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  • Disable incremental search in firefox (and everything else!)

    - by Alan Curry
    All I find from googling "disable incremental search" is a bunch of people telling me how great incremental search is. It isn't. Firefox has the worst version of it, jumping around and making me lose my place because of a search I haven't even finished typing yet. I don't want the window scrolling up and down without my say-so. It would be nice if I could search with regular expressions, like text search has been done in every non-toy application since ed. But the jumpiness of the window is the overriding concern. How can this evil be defeated?

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  • Entity Framework Code-First to Provide Replacement for ASP.NET Profile Provider

    - by Ken Cox [MVP]
    A while back, I coordinated a project to add support for the SQL Table Profile Provider in ASP.NET 4 Web Applications.  We urged Microsoft to improve ASP.NET’s built-in Profile support so our workaround wouldn’t be necessary. Instead, Microsoft plans to provide a replacement for ASP.NET Profile in a forthcoming release. In response to my feature suggestion on Connect, Microsoft says we should look for something even better using Entity Framework: “When code-first is officially released the final piece of a full replacement of the ASP.NET Profile will have arrived. Once code-first for EF4 is released, developers will have a really easy and very approachable way to create any arbitrary class, and automatically have the .NET Framework create a table to provide storage for that class. Furthermore developer will also have full LINQ-query capabilities against code-first classes. “ The downside is that there won’t be a way to retrofit this Profile replacement to pre- ASP.NET 4 Web applications. At least there’ll still be the MVP workaround code. It looks like it’s time for me to dig into a CTP of EF Code-First to see what’s available.   Scott Guthrie has been blogging about Code-First Development with Entity Framework 4. It’s not clear when the EF Code-First is coming, but my guess is that it’ll be part of the VS 2010/.NET 4 service pack.

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  • Deprecated Methods in Code Base

    - by Jamie Taylor
    A lot of the code I've been working on recently, both professionally (read: at work) and in other spheres (read: at home, for friends/family/etc, or NOT FOR WORK), has been worked on, redesigned and re-implemented several times - where possible/required. This has been in an effort to make things smaller, faster more efficient, better and closer to spec (when requirements have changed). A down side to this is that I now have several code bases that have deprecated method blocks (and in some places small objects). I'm looking at making this code maintainable and easy to roll back on changes. I'm already using version control software in both instances, but I'm left wondering if there are any specific techniques that have been used by others for keeping the superseded methods without increasing the size of compiled outputs? At the minute, I'm simply wrapping the old code in C style multi line comments. Here's an example of what I mean (C style, psuedo-code): void main () { //Do some work //Foo(); //Deprecated method call Bar(); //New method } /***** Deprecated code ***** /// Summary of Method void Foo() { //Do some work } ***** Deprecated Code *****/ /// Summary of method void Bar() { //Do some work } I've added a C style example, simply because I'm more confident with the C style languages. I'm trying to put this question across as language agnostic (hence the tag), and would prefer language agnostic answers, if possible - since I see this question as more of a techniques and design question. I'd like to keep the old methods and blocks for a bunch of reasons, chief amongst them being the ability to quickly restore an older working method in the case of some tests failing, or some unforeseen circumstance. Is there a better way to do this (that multi line comments)? Are there any tools that will allow me to store these old methods in separate files? Is that even a good idea?

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  • C# 5.0 Async/Await Demo Code

    - by Paulo Morgado
    I’ve published the sample code I use to demonstrate the use of async/await in C# 5.0. You can find it here. Projects PauloMorgado.AyncDemo.WebServer This project is a simple web server implemented as a console application using Microsoft ASP.NET Web API self hosting and serves an image (with a delay) that is accessed by the other projects. This project has a dependency on Json.NET due to the fact the the Microsoft ASP.NET Web API hosting has a dependency on Json.NET. The application must be run on a command prompt with administrative privileges or a urlacl must be added to allow the use of the following command: netsh http add urlacl url=http://+:9090/ user=machine\username To remove the urlacl, just use the following command: netsh http delete urlacl url=http://+:9090/ PauloMorgado.AsyncDemo.WindowsForms This Windows Forms project contains three regions that must be uncommented one at a time: Sync with WebClient This code retrieves the image through a synchronous call using the WebClient class. Async with WebClient This code retrieves the image through an asynchronous call using the WebClient class. Async with HttpClient with cancelation This code retrieves the image through an asynchronous call with cancelation using the HttpClient class. PauloMorgado.AsyncDemo.Wpf This WPF project contains three regions that must be uncommented one at a time: Sync with WebClient This code retrieves the image through a synchronous call using the WebClient class. Async with WebClient This code retrieves the image through an asynchronous call using the WebClient class. Async with HttpClient with cancelation This code retrieves the image through an asynchronous call with cancelation using the HttpClient class.

