Search Results

Search found 38343 results on 1534 pages for 'project design'.

Page 187/1534 | < Previous Page | 183 184 185 186 187 188 189 190 191 192 193 194  | Next Page >

  • Implementing the transport layer for a SIP UAC

    - by Jonathan Henson
    I have a somewhat simple, but specific, question about implementing the transport layer for a SIP UAC. Do I expect the response to a request on the same socket that I sent the request on, or do I let the UDP or TCP listener pick up the response and then route it to the correct transaction from there? The RFC does not seem to say anything on the matter. It seems that especially using UDP, which is connection-less, that I should just let the listeners pick up the response, but that seems sort of counter intuitive. Particularly, I have seen plenty of UAC implementations which do not depend on having a Listener in the transport layer. Also, most implementations I have looked at do not have the UAS receiving loop responding on the socket at all. This would tend to indicate that the client should not be expecting a reply on the socket that it sent the request on. For clarification: Suppose my transport layer consists of the following elements: TCPClient (Sends Requests for a UAC via TCP) UDPClient (Sends Requests for a UAC vid UDP) TCPSever (Loop receiving Requests and dispatching to transaction layer via TCP) UDPServer (Loop receiving Requests and dispatching to transaction layer via UDP) Obviously, the *Client sends my Requests. The question is, what receives the Response? The *Client waiting on a recv or recvfrom call on the socket it used to send the request, or the *Server? Conversely, the *Server receives my requests, What sends the Response? The *Client? doesn't this break the roles of each member a bit?

    Read the article

  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

    Read the article

  • Real life example of an agile game development process

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. What I am looking for are things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived. In this era of open source software, there must be an documented example of the process applied to a game that is publicly available. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

    Read the article

  • What's the best version control/QA workflow for a legacy system?

    - by John Cromartie
    I am struggling to find a good balance with our development and testing process. We use Git right now, and I am convinced that ReinH's Git Workflow For Agile Teams is not just great for capital-A Agile, but for pretty much any team on DVCS. That's what I've tried to implement but it's just not catching. We have a large legacy system with a complex environment, hundreds of outstanding and undiscovered defects, and no real good way to set up a test environment with realistic data. It's also hard to release updates without disrupting users. Most of all, it's hard to do thorough QA with this process... and we need thorough testing with this legacy system. I feel like we can't really pull off anything as slick as the Git workflow outlined in the link. What's the way to do it?

    Read the article

  • Why does Clang/LLVM warn me about using default in a switch statement where all enumerated cases are covered?

    - by Thomas Catterall
    Consider the following enum and switch statement: typedef enum { MaskValueUno, MaskValueDos } testingMask; void myFunction(testingMask theMask) { switch theMask { case MaskValueUno: {}// deal with it case MaskValueDos: {}// deal with it default: {} //deal with an unexpected or uninitialized value } }; I'm an Objective-C programmer, but I've written this in pure C for a wider audience. Clang/LLVM 4.1 with -Weverything warns me at the default line: Default label in switch which covers all enumeration values Now, I can sort of see why this is there: in a perfect world, the only values entering in the argument theMask would be in the enum, so no default is necessary. But what if some hack comes along and throws an uninitialized int into my beautiful function? My function will be provided as a drop in library, and I have no control over what could go in there. Using default is a very neat way of handling this. Why do the LLVM gods deem this behaviour unworthy of their infernal device? Should I be preceding this by an if statement to check the argument?

    Read the article

  • What is required for a scope in an injection framework?

    - by johncarl
    Working with libraries like Seam, Guice and Spring I have become accustomed to dealing with variables within a scope. These libraries give you a handful of scopes and allow you to define your own. This is a very handy pattern for dealing with variable lifecycles and dependency injection. I have been trying to identify where scoping is the proper solution, or where another solution is more appropriate (context variable, singleton, etc). I have found that if the scope lifecycle is not well defined it is very difficult and often failure prone to manage injections in this way. I have searched on this topic but have found little discussion on the pattern. Is there some good articles discussing where to use scoping and what are required/suggested prerequisites for scoping? I interested in both reference discussion or your view on what is required or suggested for a proper scope implementation. Keep in mind that I am referring to scoping as a general idea, this includes things like globally scoped singletons, request or session scoped web variable, conversation scopes, and others. Edit: Some simple background on custom scopes: Google Guice custom scope Some definitions relevant to above: “scoping” - A set of requirements that define what objects get injected at what time. A simple example of this is Thread scope, based on a ThreadLocal. This scope would inject a variable based on what thread instantiated the class. Here's an example of this: “context variable” - A repository passed from one object to another holding relevant variables. Much like scoping this is a more brute force way of accessing variables based on the calling code. Example: methodOne(Context context){ methodTwo(context); } methodTwo(Context context){ ... //same context as method one, if called from method one } “globally scoped singleton” - Following the singleton pattern, there is one object per application instance. This applies to scopes because there is a basic lifecycle to this object: there is only one of these objects instantiated. Here's an example of a JSR330 Singleton scoped object: @Singleton public void SingletonExample{ ... } usage: public class One { @Inject SingeltonExample example1; } public class Two { @Inject SingeltonExample example2; } After instantiation: one.example1 == two.example2 //true;

