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  • Should interfaces extend (and in doing so inherit methods of) other interfaces

    - by dreza
    Although this is a general question it is also specific to a problem I am currently experiencing. I currently have an interface specified in my solution called public interface IContextProvider { IDataContext { get; set; } IAreaContext { get; set; } } This interface is often used throughout the program and hence I have easy access to the objects I need. However at a fairly low level of a part of my program I need access to another class that will use IAreaContext and perform some operations off it. So I have created another factory interface to do this creation called: public interface IEventContextFactory { IEventContext CreateEventContext(int eventId); } I have a class that implements the IContextProvider and is injected using NinJect. The problem I have is that the area where I need to use this IEventContextFactory has access to the IContextProvider only and itself uses another class which will need this new interface. I don't want to have to instantiate this implementation of IEventContextFactory at the low level and would rather work with the IEventContextFactory interface throughout. However I also don't want to have to inject another parameter through the constructors just to have it passed through to the class that needs it i.e. // example of problem public class MyClass { public MyClass(IContextProvider context, IEventContextFactory event) { _context = context; _event = event; } public void DoSomething() { // the only place _event is used in the class is to pass it through var myClass = new MyChildClass(_event); myClass.PerformCalculation(); } } So my main question is, would this be acceptable or is it even common or good practice to do something like this (interface extend another an interface): public interface IContextProvider : IEventContextFactory or should I consider better alternatives to achieving what I need. If I have not provided enough information to give suggestions let me know and I can provide more.

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  • What would a start-to-finish development procedure would look like?

    - by Tom Busby
    I have a problem that my developer friends share. We recently left university and find ourselves either end up working for a firm which already has good procedures (TDD, automated testing, proper agile development, etc) or working for a firm which doesn't. I want to learn some of these vital skills and get a grip on what a complete start-to-finish development procedure would look like. What differences would be between a smaller project, and a long term project with many team members.

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • What happened to Alan Cooper's Unified File Model?

    - by PAUL Mansour
    For a long time Alan Cooper (in the 3 versions of his book "About Face") has been promoting a "unified file model" to, among other things, dispense with what he calls the most idiotic message box ever invented - the one the pops up when hit the close button on an app or form saying "Do you want to discard your changes?" I like the idea and his arguments, but also have the knee-jerk reaction against it that most seasoned programmers and users have. While Cooper's book seems quite popular and respected, there is remarkably little discussion of this particular issue on the Web that I can find. Petter Hesselberg, the author of "Programming Industrial Strength Windows" mentions it but that seems about it. I have an opportunity to implement this in the (desktop) project I am working on, but face resistance by customers and co-workers, who are of course familiar with the MS Word and Excel way of doing things. I'm in a position to override their objections, but am not sure if I should. My questions are: Are there any good discussions of this that I have failed to find? Is anyone doing this in their apps? Is it a good idea that it is unfortunately not practical to implement until, say, Microsoft does it?

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  • Can I use a genetic algorithm for balancing character builds?

    - by Renan Malke Stigliani
    I'm starting to build a online PVP (duel like, one-on-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I have never done anything like this, I'm still thinking about the math behind the levels/skills/specials balance. So I thought a good way of testing the best builds/combos, would be to implement a Genetic Algorithm. It'd be like this: Generate a big group of random characters Make them fight, level them up accordingly to their victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try and make even better characters Add some more random chars, emulating new players Repeat the process for some time, or util I find some chars who can beat everyone's butt I could then play with the math and try to find better balances to make sure that the top x% of chars would be a mix of various build types. So, is it a good idea, or is there some other, easier method to do the balancing?

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  • Are CQRS/DDD/Event Sourcing and REST compatible?

    - by Robin Green
    REST seems to promote the idea of a canonical URL for a resource, and PUTing/POSTing back a modified representation of that resource in order to change it. However, with CQRS - Command Query Responsibility Segregation - one can theoretically have a completely different "API" for reading and for writing, which seems to conflict with the REST ideal of one URL for a resource, and no RPC-style "verbs inside the request body". DDD and Event Sourcing sometimes go together with CQRS, which is why I mention them in this question. So, can CQRS be used together with REST? Or is it against the REST way of doing things? What about DDD? And Event Sourcing? Can they be used with REST?

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • How does 2D Game Physics work? [closed]

    - by StefanE
    Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? Your are shooting of your birds and they hit something that will fall off and in turn creating a chain reaction of things either falling or exploding.. Are all this happening with calculations with rules considering all collisions together with gravity etc.?

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  • In retrospect, has it been a good idea to use three-valued logic for SQL NULL comparisons?

    - by Heinzi
    In SQL, NULL means "unknown value". Thus, every comparison with NULL yields NULL (unknown) rather than TRUE or FALSE. From a conceptional point of view, this three-valued logic makes sense. From a practical point of view, every learner of SQL has, one time or another, made the classic WHERE myField = NULL mistake or learned the hard way that NOT IN does not do what one would expect when NULL values are present. It is my impression (please correct me if I am wrong) that the cases where this three-valued logic helps (e.g. WHERE myField IS NOT NULL AND myField <> 2 can be shortened to WHERE myField <> 2) are rare and, in those cases, people tend to use the longer version anyway for clarity, just like you would add a comment when using a clever, non-obvious hack. Is there some obvious advantage that I am missing? Or is there a general consensus among the development community that this has been a mistake?

