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  • which platform to choose for designing a game

    - by Pramod
    I am new to gaming platform and don't have any experience in gaming as well. I want to develop a small shooting game and don't have any idea from where to start and which platform to use like things. I have some experience in java and .net. Can anyone help me in giving me a start? I don't mind even if this question is voted down or closed. But please do help me. I've tried searching other similar questions but everyone is already into gaming and i can't get any of the words. Please refer me to some books or tutorials

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  • controlling an object through another object ?

    - by Stefano Borini
    Today I've seen the following pattern: you have an object A and an object B. Object B accepts a pointer to A at its constructor. Once B is created, there's a method B.doCalc() that performs a calculation (internally using A's information). The result is obtained with method B.getResult(). In order to perform another calculation, A is modified, and B.doCalc() is called again. What is your opinion on this choice ? I would have designed it differently, but I want to hear your voice. Edit : note that my main objection is to modify A to have a different result from B, without touching B. Although similar, I think that just this discipline expresses a much better feeling of what's going on. Instead of a = new A a.whatever = 5 b = new B(a) b.doCalc() res = b.getResult() a.whatever = 6 b.doCalc() res = b.getResult() You get the a pointer object from b itself. a = new A a.whatever = 5 b = new B(a) b.doCalc() res = b.getResult() a = b.getAPointer() a.whatever = 6 b.doCalc() res = b.getResult() because it makes more explicit the fact that a is taken from b and then modified. I still don't like it, though...

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  • Buzzword for "performance-aware" software development

    - by errantlinguist
    There seems to be an overabundance of buzzwords for software development styles and methodologies: Agile development, extreme programming, test-driven development, etc... well, is there any sort of buzzword for "performance-aware" development? By "performance awareness", I don't necessarily mean low-latency or low-level programming, although the former would logically fall under the blanket term I'm looking for. I mean development in which resources are recognised to be finite and so there is a general emphasis on low computational complexity, good resource management, etc. If I was to be snarky, I would say "good programming", but that doesn't seem to get the message across so well...

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  • How do you structure a 2D level format with collisions etc. in Java (Slick 2D)?

    - by liamzebedee
    I am developing a game in Java. 2D Fighter, Kind of like the 2d flash game Raze(http://armorgames.com/play/5395/raze). I currently am using the Slick 2D game library and am researching how to structure my levels. I am currently stuck on the problem of the level format(e.g. file format). How do you structure a 2d level with collisions etc.? Level Notes: Will go up down left right NOTE: New to gamedev

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  • Caching strategies for entities and collections

    - by Rob West
    We currently have an application framework in which we automatically cache both entities and collections of entities at the business layer (using .NET cache). So the method GetWidget(int id) checks the cache using a key GetWidget_Id_{0} before hitting the database, and the method GetWidgetsByStatusId(int statusId) checks the cache using GetWidgets_Collections_ByStatusId_{0}. If the objects are not in the cache they are retrieved from the database and added to the cache. This approach is obviously quick for read scenarios, and as a blanket approach is quick for us to implement, but requires large numbers of cache keys to be purged when CRUD operations are carried out on entities. Obviously as additional methods are added this impacts performance and the benefits of caching diminish. I'm interested in alternative approaches to handling caching of collections. I know that NHibernate caches a list of the identifiers in the collection rather than the actual entities. Is this an approach other people have tried - what are the pros and cons? In particular I am looking for options that optimise performance and can be implemented automatically through boilerplate generated code (we have our own code generation tool). I know some people will say that caching needs to be done by hand each time to meet the needs of the specific situation but I am looking for something that will get us most of the way automatically.