    Read the article

  • Use Those Schemas, People!

    - by BuckWoody
    Database Schemas are just containers – they aren’t users or anything else – think of a sub-directory on the hard drive. In early versions of SQL Server we “hid” schemas, placing all objects under “dbo”, which gave the erroneous perception that Schemas are users. In SQL Server 2005, we “un-hid” or re-introduced schemas within the database. Users can have a default schema (a place where their new objects go), you can add new schemas and transfer objects between them, and they have many other benefits. But I still see a lot of applications, developed by shops I know as well as vendors, that don’t make use of a Schema. Everything is piled under dbo. I completely understand this – since permissions can be granted to a schema, they feel a lot like a user, so it’s just easier not to worry about both users and schemas when you create a database. But if you’ll use them properly you can make your application more understandable and portable. You should at least take a few minutes and read more about them – you owe it to your users: http://msdn.microsoft.com/en-us/library/ms190387.aspx Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

    Read the article

  • Vernon's book Implementing DDD and modeling of underlying concepts

    - by EdvRusj
    Following questions all refer to examples presented in Implementing DDD In article we can see from Figure 6 that both BankingAccount and PayeeAccount represent the same underlying concept of Banking Account BA 1. On page 64 author gives an example of a publishing organization, where the life-cycle of a book goes through several stages ( proposing a book, editorial process, translation of the book ... ) and at each of those stages this book has a different definition. Each stage of the book is defined in a different Bounded Context, but do all these different definitions still represent the same underlying concept of a Book, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? 2. a) I understand why User shouldn't exist in Collaboration Context ( CC ), but instead should be defined within Identity and Access Context IAC ( page 65 ). But still, do User ( IAC ), Moderator ( CC ), Author ( CC ),Owner ( CC ) and Participant ( CC ) all represent different aspects of the same underlying concept? b) If yes, then this means that CC contains several model elements ( Moderator, Author, Owner and Participant ), each representing different aspect of the same underlying concept ( just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA ). But isn't this considered a duplication of concepts ( Evan's book, page 339 ), since several model elements in CC represent the same underlying concept? c) If Moderator, Author ... don't represent the same underlying concept, then what underlying concept does each represent? 3. In an e-commerce system, the term Customer has multiple meanings ( page 49 ): When user is browsing the Catalog, Customer has different meaning than when user is placing an Order. But do these two different definitions of a Customer represent the same underlying concept, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? thanks

    Read the article

  • Is it possible to calculate or mathematically prove if a game is balanced / fair?

    - by Lurca
    This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them require a good portion of luck, but it might be possible to calculate if some character is overpowered. Especially in role-playing games and trading card games. How, for example, can the creators of "Magic: The Gathering" make sure that there isn't the "one card that beats them all", given the impressive number of available cards?

    Read the article

  • How to manage long running background threads and report progress with DDD

    - by Mr Happy
    Title says most of it. I have found surprising little information about this. I have a long running operation of which the user wants to see the progress (as in, item x of y processed). I also need to be able to pause and stop the operation. (Stopping doesn't rollback the items already processed.) The thing is, it's not that each item takes a long time to get processed, it's that that there are usually a lot of items. And what I've read about so far is that it's somewhat of an anti-pattern to put something like a queue in the DB. I currently don't have any messaging system in place, and I've never worked with one either. Another thing I read somewhere is that progress reporting is something that belongs in the application layer, but it didn't go into the details. So having said all this, what I have in mind is the following. User request with list of items enters the application layer. Application layer gets some information from the domain needed to process the items. Application layer passes the items and the information off to some domain service (should the implementation of this service belong in the infrastructure layer?) This service spins up a worker thread with callbacks for both progress reporting and pausing/stopping it. This worker thread will process each item in it's own UoW. This means the domain information from earlier needs to be stored in some DTO. Since nothing is really persisted, the service should be singleton and thread safe Whenever a user requests a progress report or wants to pause/stop the operation, the application layer will ask the service. Would this be a correct solution? Or am I at least on the right track with this? Especially the singleton and thread safe part makes the whole thing feel icky.

