Search Results

Search found 41035 results on 1642 pages for 'object oriented design'.

Page 181/1642 | < Previous Page | 177 178 179 180 181 182 183 184 185 186 187 188  | Next Page >

  • Why do programming languages allow shadowing/hiding of variables and functions?

    - by Simon
    Many of the most popular programming languges (such as C++, Java, Python etc.) have the concept of hiding / shadowing of variables or functions. When I've encountered hiding or shadowing they have been the cause of hard to find bugs and I've never seen a case where I found it necessary to use these features of the languages. To me it would seem better to disallow hiding and shadowing. Does anybody know of a good use of these concepts?

    Read the article

  • How URL Redirection affects SEO?

    - by Costa
    The following paragraph is from SEO Google Guide Google is good at crawling all types of URL structures, even if they're quite complex, but spending the time to make your URLs as simple as possible for both users and search engines can help. Some webmasters try to achieve this by rewriting their dynamic URLs to static ones; while Google is fine with this, we'd like to note that this is an advanced procedure and if done incorrectly, could cause crawling issues with your site. What makes URL re-writing implementation incorrect for GoogleBot? I am using Asp.net 3.5 framework. Thanks

    Read the article

  • What should a game have in order to keep humans playing it?

    - by Adam Davis
    In many entertainment professions there suggestions, loose rules, or general frameworks one follows that appeal to humans in one way or another. For instance, many movies and books follow the monomyth. In video games I find many types of games that attract people in different ways. Some are addicted to facebook gem matching games. Others can't get enough of FPS games. Once in awhile, though, you find a game that seems to transcend stereotypes and appeals almost immediately to everyone that plays it. For instance, Plants Versus Zombies seems to have a very, very large demographic of players. There are other games similar in reach. I'm curious what books, blogs, etc there are that explore these game types and styles, and tries to suss out one or more popular frameworks/styles that satisfy people, while keeping them coming back for more.

    Read the article

  • Where to Start?

    - by freemann098
    my name is Chase. I've been programming for over 3 years now and I've made very little progress towards game development. I blame myself for it due to reasons. I have experience in many languages such as C++, C#, and Java. I have a little bit of knowledge in JavaScript/HTML and Python. My question is where to start on actually understanding jumping into game development. Whenever I watch game development tutorials it mostly makes sense until points of things like OpenGL or advanced topics that make no sense at all. An example is something like glOrhho Matrix or whatever. Videos either don't explain things like this or they're not explained very well. Do I not know enough basics? I find myself always copying code from a video but understanding very little of it. It's like i'm memorizing things I don't understand which makes it hard to program at all. If I were to want to get to the point where I could write my own game engine or just a game by myself in general in C++ using at the most documentation how would I start at mastering to that level. Should I learn C first, or get really good at basics in general with C++. I know there is a similar posted question on this site but it's not the same due to the fact the person asking the question has a well knowledge level in programming. I'm stuck in a loop of learning the same things but if I go farther I don't understand. I'm stuck in the same spot and need to make progress.

    Read the article

  • Pattern for performing game actions

    - by Arkiliknam
    Is there a generally accepted pattern for performing various actions within a game? A way a player can perform actions and also that an AI might perform actions, such as move, attack, self-destruct, etc. I currently have an abstract BaseAction which uses .NET generics to specify the different objects that get returned by the various actions. This is all implemented in a pattern similar to the Command, where each action is responsible for itself and does all that it needs. My reasoning for being abstract is so that I may have a single ActionHandler, and AI can just queue up different action implementing the baseAction. And the reason it is generic is so that the different actions can return result information relevant to the action (as different actions can have totally different outcomes in the game), along with some common beforeAction and afterAction implementations. So... is there a more accepted way of doing this, or does this sound alright?

    Read the article

  • Making Class Diagram for MVC Pattern Project

    - by iMohammad
    I have a question about making a class diagram for an MVC based college senior project. If we have 2 actors of users in my system, lets say Undergrad and Graduate students are the children of abstract class called User. (Generalisation) Each actor has his own features. My question, in such case, do we need to have these two actors in separate classes which inherits from the abstract class User? even though, I'm going to implement them as roles using one Model called User Model ? I think you can see my confusion here. I code using MVC pattern, but I've never made a class diagram for this pattern. Thank you in advance!