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  • Designing configuration for subobjects

    - by Stefano Borini
    I have the following situation: I have a class (let's call it Main) encapsulating a complex process. This class in turn orchestrates a sequence of subalgorithms (AlgoA, AlgoB), each one represented by an individual class. To configure Main, I have a configuration stored into a configuration object MainConfig. This object contains all the config information for AlgoA and AlgoB with their specific parameters. AlgoA has no interest to the information relative to the configuration of AlgoB, so technically I could have (and in practice I have) a contained MainConfig.AlgoAConfig and MainConfig.AlgoBConfig instances, and initialize as AlgoA(MainConfig.AlgoAConfig) and AlgoB(MainConfig.AlgoBConfig). The problem is that there is some common configuration data. One example is the printLevel. I currently have MainConfig.printLevel. I need to propagate this information to both AlgoA and AlgoB, because they have to know how much to print. MainConfig also needs to know how much to print. So the solutions available are I pass the MainConfig to AlgoA and AlgoB. This way, AlgoA has technically access to the whole configuration (even that of AlgoB) and is less self-contained I copy the MainConfig.printLevel into AlgoAConfig and AlgoBConfig, so I basically have three printLevel information repeated. I create a third configuration class PrintingConfig. I have an instance variable MainConfig.printingConfig, and then pass to AlgoA both MainConfig.AlgoAConfig and MainConfig.printingConfig. Have you ever found this situation? How did you solve it ? Which one is stylistically clearer to a new reader of the code ?

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  • Looking for reading material on application architecture with web UI

    - by toong
    I'm looking for articles (or other reading material) on the topic of fat client applications with a web UI layer. Open-source projects that use this architecture would be very interesting too. Such an application would embed one (or more) browser-window(s) (chromiumembedded for example). You would need bidirectional communication between your web-UI and your domain model/services. I think this allows quick prototyping the UI, a clean separation between logic and UI and potentially easier portability across platforms (compared to WinForms for example). But that is just my view, I was looking for the view of people who have been on that road. An example of an application using a web-ui layer is Light Table. Unfortunately it is not open source (at this point?).

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  • Static site generator with web-based file manager?

    - by user234
    I'm checking around options of static web site generators which led me to lots of articles about them! However, no word is spoken on how to edit files through a browser; it's always assumed you have either DropBox or some FTPish or terminal access. The only generator I could find that includes a browser based admin screen is Kirby (getkirby.com, mentioned at modernstatic.com) Besides the application above, what setup would you recommend to have both static HTML generation and web-based file management? Thanks!

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

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

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  • Title of a specific retro game with color absorption

    - by Rene B
    I am looking for the title a free multiplayer (on one machine) DOS game i can't remember Players are steering (with cursors/WASD keys) kind of ufos which looks like donuts from top-down view. These 'ufos' attract colored particles. When your particles collide with particles from other players (in a different color), the colors will mix. If the particles are more your color than the other players color, they will start following you. The only remaining player (with the most color particles) wins the game. Can you please give me the game title? THANK YOU!

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  • Open source level editor for HTML5 platform game?

    - by Lai Yu-Hsuan
    A natty GUI editor is very helpful to create level map. I want to use some open-source choices rather than build my own from scratch. I found Tiled Map Editor but it doesn't work for what I want. Though I'm building HTML5 game, I don't have to use a HTML5 level editor as long as it can output well-formatted map files which my javascript can read. Edit: Sorry for the confusion. Tiled does not work for me because to make the player perform a 'tricky' jump, sometimes I want to set the distance between two platforms to, say, 7/3 or 8/3 tiles. But in Tiled I get only 2 or 3. If Tiled can do this, please teach me.

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  • Is it possible to extract textures or sprites from compiled game files?

    - by Brian Reindel
    For instance, every map in Portal has what appear to be sprites over a texture indicating the obstacles you'll face (see screenshot). Are these resources compiled into the source as byte code, or is it possible to extract them from installation files? Obviously I understand copyright implications, and I am only interested in using it for a recreational project. Instead of recreating them, I wonder if they can be extracted.

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  • When to use abstract classes instead of interfaces and extension methods in C#?

    - by Gulshan
    "Abstract class" and "interface" are similar type of ideas, while interface being more abstract. One need of abstract classes was to provide method implementations for the derived classes. But in C#, that need has also been reduced by lately introduced extension methods. So, in C#, when should we use abstract classes instead of using interfaces and extension methods associated with the interface? And now, we can use 'Properties' in interfaces also. A notable example of interface+ extension methods is the Heavily used IEnumerable and it's helper methods. You use Linq and it's all by this extension methods!

