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  • how do you read from system.out in Java [closed]

    - by Dan
    I'm trying to create a word scramble game and so far I have taken a vector of randomly assorted strings that contains both words and hints and split them into two vectors. I have randomly scrambled the word and set this all up in text boxes. Right now I'm stuck because I have a text box that takes input but I'm not sure how to read that in? I want the user to type the unscrambled word into the text box and have it calculate as correct and move on to the next word immediately. I also don't know how to get the keys working. I want the "?" character to be the hint button that shows the hint. At the moment the hint box works if I type the question mark in using the System.in but it doesn't work if I type it directly in to the text box. The characters are showing up in the text box but nothing is working after that.

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  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

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  • Is switch-case over enumeration bad practice?

    - by Puckl
    I have an enumeration with the commands Play, Stop and Pause for a media player. In two classes I do a switch-case over the received commands. The player runs in a different thread and I deliver the commands in a command queue to the thread. If I generate class diagrams the enumeration has dependencies all over the place. Is there a nicer way to deal with the commands? If I would change/extend the enumeration, I would have to change several classes. (Its not super important to keep the player extensible, but I try to write nice software.)

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  • Game development: Pre-production stage

    - by piers
    I´m starting up a new project. It´s going to be a web browser game, developed using HTML5, JavaScript and CSS3. I have some general questions regarding the process of game developing. Should you know everything about your game by the time you start writing the first lines of code? I mean should you know all the details, all the things the player can and can not do? Basically: should you be done writing down new ideas before you begin coding? I understand the pre-production process is about documenting, doing research etc. What does that mean? Does it mean I should open up Word and write down everything about the game? For example what should happen when you click on different things etc. Thanks for your help!

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  • What makes game sound effects "good"?

    - by you786
    I'm making a small game, and I've found some free sound effects that I'd like to use. The issue is that I can't get the sound effects to sound like they "belong" in my game. I don't know what to look for that can make sound effects match the rest of my game style. I have some ideas on what affects the meshing of audio with graphics. For example, I have a feeling that the current SFX I may be too "realistic" for my graphical style, which is pretty cartoon-like. Also, is there a golden standard for what volume various SFX should be at? (for example, I am thinking that footsteps or other common sounds should be at barely audible volumes, while enemy deaths or something that is a "big deal" should be louder). I found a similar question about graphics, I'm looking for a similar response with sound effects.

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  • Notifying a separate application of an event

    - by TomDestry
    I have an application that runs through various tasks as an automated process. My client would like me to create a file in a given folder for each task as a way to flag when each task completes. They prefer this to a database flag because they can be notified by the file system rather than continually polling a database table. I can do this but creating and deleting files as flags feels clunky. Is there a more elegant approach to notifying a third-party of an event?

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • Which is the best free ide/plugin for struts2?

    - by shahensha
    Hello friends, I have just learnt struts 2 and now I have taken up a full fledged project in it. I learnt the basics of struts 2 in Netbeans with it's struts2 plugin. But I am not at all happy with it, as it is very basic and I end up doing most of the work. It is obviously better than plain-vanilla text editor, but still not at all near to what netbeans provides for springs and hibernate. I know because netbeans provides native support for springs and hibernate, it is meant to be better. I don't mind changing my IDE if i get better support for struts2! So my questions are Please list all the free IDEs where native support for struts2 is provided. And if possible please compare them. Please list all the plugins that are available for eclipse for struts2 development. I have heard there are better plugins in eclipse. Also, if there are better plugins in any other IDE (other than netbeans or eclipse of course), please list them giving links. Please give me some tips which I'll need before starting a full blown project in Struts2. I haven't worked on any project on Struts2. I have just finished reading Struts 2 in Action of Manning publications. Thanking you in advance! regards shahensha

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  • Use adapter pattern for coupled classes

    - by kaiseroskilo
    I need (for unit testing purposes) to create adapters for external library classes.ExchangeService and ContactsFolder are Microsoft's implementations in its' EWS library. So I created my adapters that implement my interfaces, but it seems that contactsFolder has a dependency for ExchangeService in its' constructor. The problem is that I cannot instantiate ContactsFolderAdapter without somehow accessing the actual ExchangeService instance (I see only ExchangeServiceAdapter in scope). Is there a better pattern for this that retains the adapter classes? Or should I "infect" ExchangeServiceAdapter with some kind of GetActualObject method?

