items.            b. stsadm -o databaserepair -url http://SITEURL -databasename DBNAME -deletecorruption                and it removed the orphaned items. Cheers,

    Read the article

  • Role based access to resources for a RESTful service

    - by mutex
    I'm still wrapping my head around REST, but I wonder if someone can help with any suggestions or approaches to role based access control for a RESTful service, particularly from the point of view of securing the data and how the URLs might look. It's probably best to consider an example: Say I have a REST service for Customers, and want to split the users of this REST service into Admin, Editor and Reader roles: Admins can change all attributes of a Customer resource Editors can change only some Readers can only view them. Access control rights are assigned to the Customers entities individually. So for example a user of the service might have admin rights to Customers 1,2 and 3 but Editor access to 4,5 and Reader access to 7,8,9. Now consider the user calling the service. What is a good way to seperate the list of Customers for the current User? GET /Customer - this might get a list of all customers that the current user has Admin\Editor\Reader access to. But then on each Customer the consumer would need an indication of what role they have. Or would it be "better" having something like GET /Customer/Admin - return all customers the current user has Admin access to. Just looking for some high level pointers or reading on a decent way to secure\filter the resources based on roles of the current user.

    Read the article

< Previous Page | 149 150 151 152 153 154 155 156 157 158 159 160  | Next Page >