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Linking LLVM JIT Code to Static LLVM Libraries?

    - by inflector
    I'm in the process of implementing a cross-platform (Mac OS X, Windows, and Linux) application which will do lots of CPU intensive analysis of financial data. The bulk of the analysis engine will be written in C++ for speed reasons, with a user-accessible scripting engine interfacing with the C++ testing engine. I want to write several scripting front-ends over time to emulate other popular software with existing large user bases. The first front will be a VisualBasic-like scripting language. I'm thinking that LLVM would be perfect for my needs. Performance is very important because of the sheer amount of data; it can take hours or days to run a single run of tests to get an answer. I believe that using LLVM will also allow me to use a single back-end solution while I implement different front-ends for different flavors of the scripting language over time. The testing engine itself will be separated from the interface and testing will even take place in a separate process with progress and results being reported to the testing management interface. Tests will consist of scripting code integrated with the testing engine code. In a previous implementation of a similar commercial testing system I wrote, I built a fast interpreter which easily interfaced with the testing library because it was written in C++ and linked directly to the testing engine library. Callbacks from scripting code to testing library objects involved translating between the formats with significant overhead. I'm imagining that with LLVM, I could implement the callbacks into C++ directly so that I could make the scripting code work almost as if it had been written in C++. Likewise, if all the code was compiled to LLVM byte-code format, it seems like the LLVM optimizers could optimize across the boundaries between the scripting language and the testing engine code that was written in C++. I don't want to have to compile the testing engine every time. Ideally, I'd like to JIT compile only the scripting code. For small tests, I'd skip some optimization passes, while for large tests, I'd perform full optimizations during the link. So is this possible? Can I precompile the testing engine to a .o object file or .a library file and then link in the scripting code using the JIT? Finally, ideally, I'd like to have the scripting code implement specific methods as subclasses for a specific C++ class. So the C++ testing engine would only see C++ objects while the JIT setup code compiled scripting code that implemented some of the methods for the objects. It seems that if I used the right name mangling algorithm it would be relatively easy to set up the LLVM generation for the scripting language to look like a C++ method call which could then be linked into the testing engine. Thus the linking stage would go in two directions, calls from the scripting language into the testing engine objects to retrieve pricing information and test state information and calls from the testing engine of methods of some particular C++ objects where the code was supplied not from C++ but from the scripting language. In summary: 1) Can I link in precompiled (either .bc, .o, or .a) files as part of the JIT compilation, code-generation process? 2) Can I link in code using that the process in 1) above in such a way that I am able to create code that acts as if it was all written in C++?

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  • Emacs: methods for debugging python

    - by Tom Willis
    I use emacs for all my code edit needs. Typically, I will use M-x compile to run my test runner which I would say gets me about 70% of what I need to do to keep the code on track however lately I've been wondering how it might be possible to use M-x pdb on occasions where it would be nice to hit a breakpoint and inspect things. In my googling I've found some things that suggest that this is useful/possible. However I have not managed to get it working in a way that I fully understand. I don't know if it's the combination of buildout + appengine that might be making it more difficult but when I try to do something like M-x pdb Run pdb (like this): /Users/twillis/projects/hydrant/bin/python /Users/twillis/bin/pdb /Users/twillis/projects/hydrant/bin/devappserver /Users/twillis/projects/hydrant/parts/hydrant-app/ Where .../bin/python is the interpreter buildout makes with the path set for all the eggs. ~/bin/pdb is a simple script to call into pdb.main using the current python interpreter HellooKitty:hydrant twillis$ cat ~/bin/pdb #! /usr/bin/env python if __name__ == "__main__": import sys sys.version_info import pdb pdb.main() HellooKitty:hydrant twillis$ .../bin/devappserver is the dev_appserver script that the buildout recipe makes for gae project and .../parts/hydrant-app is the path to the app.yaml I am first presented with a prompt Current directory is /Users/twillis/bin/ C-c C-f Nothing happens but HellooKitty:hydrant twillis$ ps aux | grep pdb twillis 469 100.0 1.6 168488 67188 s002 Rs+ 1:03PM 0:52.19 /usr/local/bin/python2.5 /Users/twillis/projects/hydrant/bin/python /Users/twillis/bin/pdb /Users/twillis/projects/hydrant/bin/devappserver /Users/twillis/projects/hydrant/parts/hydrant-app/ twillis 477 0.0 0.0 2435120 420 s000 R+ 1:05PM 0:00.00 grep pdb HellooKitty:hydrant twillis$ something is happening C-x [space] will report that a breakpoint has been set. But I can't manage to get get things going. It feels like I am missing something obvious here. Am I? So, is interactive debugging in emacs worthwhile? is interactive debugging a google appengine app possible? Any suggestions on how I might get this working?