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  • First time android game development [on hold]

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

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  • .NET - refactoring code

    - by w0051977
    I have inherited and now further develop a large application consisting of an ASP.NET application, VB6 and VB.NET application. The software was poorly written. I am trying to refactor the code as I go along. The changes I am making are not live (they are contained in a folder on my development machine). This is proving to be time consuming and I am doing this along side other work which is the prioritiy. My question is: is this a practical approach or is there a better methodology for refactoring code? I don't have any experience with version control software or source control software and I am wandering if this is what I am missing. I am a sole developer.

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  • Why are most websites optimized for viewing in portrait mode?

    - by NVM
    I simply cannot figure this out. Almost all monitors have an aspect ratio where width is much bigger than the height and yet almost all websites are designed exactly for the other way round? I am not really a web developer and am just experimenting stuff at the moment but this madness baffles me!!! Edit: The point is not that I would like to limit the height of a website. The point is that I'd wat it to somehow fill all available space when I have my 1920x1080 in landscape mode. Edit 2: See this to understand what I am saying

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  • Good university for computer science with plans for game development

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

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  • Why was Android's ContentProvider created?

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

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  • How to update a game off a database

    - by James Clifton
    I am currently writing a sports strategy management game (cricket) in PHP, with a MYSQL database, and I have come across one stumbling block - how do I update games where neither player is online? Cricket is a game played between two players, and when they (or one of them) is online then everything is fine; but what if neither player is online? This occurs when championship games are played, and these games need to happen at certain times for game reasons. At the moment I have a private web page that updates every 5 seconds, and each time it loads all games are updated; but then I have the problem that when my private web page stops (for example my computer crashes or my web browser plays up) the game stops updating! Any suggestions?

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  • Should I add parameters to instance methods that use those instance fields as parameters?

    - by john smith optional
    I have an instance method that uses instance fields in its work. I can leave the method without that parameters as they're available to me, or I can add them to the parameter list, thus making my method more "generic" and not reliable on the class. On the other hand, additional parameters will be in parameters list. Which approach is preferable and why? Edit: at the moment I don't know if my method will be public or private. Edit2: clarification: both method and fields are instance level.

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  • LSP vs OCP / Liskov Substitution VS Open Close

    - by Kolyunya
    I am trying to understand the SOLID principles of OOP and I've come to the conclusion that LSP and OCP have some similarities (if not to say more). the open/closed principle states "software entities (classes, modules, functions, etc.) should be open for extension, but closed for modification". LSP in simple words states that any instance of Foo can be replaced with any instance of Bar which is derived from Foo and the program will work the same very way. I'm not a pro OOP programmer, but it seems to me that LSP is only possible if Bar, derived from Foo does not change anything in it but only extends it. That means that in particular program LSP is true only when OCP is true and OCP is true only if LSP is true. That means that they are equal. Correct me if I'm wrong. I really want to understand these ideas. Great thanks for an answer.

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  • Modular enterprise architecture using MVC and Orchard CMS

    - by MrJD
    I'm making a large scale MVC application using Orchard. And I'm going to be separating my logic into modules. I'm also trying to heavily decouple the application for maximum extensibility and testability. I have a rudimentary understanding of IoC, Repository Pattern, Unit of Work pattern and Service Layer pattern. I've made myself a diagram. I'm wondering if it is correct and if there is anything I have missed regarding an extensible application. Note that each module is a separate project. Update So I have many UI modules that use the db module, that's why they've been split up. There are other services the UI modules will use. The UI modules have been split up because they will be made over time, independent of each other.

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  • Are factors such as Intellisense support and strong typing enough to justify the use of an 'Anaemic Domain Model'?

    - by David Osborne
    It's easy to accept that objects should be used in all layers except a layer nominated as a data layer. However, it's just as easy to end-up with an 'anaemic domain model' that is just an object representation of data with no real functionality ( http://martinfowler.com/bliki/AnemicDomainModel.html ). However, using objects in this fashion brings the benefit of factors such as Intellisense support, strong typing, readability, discoverability, etc. Are these factors strong arguments for an otherwise, anaemic domain model?

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  • Architecture/pattern resources for small applications and tools

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

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  • Beat detection and FFT

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

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