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  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

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  • How to Set Background for Racing Game

    - by Nathiya
    I am new to game development and AndEngine. I have small query about racing game. I am going to develop a bike racing game. For bike racing game we will move the background or the player. I am tried with andengine autoparallax background. But I didn't got the correct answer. I need to do a background like these screenshots in SpeedMoto. Can anyone help me to set the background.

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  • Explanation of the definition of interface inheritance as described in GoF book

    - by Geek
    I am reading the first chapter of the Gof book. Section 1.6 discusses about class vs interface inheritance: Class versus Interface Inheritance It's important to understand the difference between an object's class and its type. An object's class defines how the object is implemented.The class defines the object's internal state and the implementation of its operations.In contrast,an object's type only refers to its interface--the set of requests on which it can respond. An object can have many types, and objects of different classes can have the same type. Of course, there's a close relationship between class and type. Because a class defines the operations an object can perform, it also defines the object's type . When we say that an object is an instance of a class, we imply that the object supports the interface defined by the class. Languages like c++ and Eiffel use classes to specify both an object's type and its implementation. Smalltalk programs do not declare the types of variables; consequently,the compiler does not check that the types of objects assigned to a variable are subtypes of the variable's type. Sending a message requires checking that the class of the receiver implements the message, but it doesn't require checking that the receiver is an instance of a particular class. It's also important to understand the difference between class inheritance and interface inheritance (or subtyping). Class inheritance defines an object's implementation in terms of another object's implementation. In short, it's a mechanism for code and representation sharing. In contrast,interface inheritance(or subtyping) describes when an object can be used in place of another. I am familiar with the Java and JavaScript programming language and not really familiar with either C++ or Smalltalk or Eiffel as mentioned here. So I am trying to map the concepts discussed here to Java's way of doing classes, inheritance and interfaces. This is how I think of of these concepts in Java: In Java a class is always a blueprint for the objects it produces and what interface(as in "set of all possible requests that the object can respond to") an object of that class possess is defined during compilation stage only because the class of the object would have implemented those interfaces. The requests that an object of that class can respond to is the set of all the methods that are in the class(including those implemented for the interfaces that this class implements). My specific questions are: Am I right in saying that Java's way is more similar to C++ as described in the third paragraph. I do not understand what is meant by interface inheritance in the last paragraph. In Java interface inheritance is one interface extending from another interface. But I think the word interface has some other overloaded meaning here. Can some one provide an example in Java of what is meant by interface inheritance here so that I understand it better?

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  • Developing an ELO like point system for a multiplayer gaming site

    - by Alejandro Piad
    I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through their virtual players. There will be leagues, tournaments, and other competition formats. The question is which would be a good rating system for users in this environment. Take into account that every user may have many different virtual players playing in many different games. As a general guideline I would like to guarantee the following properties: Users who have a lot of mediocre players should not score higher than users with a few very good players. A user with a high rating should not be penalized if he adds a new bad player, until he has had enough time to improve his player. Users who don't play often should not score higher than users who play every day. Thanks in advance.