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  • Is there a measure of code rot?

    - by DarenW
    I'm dealing, again, with a messy C++ application, tons of classes with confusing names, objects have pointers into each other and all over, longwinded Boost and STL data types, etc. (Pause and consider your favorite terror of messy legacy code. We probably have it.) The phrase "code rot" oft comes to mind when I work on this project. Is there a quantitative way to measure code rot? I wouldn't expect anything highly meaningful or scientific, since no other measure of code productivity or quality is so fine. I'm not looking for a mere opposite of measures of code quality, but specifically a measure of how many bad things happened after a series of maintenance software "engineers" have had turns hacking at the code. A general measure applying to any language, or many languages, would be great. If there's no such thing, at least for C++, which is a better than average language for creating messes. Maybe something involving a measure of topology of how objects connect during runtime, a count of chunks of commented out code, how mane files a typical variable's usage is scattered over, I don't know... but surely now, a decade into the 21st Century, someone has attempted to define some sort of rot measure. It would be especially interesting to automate a series of svn checkouts, measure the "rottenosity" of each, and plot the decay over time.

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  • As a solo programmer, of what use can Gerrit be?

    - by s.d
    Disclaimer: I'm aware of the questions How do I review my own code? and What advantages do continuous integration tools offer on a solo project?. I do feel that this question aims at a different set of answers though, as it is about a specific software, and not about general musings about the use of this or that practice or tech stack. I'm a solo programmer for an Eclipse RCP-based project. To be able to control myself and the quality of my software, I'm in the process of setting up a CSI stack. In this, I follow the Eclipse Common Build Infrastructure guidelines, with the exception that I will use Jenkins rather than Hudson. Sticking to these guidelines will hopefully help me in getting used to the Eclipse way of doing things, and I hope to be able to contribute some code to Eclipse in the future. However, CBI includes Gerrit, a code review software. While I think it's really helpful for teams, and I will employ it as soon as the team grows to at least two developers, I'm wondering how I could use it while I'm still solo. Question: Is there a use case for Gerrit that takes into account solo developers? Notes: I can imagine reviewing code myself after a certain amount of time to gain a little distance to it. This does complicate the workflow though, as code will only be built once it's been passed through code review. This might prove to be a "trap" as I might be tempted to quickly push bad code through Gerrit just to get it built. I'm very interested in hearing how other solo devs have made use of Gerrit.

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  • Representing and executing simple rules - framework or custom?

    - by qtips
    I am creating a system where users will be able to subscribe to events, and get notified when the event has occured. Example of events can be phone call durations and costs, phone data traffic notations, and even stock rate changes. Example of events: customer 13532 completed a call with duration 11:45 min and cost $0.4 stock rate for Google decreased with 0.01% Customers can subscribe to events using some simple rules e.g. When stock rate of Google decreases more than 0.5% When the cost of a call of my subscription is over $1 Now, as the set of different rules is currently predefined, I can easily create a custom implemention that applies rules to an event. But if the set of rules could be much larger, and if we also allow for custom rules (e.g. when stock rate of Google decreses more than 0.5% AND stock rate of Apple increases with 0.5%), the system should be able to adapt. I am therefore thinking of a system that can interpret rules using a simple grammer and then apply them. After som research I found that there exists rule-based engines that can be used, but I am unsure as they seem too complicated and may be a little overkill for my situation. Is there a Java framework suited for this area? Should we use framework, a rule engine, or should we create something custom? What are the pros and cons?