    Read the article

  • Isn't MVC anti OOP?

    - by m3th0dman
    The main idea behind OOP is to unify data and behavior in a single entity - the object. In procedural programming there is data and separately algorithms modifying the data. In the Model-View-Controller pattern the data and the logic/algorithms are placed in distinct entities, the model and the controller respectively. In an equivalent OOP approach shouldn't the model and the controller be placed in the same logical entity?

    Read the article

  • Improving Click and Drag with C++

    - by Josh
    I'm currently using SFML 2.0 to develop a game in C++. I have a game sprite class that has a click and drag method. The method works, but there is a slight problem. If the mouse moves too fast, the object the user selected can't keep up and is left behind in the spot where the mouse left its bounds. I will share the class definition and the given function implementation. Definition: class codePeg { protected: FloatRect bounds; CircleShape circle; int xPos, yPos, xDiff, yDiff, once; int xBase, yBase; Vector2i mousePos; Vector2f circlePos; public: void init(RenderWindow& Window); void draw(RenderWindow& Window); void drag(RenderWindow& Window); void setPegPosition(int x, int y); void setPegColor(Color pegColor); void mouseOver(RenderWindow& Window); friend int isPegSelected(void); }; Implementation of the "drag" function: void codePeg::drag(RenderWindow& Window) { mousePos = Mouse::getPosition(Window); circlePos = circle.getPosition(); if(Mouse::isButtonPressed(Mouse::Left)) { if(mousePos.x > xPos && mousePos.y > yPos && mousePos.x - bounds.width < xPos && mousePos.y - bounds.height < yPos) { if(once) { xDiff = mousePos.x - circlePos.x; yDiff = mousePos.y - circlePos.y; once = 0; } xPos = mousePos.x - xDiff; yPos = mousePos.y - yDiff; circle.setPosition(xPos, yPos); } } else { once = 1; xPos = xBase; yPos = yBase; xDiff = 0; yDiff = 0; circle.setPosition(xBase, yBase); } Window.draw(circle); } Like I said, the function works, but to me, the code is very ugly and I think it could be improved and could be more efficient. The only thing I can think of as to why the object cannot keep up with the mouse is that there are too many function calls and/or checks. The user does not really have to mouse the mouse "fast" for it to happen, I would say at an average pace the object is left behind. How can I improve the code so that the object remains with the mouse when it is selected? Any help improving this code or giving advice is greatly appreciated.

    Read the article

  • whats the name of this pattern?

    - by Wes
    I see this a lot in frameworks. You have a master class which other classes register with. The master class then decides which of the registered classes to delegate the request to. An example based passed in class may be something this. public interface Processor { public boolean canHandle(Object objectToHandle); public void handle(Object objectToHandle); } public class EvenNumberProcessor extends Processor { public boolean canHandle(Object objectToHandle) { if (!isNumeric(objectToHandle)){ return false } return isEven(objectToHandle); } public void handle(objectToHandle) { //Optionally call canHandleAgain to ensure the calling class is fufilling its contract doSomething(); } } public class OddNumberProcessor extends Processor { public boolean canHandle(Object objectToHandle) { if (!isNumeric(objectToHandle)){ return false } return isOdd(objectToHandle); } public void handle(objectToHandle) { //Optionally call canHandleAgain to ensure the calling class is fufilling its contract doSomething(); } } //Can optionally implement processor interface public class processorDelegator { private List processors; public void addProcessor(Processor processor) { processors.add(processor); } public void process(Object objectToProcess) { //Lookup relevant processor either by keeping a list of what they can process //Or query each one to see if it can process the object. chosenProcessor=chooseProcessor(objectToProcess); chosenProcessor.handle(objectToProcess); } } Note there are a few variations I see on this. In one variation the sub classes provide a list of things they can process which the ProcessorDelegator understands. The other variation which is listed above in fake code is where each is queried in turn. This is similar to chain of command but I don't think its the same as chain of command means that the processor needs to pass to other processors. The other variation is where the ProcessorDelegator itself implements the interface which means you can get trees of ProcessorDelegators which specialise further. In the above example you could have a numeric processor delegator which delegates to an even/odd processor and a string processordelegator which delegates to different strings. My question is does this pattern have a name.