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  • Central Exception Handler

    - by J-unior
    Recently I've been thinking about a general ExceptionHandler, that I could initialize once in my app context and inject it everywhere. The idea that it will have quite simple interface with just public void handle(Exception ex), and then according to exception type it should decide what to do, maybe just log it, or show an alert message to the user, or maybe kill the whole app. The question is, what is the prettiest way to write such handler without lots of instanceofs? Unfortunately googling gives me only the default exception handler for RuntimeException that was introduced in Java 5. My first idea is to create an enum, that will have Class field for exception type and it will return the appropriate execution point, for example a concrete exception handler that also implements the interface public void handle(Exception ex), but with the required casting already.

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  • Edge Detection on Screen

    - by user2056745
    I have a edge collision problem with a simple game that i am developing. Its about throwing a coin across the screen. I am using the code below to detect edge collisions so i can make the coin bounce from the edges of the screen. Everything works as i want except one case. When the coin hits left edge and goes to right edge the system doesnt detect the collision. The rest cases are working perfectly, like hitting the right edge first and then the left edge. Can someone suggest a solution for it? public void onMove(float dx, float dy) { coinX += dx; coinY += dy; if (coinX > rightBorder) { coinX = ((rightBorder - coinX) / 3) + rightBorder; } if (coinX < leftBorder) { coinX = -(coinX) / 3; } if (coinY > bottomBorder) { coinY = ((bottomBorder - coinY) / 3) + bottomBorder; } invalidate(); }

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  • handling various frame layouts in android

    - by vaibhav
    i'm new to game development and am trying create a Contra or the old tmnt game (but a simple one) like game for android. for the game i decided to divide my main screen in three parts - upper for stats,mid for the game and lower for controls. my main.xml is <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <FrameLayout android:id="@+id/upper_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > </FrameLayout> <FrameLayout android:id="@+id/fl" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.5" > </FrameLayout> <FrameLayout android:id="@+id/low_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.85" > </FrameLayout> </LinearLayout> so i have created the gameview and gameloopthread classes for the mid surface(which is pretty standard). my problem is that how do i draw in the upper and lower frame layouts? should i make new classes for view and thread for each layout , should i do all this in the gameview class itself or is there any better way to implement this?

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  • Why is Python slower than Java but faster than PHP

    - by good_computer
    I have many times seen various benchmarks that show how a bunch of languages perform on a given task. Always these benchmarks reveal that Python is slower then Java and faster than PHP. And I wonder why is that the case. Java, Python, and PHP run inside a virtual machine All three languages convert their programs into their custom byte codes that run on top of OS -- so none is running natively Both Java and Python can be "complied" (.pyc for Python) but the __main__ module for Python is not compiled Python and PHP are dynamically typed and Java statically -- is this the reason Java is faster, and if so, please explain how that affects speed. And, even if the dynamic-vs-static argument is correct, this does not explain why PHP is slower than Python -- because both are dynamic languages. You can see some benchmarks here and here, and here

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  • Creating a dynamically updateable website using Adobe Flash CS6 [closed]

    - by Sidd
    I need some help finding the appropriate tutorials for what I need. I have tried looking hard with no avail. I have Adobe Flash CS6, and I want to make a website using that software. I want the content to be uploaded onto a server so that the flash program can just fetch the information from the server and dynamically update the website itself, instead of editing the content on the flash website and reuploading the whole flash file (as I have done before). I also want the ability to have a guestbook and a contact form. Also, if possible, I wanted an ability to add tabs to the navigation bar dynamically instead of having to edit the flash file. Can anyone point be to a good tutorial which can help me with this? I have tried looking, and most of the results I get are completely useless to me.

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  • storing map template in database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • Predicting advantages of database denormalization

    - by Janus Troelsen
    I was always taught to strive for the highest Normal Form of database normalization, and we were taught Bernstein's Synthesis algorithm to achieve 3NF. This is all very well and it feels nice to normalize your database, knowing that fields can be modified while retaining consistency. However, performance may suffer. That's why I am wondering whether there is any way to predict the speedup/slowdown when denormalizing. That way, you can build your list of FD's featuring 3NF and then denormalize as little as possible. I imagine that denormalizing too much would waste space and time, because e.g. giant blobs are duplicated or it because harder to maintain consistency because you have to update multiple fields using a transaction. Summary: Given a 3NF FD set, and a set of queries, how do I predict the speedup/slowdown of denormalization? Link to papers appreciated too.

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  • Why is TDD not working here?