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  • Why does Farseer 2.x store temporaries as members and not on the stack? (.NET)

    - by Andrew Russell
    UPDATE: This question refers to Farseer 2.x. The newer 3.x doesn't seem to do this. I'm using Farseer Physics Engine quite extensively at the moment, and I've noticed that it seems to store a lot of temporary value types as members of the class, and not on the stack as one might expect. Here is an example from the Body class: private Vector2 _worldPositionTemp = Vector2.Zero; private Matrix _bodyMatrixTemp = Matrix.Identity; private Matrix _rotationMatrixTemp = Matrix.Identity; private Matrix _translationMatrixTemp = Matrix.Identity; public void GetBodyMatrix(out Matrix bodyMatrix) { Matrix.CreateTranslation(position.X, position.Y, 0, out _translationMatrixTemp); Matrix.CreateRotationZ(rotation, out _rotationMatrixTemp); Matrix.Multiply(ref _rotationMatrixTemp, ref _translationMatrixTemp, out bodyMatrix); } public Vector2 GetWorldPosition(Vector2 localPosition) { GetBodyMatrix(out _bodyMatrixTemp); Vector2.Transform(ref localPosition, ref _bodyMatrixTemp, out _worldPositionTemp); return _worldPositionTemp; } It looks like its a by-hand performance optimisation. But I don't see how this could possibly help performance? (If anything I think it would hurt by making objects much larger).

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  • Open source clone for Starcraft

    - by sinekonata
    Two questions about a SC:Broodwar clone. Is there one yet? How likely is legal pursuit? Since almost all games I usually play now have an FOS alternative from alpha to way polished, I was wondering why can't I find one for SC, one of the biggest titans of the gaming community? So my first question is, is there a game that was made with the intention to emulate SC? Is it that I didn't look well enough? Could it really be that no one tackled what seems like a small effort compared to the creation of a game engine like Spring or games like Rigs of Rod or Minetest? And since SC is not being maintained at all shouldn't the incentive to see a bug free modable balanced version huge? What am I not getting here? In the event that there is none, is it a legal problem? Could it be that people expect Blizzard to release sources themselves? Or that developers don't see the point in having SC mechanics without the patented lore and aesthetics? And the trickier question, if I were to make SC an open source game, a total clone of it for the purposes of maintenance, modability, etc. Would Blizzard really sue a team of developer fans that just do them a favour knowing they don't lose any money from Korea broadcasts? Or would they do it not to set precedents. So thanks for reading all that, hope I'm not the only one to think it's weird that no one talks about it. See you.

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  • Should I use procedural animation?

    - by user712092
    I have started to make a fantasy 3d fps swordplay game and I want to add animations. I don't want to animate everything by hand because it would take a lot of time, so I decided to use procedural animation. I would certainly use IK (starting with simple reaching an object with hand ...). I also assume procedural generation of animations will make less animations to do by hand (I can blend animations ...). I want also to have a planner for animation which would simplify complex animations; those which can be split to a sequence - run and then jump, jump and then roll - or which are separable - legs running and torso swinging with sword -. I want for example a character to chop a head of a big troll. If troll crouches character would just chop his head off, if it is standing he would climb on a troll. I know that I would have to describe the state ("troll is low", "troll is high", "chop troll head" ..) which would imply what regions animation will be in (if there is a gap between them character would jump), which would imply what places character can have some of legs and hands or would choose an predefined animation. My main goal is simplicity of coding, but I want my game to be looking cool also. Is it worthy to use procedural animation or does it make more troubles that it solves? (there can be lot of twiddling ...) I am using Blender Game Engine (therefore Python for scripting, and Bullet Physics).

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  • Where to put code documentation?

    - by Patrick
    I am currently using two systems to write code documentation (am using C++): Documentation about methods and class members are added next to the code, using the Doxygen format. On a server Doxygen is run on the sources so the output can be seen in a web browser Overview pages (describing a set of classes, the structure of the application, example code, ...) is added to a Wiki I personally think that this approach is easy because the documentation about members and classes is really close to the code, while the overview pages are really easy to edit in the Wiki (and it's also easy to add images, tables, ...). A web browser allows you to see both documentations. My co-worker now suggests to put everything in Doxygen, because we can then create one big help file with everything in it (using either Microsoft's HTML WorkShop or Qt Assistant). My concern is that editing Doxygen-style documentation is much harder (compared to Wiki), especially when you want to add tables, images, ... (or is there a 'preview' tool for Doxygen that doesn't require you to generate the code before you can see the result?) What do big open-source (or closed source) projects use to write their code documentation? Do they also split this up between Doxygen-style and a Wiki? Or do they use another system? What is the most appropriate way to expose the documentation? Via a Web server/browser, or via a big (several 100MB) help file? Which approach do you take when writing code documentation?