    Read the article

  • Information Spilling Across Object Boundaries

    - by Winston Ewert
    Many times my business objects tend to have situations where information needs to cross object boundaries too often. When doing OO, we want information to be in one object and as much as possible all code dealing with that information should be in that object. However, business rules do not follow this principle giving me trouble. As an example suppose that we have an Order which has a number of OrderItems which refers to an InventoryItem which has a price. I invoke Order.GetTotal() which sums the result of OrderItem.GetPrice() which multiples a quantity by InventoryItem.GetPrice(). So far so good. But then we find out that some items are sold with a two for one deal. We can handle this by having OrderItem.GetPrice() do something like InventoryItem.GetPrice( quantity ) and letting InventoryItem deal with this. However, then we find out that the two-for-one deal only lasts for a particular time period. This time period needs to be based on the date of the order. Now we change OrderItem.GetPrice() to be InventoryItem.GetPrice( quatity, order.GetDate() ) But then we need to support different prices depending on how long the customer has been in the system: InventoryItem.GetPrice( quantity, order.GetDate(), order.GetCustomer() ) But then it turns out that the two-for-one deals apply not just to buying multiple of the same inventory item but multiple for any item in a InventoryCategory. At this point we throw up our hands and just give the InventoryItem the order item and allow it to travel over the object reference graph via accessors to get the information its needs: InventoryItem.GetPrice( this ) TL;DR I want to have coupling in objects, but business rules often force me to access information from all over the place in order to make particular decisions. Are there good techniques for dealing with this? Do others find the same problem?

    Read the article

  • What are examples of games with "minimalist" models/art assets

    - by Ken
    When teaching game development, my student's obsess about building realistic or complex art/models/animation. And spending wayyy to much time trying to get accurate collision detection between two 3D models [despite my best efforts] However I would like them to spend more time thinking about developing the game mechanics, interaction and game play. I'm looking for some games where the visuals are simple but have good game play. Things I am thinking about are Cubes' vs Spheres or Impossible Game. What are more examples of visually simple (preferably 3D) games to help inspire my students?

    Read the article

  • Pattern for a class that does only one thing

    - by Heinzi
    Let's say I have a procedure that does stuff: void doStuff(initalParams) { ... } Now I discover that "doing stuff" is quite a compex operation. The procedure becomes large, I split it up into multiple smaller procedures and soon I realize that having some kind of state would be useful while doing stuff, so that I need to pass less parameters between the small procedures. So, I factor it out into its own class: class StuffDoer { private someInternalState; public Start(initalParams) { ... } // some private helper procedures here ... } And then I call it like this: new StuffDoer().Start(initialParams); or like this: new StuffDoer(initialParams).Start(); And this is what feels wrong. When using the .NET or Java API, I always never call new SomeApiClass().Start(...);, which makes me suspect that I'm doing it wrong. Sure, I could make StuffDoer's constructor private and add a static helper method: public static DoStuff(initalParams) { new StuffDoer().Start(initialParams); } But then I'd have a class whose external interface consists of only one static method, which also feels weird. Hence my question: Is there a well-established pattern for this type of classes that have only one entry point and have no "externally recognizable" state, i.e., instance state is only required during execution of that one entry point?

    Read the article

  • What every beginner should know about website development? [closed]

    - by user975234
    I am a novice at building websites and considering to make one. But there is a lot of confusion that's going on right now. I guess every beginner faces them. Few questions that come up are: I have an idea and a need a website. That's all i know right now. But how do i start ? HTML is for sure the basic language but there are a hell of other technologies too. What is actually asp, php, ruby etc? How do i choose the right one from them? Other than asp, php there is javascript and other languages under the same belt. What are they used for? Hosting. When i am choosing the host, what considerations i have to keep in mind ? What support do i need from them (other than getting some important space obviously!). I am considering of making the website in ruby on rails. I don't know about php and what effect it would have if i choose ruby over php. I thought about ruby just because its new and i dont want to learn some thing "not new"! :P Moreover what is a framework and how does a framework effect my development process? These three questions are just to explain my "confusion" better. There is obviously a lot more to it. Just to try to answer how the flow of website development goes keeping in mind my questions!

    Read the article

  • How to have operations with character/items in binary with concrete operations?