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  • Storing Attendance Data in database

    - by Ali Abbas
    So i have to store daily attendance of employees of my organisation from my application . The part where I need some help is, the efficient way to store attendance data. After some research and brain storming I came up with some approaches . Could you point me out which one is the best and any unobvious ill effects of the mentioned approaches. The approaches are as follows Create a single table for whole organisation and store empid,date,presentstatus as a row for every employee everyday. Create a single table for whole organisation and store a single row for each day with a comma delimited string of empids which are absent. I will generate the string on my application. Create different tables for each department and follow the 1 method. Please share your views and do mention any other good methods

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  • Gamification: designing cooperation in an RPG like game based on Scrum methodology

    - by Grzegorz Slawecki
    I have implemented with 3 friends a gamified system at my work (development company) which builds an fantasy rpg game over scrum project methodology. Generally, the tasks are the missions, each player is represented by a character. They earn XPs for completing tasks and they advance to the next levels which gives them badges, titles and (this is in planning phase) new privileges (e.g. priority in choosing tasks). Since the very beginning we try to do everything to avoid rivalisation between players because it would ruin the project if the players started to compete. There are no explicit leaderboards, we also plan to give bonuses for helping other players. I have a feeling that this is still not enough to really encourage cooperation. I would like to ask You for any ideas that come to Your mind that would help.

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  • What would a database look like if it were normalized to be completely abstracted? lets call it Max(n) normal form

    - by Doug Chamberlain
    edit: By simplest form i was not implying that it would be easy to understand. For instance, developing in low level assembly language is the simplest way to can develop code, but it is far from the easiest. Essentially, what I am asking is in math you can simplify a fraction to a point where it can no longer be simplfied. Can the same be true for a database and what would a database look like in its simplest, form?

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • Questioning the motivation for dependency injection: Why is creating an object graph hard?

    - by oberlies
    Dependency injection frameworks like Google Guice give the following motivation for their usage (source): To construct an object, you first build its dependencies. But to build each dependency, you need its dependencies, and so on. So when you build an object, you really need to build an object graph. Building object graphs by hand is labour intensive (...) and makes testing difficult. But I don't buy this argument: Even without dependency injection, I can write classes which are both easy to instantiate and convenient to test. E.g. the example from the Guice motivation page could be rewritten in the following way: class BillingService { private final CreditCardProcessor processor; private final TransactionLog transactionLog; // constructor for tests, taking all collaborators as parameters BillingService(CreditCardProcessor processor, TransactionLog transactionLog) { this.processor = processor; this.transactionLog = transactionLog; } // constructor for production, calling the (productive) constructors of the collaborators public BillingService() { this(new PaypalCreditCardProcessor(), new DatabaseTransactionLog()); } public Receipt chargeOrder(PizzaOrder order, CreditCard creditCard) { ... } } So dependency injection may really be an advantage in advanced use cases, but I don't need it for easy construction and testability, do I?

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  • What is the diffference between "data hiding" and "encapsulation"?

    - by john smith optional
    I'm reading "Java concurrency in practice" and there is said: "Fortunately, the same object-oriented techniques that help you write well-organized, maintainable classes - such as encapsulation and data hiding -can also help you crate thread-safe classes." The problem #1 - I never heard about data hiding and don't know what it is. The problem #2 - I always thought that encapsulation is using private vs public, and is actually the data hiding. Can you please explain what data hiding is and how it differs from encapsulation?

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  • Help me classify this type of software architecture

    - by Alex Burtsev
    I read some books about software architecture as we are using it in our project but I can't classify the architecture properly. It's some kind of Enterprise Architecture, but what exactly... SOA, ESB (Enterprise Service Bus), Message Bus, Event Driven SOA, there are so many terms in Enterprise software.... The system is based on custom XML messages exchanges between services. (it's not SOAP, nor any other XML based standard, just plain XML). These messages represent notifications (state changes) that are applied to the Domain model, (it's not like CRUD when you serialize the whole domain object, and pass it to service for persistence). The system is centralized, and system participants use different programming languages and frameworks (c++, c#, java). Also, messages are not processed at the moment they are received as they are stored first and the treatment begins on demand. It's called SOA+EDA -:)

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  • Advantages of Singleton Class over Static Class?