    - by TobiMcNamobi
    I want to write a class A that has a method calculate(<params>). That method should calculate a value using database data. So I wrote a class Test_A for unit testing (TDD). The database access is done using another class which I have mocked with a class, let's call it Accessor_Mockup. Now, the TDD cycle requires me to add a test that fails and make the simplest changes to A so that the test passes. So I add data to Accessor_Mockup and call A.calculate with appropriate parameters. But why should A use the accessor class at all? It would be simpler (!) if the class just "knows" the values it could retrieve from the database. For every test I write I could introduce such a new value (or an if-branch or whatever). But wait ... TDD is more. There is the refactoring part. But that sounds to me like "OK, I can do this all with a big if-elseif construct. I could refactor it using a new class ... but instead I make use of the DB accessor and do this in a totally different way. The code will not necessarily look better afterwards but I know I WANT to use the database".

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  • Is data integrity possible without normalization?

    - by shuniar
    I am working on an application that requires the storage of location information such as city, state, zip code, latitude, and longitude. I would like to ensure: Location data is accurate Detroit, CA Detroit IS NOT in California Detroit, MI Detroit IS in Michigan Cities and states are spelled correctly California not Calefornia Detroit not Detriot Cities and states are named consistently Valid: CA Detroit Invalid: Cali california DET d-town The D Also, since city/zip data is not guaranteed to be static, updating this data in a normalized fashion could be difficult, whereas it could be implemented as a de facto location if it is denormalized. A couple thoughts that come to mind: A collection of reference tables that store a list of all states and the most common cities and zip codes that can grow over time. It would search the database for an exact or similar match and recommend corrections. Use some sort of service to validate the location data before it is stored in the database. Is it possible to fulfill these requirements without normalization, and if so, should I denormalize this data?

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  • How to ...set up new Java environment - largely interfaces...

    - by Chris Kimpton
    Hi, Looks like I need to setup a new Java environment for some interfaces we need to build. Say our system is X and we need to interfaces to systems A, B and C. Then we will be writing interfaces X-A, X-B, X-C. Our system has a bus within it, so the publishing on our side will be to the bus and the interface processes will be taking from the bus and mapping to the destination system. Its for a vendor based system - so most of the core code we can't touch. Currently thinking we will have several processes, one per interface we need to do. The question is how to structure things. Several of the APIs we need to work with are Java based. We could go EJB, but prefer to keep it simple, one process per interface, so that we can restart them individually. Similarly SOA seems overkill, although I am probably mixing my thoughts about implementations of it compared to the concepts behind it... Currently thinking that something Spring based is the way to go. In true, "leverage a new tech if possible"-style, I am thinking maybe we can shoe horn some jruby into this, perhaps to make the APIs more readable, perhaps event-machine-like and to make the interface code more business-friendly, perhaps even storing the mapping code in the DB, as ruby snippets that get mixed in... but thats an aside... So, any comments/thoughts on the Spring approach - anything more up-to-date/relevant these days. EDIT: Looking a JRuby further, I am tempted to write it fully in JRuby... in which case do we need any frameworks at all, perhaps some gems to make things clearer... Thanks in advance, Chris

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • Zend - unable to catch exception [closed]

    - by coder3
    This still throw an uncaught exception.. Any insight why this isn't working? protected function login() { $cart = $this->getHelper('GetCurrentCart'); $returnValue = false; if ($this->view->form->isValid($this->_getAllParams())) { $values = $this->view->form->getValues(); try { $this->goreg = $this->goregFactory->create($this->config->goreg->service_url); if ($this->goreg->login($values['username'], $values['password']) && $this->goregSession->isLoggedIn()) { $returnValue = true; } else { echo 'success 1'; } } catch (Exception $e) { echo 'error 1'; } catch (Zend_Exception $e) { echo 'error 2'; } catch (Zend_Http_Client_Exception $e) { echo 'error 3'; } } return $returnValue; }

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  • What's the term for re-implementing an old API in terms of a newer API

    - by dodgy_coder
    The reason for doing it is to solve the case when a newer API is no longer backwards compatible with an older API. To explain, just say that there is an old API v1.0. The maker of this API decides it is broken and works on a new API v1.1 that intentionally breaks compatibility with the old API v1.0. Now, any programs written against the old API cannot be recompiled as-is with the new API. Then lets say there is a large app written against the old API and the developer doesn't have access to the source code. A solution would be to re-implement a "custom" old API v1.0 in terms of the new API v1.1 calls. So the "custom" v1.0 API is actually keeping the same interface/methods as the v1.0 API but inside its implementation it is actually making calls to the new API v1.1 methods. So the large app can be then compiled and linked against the "custom" v1.0 API and the new v1.1 API without any major source code changes. Is there a term for this practice? There's a recent example of this happening in Jamie Zawinski's port of XScreenSaver to the iPhone - he re-implemented the OpenGL 1.3 API in terms of the OpenGL ES 1.1 API. In this case, OpenGL 1.3 represents the "old" API and OpenGL ES 1.1 represents the "new" API.

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  • Expando Object and dynamic property pattern

    - by Al.Net
    I have read about 'dynamic property pattern' of Martin Fowler in his site under the tag 1997 in which he used dictionary kind of stuff to achieve this pattern. And I have come across about Expando object in c# very recently. When I see its implementation, I am able to see IDictionary implemented. So Expando object uses dictionary to store dynamic properties and is it what, Martin Fowler already defined 15 years ago?

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