    Read the article

  • How should I handle "real time" events in an online strategy game?

    - by Hojat Taheri
    Some online strategy games have real time events. For example when you send troops to attack somewhere, the attack happens at the right time in the future. Checking the database again and again to get the list of attacks happening each second would cause heavy load. Is there any technique to achieve this goal? Another example: You want to attack a village 3 hours away, you send troops and the attack occurs 3 hours later. Should there be an script to check the database at each second to run the query at the specified time?

    Read the article

  • Searching for entity awareness in 3D space algorithm and data structure

    - by Khanser
    I'm trying to do some huge AI system just for the fun and I've come to this problem. How can I let the AI entities know about each other without getting the CPU to perform redundant and costly work? Every entity has a spatial awareness zone and it has to know what's inside when it has to decide what to do. First thoughts, for every entity test if the other entities are inside the first's reach. Ok, so it was the first try and yep, that is redundant and costly. We are working with real time AI over 10000+ entities so this is not a solution. Second try, calculate some grid over the awareness zone of every entity and test whether in this zones are entities (we are working with 3D entities with float x,y,z location coordinates) testing every point in the grid with the indexed-by-coordinate entities. Well, I don't like this because is also costly, but not as the first one. Third, create some multi linked lists over the x's and y's indexed positions of the entities so when we search for an interval between x,y and z,w positions (this interval defines the square over the spatial awareness zone) over the multi linked list, we won't have 'voids'. This has the problem of finding the nearest proximity value if there isn't one at the position where we start the search. I'm not convinced with any of the ideas so I'm searching for some enlightening. Do you people have any better ideas?

    Read the article

  • How to do thread management in C++?

    - by Dipan Mehta
    We use pthread for thread management in C based systems. pthread is in general compilable by C++ compiler (like g++). However, what are the better ways of abstractions for threads in C++? Also, for making any system to be working in a multi-threaded system, it is also important to make thread safe. What are the standard libraries that requires alternative (installs) to be thread safe or are they unsafe for multi-threaded environments? Is smart pointers, templates require special measures to make it safe? What are the best practices for the thread managements in C++?

    Read the article

  • Service Layer - how broad should it be, and should it be used also on the local application?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

    Read the article

  • Methods of ordering function definitions in code

    - by xralf
    When I work on some programming project (usually command line application in Python with many switches), I'm usually creating about 30 and more functions. Most of the functions are in one file (except some helpers that I utilize in more projects). Some of the functions are called on particular switch (like -p or --print) but many functions do some helper computations, print operations or database operations because I don't want to main functions be too large. When I have an idea for a new functionality I often put new functions randomly to the file. Should I think more about it and place it to some particular place? Are there some methods for this?

    Read the article

  • Breakout ball collision detection, bouncing against the walls [solved]

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks EDIT: Have changed the bounce method. public void bounce(GObject other){ //System.out.println("y : " + getY() + " other.y + other.height - 2 : " + (other.getY() + other.getHeight() - 2)); if (getX()+getWidth()>other.getX()+2){ setHorizontalDirection(Direction.DIRECTION_RIGHT); } else if (getX()<(other.getX()+other.getWidth()-2)){ setHorizontalDirection(Direction.DIRECTION_LEFT); } if (getY()+getHeight()>other.getY()+2){ setVerticalDirection(Direction.DIRECTION_UP); } else if (getY()<(other.getY()+other.getHeight()-2)){ setVerticalDirection(Direction.DIRECTION_DOWN); } } EDIT: Solved now. See the changed method in my answer.

    Read the article

  • How to properly URL/domain forward

    - by NRGdallas
    No clue on a title for this, someone feel free to suggest an edit. I have a client that has a website. He owns around 200 domains, and wants each domain to contain content from the main website. The header, footer, and navigation bars will remain the same for each domain, but the actual page content will vary (obviously duplicate content issues, open to suggestions) He wants each individual page to be its own separate domain, rather than a url within the main domain. (page1.com page2.com etc - NOT site.com/page1.html, however the file is actually hosted at site.com/page1.html - all links will direct to site.com/whatever accordingly) What would be the best place to start reading / learning on how to do this, and what concerns/considerations should be taken into mind?