    - by Piperoman
    I have the next problem. A item can have a lot of states: NORMAL = 0000000 DRY = 0000001 HOT = 0000010 BURNING = 0000100 WET = 0001000 COLD = 0010000 FROZEN = 0100000 POISONED= 1000000 A item can have some states at same time but not all of them Is impossible to be dry and wet at same time. If you COLD a WET item, it turns into FROZEN. If you HOT a WET item, it turns into NORMAL A item can be BURNING and POISON Etc. I have tried to set binary flags to states, and use AND to combine different states, checking before if it is possible or not to do it, or change to another status. Does there exist a concrete approach to solve this problem efficiently without having an interminable switch that checks every state with every new state? It is relatively easy to check 2 different states, but if there exists a third state it is not trivial to do.

    Read the article

  • Should I incorporate exit cost into choosing a solution

    - by Mr Happy
    I'm currently choosing between two viable software designs/solutions. Solution 1 is easy to implement, but will lock some data in a propriaty format, and will be hard to change later. Solution 2 is hard to implement, but will be a lot easier to change later on. Should I go YAGNI on this or should I incorporate the exit cost in the decision making? Or asked differently, is the exit cost part of the TCO? I'm thinking of going back to the customer with this to ask wether or not he thinks the exit costs are relevant, but I'd like to know what the community thinks first. P.S. Is exit cost the correct term?

    Read the article

  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

    Read the article

  • Better solution then simple factory method when concrete implementations have different attributes

    - by danip
    abstract class Animal { function eat() {..} function sleep() {..} function isSmart() } class Dog extends Animal { public $blnCanBark; function isSmart() { return $this->blnCanBark; } } class Cat extends Animal { public $blnCanJumpHigh; function isSmart() { return $this->blnCanJumpHigh; } } .. and so on up to 10-20 animals. Now I created a factory using simple factory method and try to create instances like this: class AnimalFactory { public static function create($strName) { switch($strName) { case 'Dog': return new Dog(); case 'Cat': return new Cat(); default: break; } } } The problem is I can't set the specific attributes like blnCanBark, blnCanJumpHigh in an efficient way. I can send all of them as extra params to create but this will not scale to more then a few classes. Also I can't break the inheritance because a lot of the basic functionality is the same. Is there a better pattern to solve this?

    Read the article

  • Software management for 2 programmers

    - by kajo
    me and my very good friend do a small bussiness. We have company and we develop web apps using Scala. We have started 3 months ago and we have a lot of work now. We cannot afford to employ another programmer because we can't pay him now. Until now we try to manage entire developing process very simply. We use excel sheets for simple bug tracking and we work on client requests on the fly. We have no plan for next week or something similar. But now I find it very inefficient and useless. I am trying to find some rules or some methodology for small team or for only two guys. For example Scrum is, imo, unadapted for us. There are a lot of roles (ScrumMaster, Product Owner, Team...) and it seems overkill. Can you something advise me? Have you any experiences with software management in small teams? Is any methodology of current agile development fitten for pair of programmers? Is there any software management for simple bug tracking, maybe wiki or time management for two coders? thanks a lot for sharing.

    Read the article

  • Get Info From Database, or Build Inferred Info?

    - by Zaemz
    Does it make more sense to store and retrieve properties or information directly related to an item in a database, or, say in such a case that a product's ID could describe information about it, should the information be gathered from that? Example: Item SKU -- 4HBU12 4 - is the number of motors H - the voltage B - the color, blue U - the model 12 - the length Should I store those individual attributes as well as the SKU, or should I store only the SKU and build the attributes from it?

    Read the article

  • Comparison of languages by usage type?

    - by Tom
    Does anyone know of a good place to go find comparisons of programming languages by the intended platform/usage? Basically, what I want to know, is of the more popular languages, which ones are meant for high level application development, low level system development, mobile development, web, etc. If there's a good listing out there already, I'm not finding it so far. Does anyone know of a place that would have this? Thanks.

    Read the article

  • What is considered third party code?

    - by Songo
    Inspired by this question Using third-party libraries - always use a wrapper? I wanted to know what people actually consider as third-party libraries. Example from PHP: If I'm building an application using Zend framework, should I treat Zend framework libraries as third party code? Example from C#: If I'm building a desktop application, should I treat all .Net classes as third party code? Example from Java: Should I treat all libraries in the JDK as third party libraries? Some people say that if a library is stable and won't change often then one doesn't need to wrap it. However I fail to see how one would test a class that depends on a third party code without wrapping it.

    Read the article

< Previous Page | 183 184 185 186 187 188 189 190 191 192 193 194  | Next Page >