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  • XNA - Finding boundaries in isometric tilemap

    - by Yheeky
    I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size is 100x100 (with 128x128 tiles) so the calculation (e.g. for the right boundary) is: var maxX = (TileMap.MapWidth + 1) * (TileMap.TileWidth / 2) - ViewSize.X; var maxX = (100 + 1) * (128 / 2) - 1360; // = 5104 pixels. This works fine while having scale factor of 1.0f but not for any other zoom factor. When I zoom out to 0.9f the right border should be at approx. 4954. I´m using the following code for transformation but I always get a wrong value: var maxXVector = new Vector2(maxX, 0); var maxXTransformed = Vector2.Transform(maxXVector, tempTransform).X; The result is 4593. Does anyone of you have an idea what I´m during wrong? Thanks for your help! Yheeky

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  • What's a good Game development platform for a platformer game with these characteristics?

    - by Joe
    Yes, I know, the best way to make an indie game is to learn to code. I've got some scripting experience, but I want to do worldbuilding with already-existing tools (and communities surrounding those tools), and I've been really impressed with games like An Untitled Story that were made with pre-packaged toolsets at their core, like Game Maker. :) So I'm planning to make my game using either Game Maker or something like it. The basic parameters of my planned game: -2D platformer. -Physics/speed akin to Sonic the Hedgehog. -Large, non-linear world, flowing as seamlessly as possible -- think Super Metroid, but without the forced screen transitions. The first two points have me leaning toward Game Maker -- Plenty of 2D platformers have been made with it, and there are serviceable, openly available Sonic-the-Hedgehog-style physics engines for it that could be adapted to my needs with minimal muss and fuss. But the third makes me antsy -- from what limited information I hear, Game Maker has problems with large levels/boards/screens/whateveryoucallthem, thus necessitating transitions between screens. I want to avoid that if at all possible -- it would, I believe, fundamentally alter the flow of the game. I understand that generally speaking, the more you have loaded into memory the more things are going to chug (especially for a one-size-fits-all game development platform that isn't a model of efficient coding), but I'm hoping there are systems that can un-load objects that are sufficiently far offscreen and thus better produce seamlessness. Any thoughts, people? :) The sooner I can get a basic pre-fab physics engine and world-building program up and running, the sooner I can start prototyping areas and generally tooling around. Should I be looking at Game Maker, or elsewhere? (My current plan is to more-or-less build the game prototype-style, then worry about art and sound at the very end once the damn thing is playable.)

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  • Smarty: Configurable Comments and Code Templates

    - by Martin Fousek
    Hello, today we would like to show you few improvements we have prepared in PHP Smarty Framework for NetBeans 7.3. So let's talk about adjustable toggle comment action and code templates. Configurable Comments As some of you requested we implemented toggle comment action with adjustable behavior. In NetBeans 7.3 you can choose in Options between commenting as a "Smarty comments everywhere" or "Language sensitive comments" in Smarty Templates. Toggle comment language sensitive: Toggle comment as Smarty comment everywhere: Code Templates In NetBeans 7.3 we will provide by default many code templates inside Smarty templates or directly inside Smarty tags. Available should be code templates for all built-in or custom functions and modifiers of Smarty 3.x. Besides that you should be able to define additional custom templates easily in Options -> Editor -> Code Templates for "Smarty Templates" or directly for "Smarty Markup" (which means code templates inside Smarty tag). You can also take advantage of selection's template which are able to wrap your code with chosen Smarty tag. That's all for today. As always, please test it and report all the issues or enhancements you find in NetBeans BugZilla (component php, subcomponent Smarty).

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  • Looking for 2D Cross platform suggestions based on requirements specified

    - by MannyG
    I am an intermediate developer with minor experience on enterprise mobile applications for iphone, android and blackberry looking to build my first ever mobile game. I did a google search for some game dev forums and this popped up so I thought I would try posting here as I lack luck elsewhere. If you have ever heard of the game for the iphone and android platform entitled avatar fight then you will have an idea of the graphic capabilities I require. Basically the battles which are automated one sprite attacking another doing cool animations but all in 2d. My buddy and I have two motivations, one is to jump into mobile Dev as my experience is limited as is his so we would like some trending knowledge (html5 would be nice to learn) . The other is to make some money on the side, don't expect much but polishing the game and putting our all will hopefully reward us a bit. We have looked into corona engine, however a lot of people are saying it is limited in the graphics department, we are open to learning new languages like lua, c++, python etc. Others we have looked at include phonegap, rhomobile, unity, and the list goes on. I really have no idea what the pros and cons of these are but for a basic battle sequence and some mini games we want to chose the right one. Some more things that we will be doing include things like card games, side scrolling flying object based games, maybe fishing stuff. We want to start small with these minigames and work our way up to the idea we would like to implement in the future. We only want to work in 2D. So with these requirements please help me chose a platform to work on (cross platform is what we are ideally leaning towards). Please feel free to throw in some pieces of advice you may have for newbie game developers like myself too. Thank you for reading!