    Read the article

  • which style of member-access is preferable

    - by itwasntpete
    the purpose of oop using classes is to encapsulate members from the outer space. i always read that accessing members should be done by methods. for example: template<typename T> class foo_1 { T state_; public: // following below }; the most common doing that by my professor was to have a get and set method. // variant 1 T const& getState() { return state_; } void setState(T const& v) { state_ = v; } or like this: // variant 2 // in my opinion it is easier to read T const& state() { return state_; } void state(T const& v) { state_ = v; } assume the state_ is a variable, which is checked periodically and there is no need to ensure the value (state) is consistent. Is there any disadvantage of accessing the state by reference? for example: // variant 3 // do it by reference T& state() { return state_; } or even directly, if I declare the variable as public. template<typename T> class foo { public: // variant 4 T state; }; In variant 4 I could even ensure consistence by using c++11 atomic. So my question is, which one should I prefer?, Is there any coding standard which would decline one of these pattern? for some code see here

    Read the article

  • Naming a class that processes orders

    - by p.campbell
    I'm in the midst of refactoring a project. I've recently read Clean Code, and want to heed some of the advice within, with particular interest in Single Responsibility Principle (SRP). Currently, there's a class called OrderProcessor in the context of a manufacturing product order system. This class is currently performs the following routine every n minutes: check database for newly submitted + unprocessed orders (via a Data Layer class already, phew!) gather all the details of the orders mark them as in-process iterate through each to: perform some integrity checking call a web service on a 3rd party system to place the order check status return value of the web service for success/fail email somebody if web service returns fail constantly log to a text file on each operation or possible fail point I've started by breaking out this class into new classes like: OrderService - poor name. This is the one that wakes up every n minutes OrderGatherer - calls the DL to get the order from the database OrderIterator (? seems too forced or poorly named) - OrderPlacer - calls web service to place the order EmailSender Logger I'm struggling to find good names for each class, and implementing SRP in a reasonable way. How could this class be separated into new class with discrete responsibilities?

    Read the article

  • Of which bad practice is require calling functions in order a sign?

    - by stijn
    Sometimes I find myself writing comments on class methods like this: class A : public Base { public: /** * Sets variable; * should be called before ImplementsInterfaceMtehod(), * else has no effect. */ void SetSomeVariable( var_type value ); virtual void ImplementsInterfaceMethod(); } The callers of Base::ImplementsInterfaceMethod obviously do not know about the variable, and should not. But the users of A should set the variable if they want it to take effect. It is not required to set the variable (else it could be a parameter for the constructor), so I cannot throw exceptions in ImplementsInterfaceMethod if it is not set. Is this a sign of some typical bad practice? Is there a better way than writing a comment as shown to deal with this?

    Read the article

  • Is having a class have a handleAction(type) method bad practice?

    - by zhenka
    My web application became a little too complicated to do everything in a controller so I had to build large wrapper classes for ORM models. The possible actions a user can trigger are all similar and after a certain point I realized that the best way to go would be to just have constructor method receive action type as a parameter to take care of the small differences internally, as opposed to either passing many arguments or doing a lot of things in the controller. Is this a good practice? I can't really give details for privacy issues.

    Read the article

  • How to utilize miniMax algorrithm in Checkers game

    - by engineer
    I am sorry...as there are too many articles about it.But I can't simple get this. I am confused in the implementation of AI. I have generated all possible moves of computer's type pieces. Now I can't decide the flow. Whether I need to start a loop for the possible moves of each piece and assign score to it.... or something else is to be done. Kindly tell me the proper flow/algorithm for this. Thanks