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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • How to mange big amount users at server side?

    - by Rami
    I built a social android application in which users can see other users around them by gps location. at the beginning thing went well as i had low number of users, But now that I have increasing number of users (about 1500 +100 every day) I revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holding all the users profiles objects, currenty 1500 and this number will increase as more users register. Why I'm doing it Every user that requesting for the users around him compares his gps with other users and check if they are in his 10km radius, this happens every 5 min on average. That is why I can't get the users from db every time because GAE read/write operation quota will tare me apart. The problem with this desgin is As the number of users increased the Hashmap turns to null every 4-6 hours, I thing that this time is getting shorten but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it became null, But this causes DOS to my users for 30 sec, So I'm looking for better solution. I'm guessing that it happens because the size of the hashmap, Am I right? I have been advised to use spatial database, but that mean that I can't work with GAE any more and that mean that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • Generic software code style enforcer

    - by FuzziBear
    It seems to me to be a fairly common thing to do, where you have some code that you'd like to automatically run through a code style tool to catch when people break your coding style guide(s). Particularly if you're working on code that has multiple languages (which is becoming more common with web-language-x and javascript), you generally want to apply similar code style guides to both and have them enforced. I've done a bit of research, but I've only been able to find tools to enforce code style guidelines (not necessarily applying the code style, just telling you when you break code style guidelines) for a particular language. It would seem to me a reasonably trivial thing to do by just using current IDE rules for syntax highlighting (so that you don't check style guide rules inside quotes or strings, etc) and a whole lot of regexes to enforce some really generic things. Examples: if ( rather than if( checking lines with only whitespace Are there any tools that do this kind of really generic style checking? I'd prefer it to be easily configurable for different languages (because like it or not, some things would just not work cross language) and to add new "rules" to check new things.

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  • Legacy Code Retreat Questions

    - by MarkPearl
    I recently heard of the concept of a Legacy Code Retreat. Since I have attended and helped facilitate some normal Code Retreats I thought it might be interesting in trying a Legacy Code Retreat, but I have a few questions on how a legacy CR differs from a normal one. If anyone has attended a Legacy CR and has some suggestions on how best to host these event’s please leave a comment on what has worked for you in the past or if you have any answers to my questions below… Should you restrict the languages that people can do the sessions in? In the normal CR’s I have been involved in the past we have had people attend and code in their programming language of choice. A normal CR lends itself to  this because each session starts with no code. With a legacy CR each session seems to start with an existing code base. Is there some sort of limitation on the languages that people can work in during the sessions? If not, how do you give them a base to start from? What happens as the beginning of each session? In the normal CR that I have attended each session would have a constraint set on it – i.e. no if statements used, no primitives, etc. With a legacy CR it seems more like patterns for refactoring are learned. Does the facilitator explain the pattern used before the session starts or are they just given a code base to start from and an objective to achieve

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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • How to refactor a myriad of similar classes

    - by TobiMcNamobi
    I'm faced with similar classes A1, A2, ..., A100. Believe it or not but yeah, there are roughly hundred classes that almost look the same. None of these classes are unit tested (of course ;-) ). Each of theses classes is about 50 lines of code which is not too much by itself. Still this is way too much duplicated code. I consider the following options: Writing tests for A1, ..., A100. Then refactor by creating an abstract base class AA. Pro: I'm (near to totally) safe by the tests that nothing goes wrong. Con: Much effort. Duplication of test code. Writing tests for A1, A2. Abstracting the duplicated test code and using the abstraction to create the rest of the tests. Then create AA as in 1. Pro: Less effort than in 1 but maintaining a similar degree of safety. Con: I find generalized test code weird; it often seems ... incoherent (is this the right word?). Normally I prefer specialized test code for specialized classes. But that requires a good design which is my goal of this whole refactoring. Writing AA first, testing it with mock classes. Then inheriting A1, ..., A100 successively. Pro: Fastest way to eliminate duplicates. Con: Most Ax classes look very much the same. But if not, there is the danger of changing the code by inheriting from AA. Other options ... At first I went for 3. because the Ax classes are really very similar to each other. But now I'm a bit unsure if this is the right way (from a unit testing enthusiast's perspective).

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