    Read the article

  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

    Read the article

  • When module calling gets ugly

    - by Pete
    Has this ever happened to you? You've got a suite of well designed, single-responsibility modules, covered by unit tests. In any higher-level function you code, you are (95% of the code) simply taking output from one module and passing it as input to the next. Then, you notice this higher-level function has turned into a 100+ line script with multiple responsibilities. Here is the problem. It is difficult (impossible) to test that script. At least, it seems so. Do you agree? In my current project, all of the bugs came from this script. Further detail: each script represents a unique solution, or algorithm, formed by using different modules in different ways. Question: how can you remedy this situation? Knee-jerk answer: break the script up into single-responsibility modules. Comment on knee-jerk answer: it already is! Best answer I can come up with so far: create higher-level connector objects which "wire" modules together in particular ways (take output from one module, feed it as input to another module). Thus if our script was: FooInput fooIn = new FooInput(1, 2); FooOutput fooOutput = fooModule(fooIn); Double runtimevalue = getsomething(fooOutput.whatever); BarInput barIn = new BarInput( runtimevalue, fooOutput.someOtherValue); BarOutput barOut = barModule(BarIn); It would become with a connector: FooBarConnectionAlgo fooBarConnector = new fooBarConnector(fooModule, barModule); FooInput fooIn = new FooInput(1, 2); BarOutput barOut = fooBarConnector(fooIn); So the advantage is, besides hiding some code and making things clearer, we can test FooBarConnectionAlgo. I'm sure this situation comes up a lot. What do you do?

    Read the article

  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

    Read the article

  • Nested Entities and calculation on leaf entity property - SQL or NoSQL approach

    - by Chandu
    I am working on a hobby project called Menu/Recipe Management. This is how my entities and their relations look like. A Nutrient has properties Code and Value An Ingredient has a collection of Nutrients A Recipe has a Collection of Ingredients and occasionally can have a collection of other recipes A Meal has a Collection of Recipes and Ingredients A Menu has a Collection of Meals The relations can be depicted as In one of the pages, for a selected menu I need to display the effective nutrients information calculated based on its constituents (Meals, Recipes, Ingredients and the corresponding nutrients). As of now am using SQL Server to store the data and I am navigating the chain from my C# code, starting from each meal of the menu and then aggregating the nutrient values. I think this is not an efficient way as this calculation is being done every time the page is requested and the constituents change occasionally. I was thinking about a having a background service that maintains a table called MenuNutrients ({MenuId, NutrientId, Value}) and will populate/update this table with the effective nutrients when any of the component (Meal, Recipe, Ingredient) changes. I feel that a GraphDB would be a good fit for this requirement, but my exposure to NoSQL is limited. I want to know what are the alternative solutions/approaches to this requirement of displaying the nutrients of a given menu. Hope my description of the scenario is clear.

    Read the article

  • In MVC , DAO should be called from Controller or Model

    - by tito
    I have seen various arguments against the DAO being called from the Controller class directly and also the DAO from the Model class.Infact I personally feel that if we are following the MVC pattern , the controller should not coupled with the DAO , but the Model class should invoke the DAO from within and controller should invoke the model class.Why because , we can decouple the model class apart from a webapplication and expose the functionalities for various ways like for a REST service to use our model class. If we write the DAO invocation in the controller , it would not be possible for a REST service to reuse the functionality right ? I have summarized both the approaches below. Approach #1 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); new CustomerDAO().save(customer); } } Approach #2 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); customer.save(customer); } } public class Customer { ........... private void save(Customer customer){ new CustomerDAO().save(customer); } } Note- Here is what a definition of Model is : Model: The model manages the behavior and data of the application domain, responds to requests for information about its state (usually from the view), and responds to instructions to change state (usually from the controller). In event-driven systems, the model notifies observers (usually views) when the information changes so that they can react. I would need an expert opinion on this because I find many using #1 or #2 , So which one is it ?

    Read the article

  • What technologies and tools would I need to create an advanced 3D game on Unreal Engine 3?

    - by BleakCabalist
    This is a purely hypothetical question. Let's say I already have the UE3 license and would like to create an advanced single-player FPS. What other tools/technologies would I need? For example for audio, animations, modeling and so on. I mean all of them. I've been looking for some time now and can't find any source, which would say what's needed from beggining to the end of game development cycle.

    Read the article

  • Constructor should generally not call methods

    - by Stefano Borini
    I described to a colleague why a constructor calling a method can be an antipattern. example (in my rusty C++) class C { public : C(int foo); void setFoo(int foo); private: int foo; } C::C(int foo) { setFoo(foo); } void C::setFoo(int foo) { this->foo = foo } I would like to motivate better this fact through your additional contribute. If you have examples, book references, blog pages, or names of principles, they would be very welcome. Edit: I'm talking in general, but we are coding in python.

    Read the article

< Previous Page | 177 178 179 180 181 182 183 184 185 186 187 188  | Next Page >