    Point 1) Singleton We can get the object of singleton and then pass to other methods. Static Class We can not pass static class to other methods as we pass objects Point 2) Singleton In future, it is easy to change the logic of of creating objects to some pooling mechanism. Static Class Very difficult to implement some pooling logic in case of static class. We would need to make that class as non-static and then make all the methods non-static methods, So entire your code needs to be changed. Point3:) Singleton Can Singletone class be inherited to subclass? Singleton class does not say any restriction of Inheritence. So we should be able to do this as long as subclass is also inheritence.There's nothing fundamentally wrong with subclassing a class that is intended to be a singleton. There are many reasons you might want to do it. and there are many ways to accomplish it. It depends on language you use. Static Class We can not inherit Static class to another Static class in C#. Think about it this way: you access static members via type name, like this: MyStaticType.MyStaticMember(); Were you to inherit from that class, you would have to access it via the new type name: MyNewType.MyStaticMember(); Thus, the new item bears no relationships to the original when used in code. There would be no way to take advantage of any inheritance relationship for things like polymorphism. span.fullpost {display:none;}

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  • Merge two different API calls into One

    - by dhilipsiva
    I have two different apps in my django project. One is "comment" and an other one is "files". A comment might save some file attached to it. The current way of creating a comment with attachments is by making two API calls. First one creates an actual comment and replies with the comment ID which serves as foreign key for the Files. Then for each file, a new request is made with the comment ID. Please note that file is a generic app, that can be used with other apps too. What is the cleanest way of making this into one API call? I want to have this as a single API call because I am in a situation where I need to send user an email with all the files as attachment when a comment is made. I know Queueing is the ideal way to do it. But I don't have the liberty to add queing to our stack now. So this was the only way I could think of.

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  • When following SRP, how should I deal with validating and saving entities?

    - by Kristof Claes
    I've been reading Clean Code and various online articles about SOLID lately, and the more I read about it, the more I feel like I don't know anything. Let's say I'm building a web application using ASP.NET MVC 3. Let's say I have a UsersController with a Create action like this: public class UsersController : Controller { public ActionResult Create(CreateUserViewModel viewModel) { } } In that action method I want to save a user to the database if the data that was entered is valid. Now, according to the Single Responsibility Principle an object should have a single responsibility, and that responsibility should be entirely encapsulated by the class. All its services should be narrowly aligned with that responsibility. Since validation and saving to the database are two separate responsibilities, I guess I should create to separate class to handle them like this: public class UsersController : Controller { private ICreateUserValidator validator; private IUserService service; public UsersController(ICreateUserValidator validator, IUserService service) { this.validator = validator; this.service= service; } public ActionResult Create(CreateUserViewModel viewModel) { ValidationResult result = validator.IsValid(viewModel); if (result.IsValid) { service.CreateUser(viewModel); return RedirectToAction("Index"); } else { foreach (var errorMessage in result.ErrorMessages) { ModelState.AddModelError(String.Empty, errorMessage); } return View(viewModel); } } } That makes some sense to me, but I'm not at all sure that this is the right way to handle things like this. It is for example entirely possible to pass an invalid instance of CreateUserViewModel to the IUserService class. I know I could use the built in DataAnnotations, but what when they aren't enough? Image that my ICreateUserValidator checks the database to see if there already is another user with the same name... Another option is to let the IUserService take care of the validation like this: public class UserService : IUserService { private ICreateUserValidator validator; public UserService(ICreateUserValidator validator) { this.validator = validator; } public ValidationResult CreateUser(CreateUserViewModel viewModel) { var result = validator.IsValid(viewModel); if (result.IsValid) { // Save the user } return result; } } But I feel I'm violating the Single Responsibility Principle here. How should I deal with something like this?

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  • Object behaviour or separate class?

    - by Andrew Stephens
    When it comes to OO database access you see two common approaches - the first is to provide a class (say "Customer") with methods such as Retrieve(), Update(), Delete(), etc. The other is to keep the Customer class fairly lightweight (essentially just properties) and perform the database access elsewhere, e.g. using a repository. This choice of approaches doesn't just apply to database access, it can crop up in many different OOD scenarios. So I was wondering if one way is preferable over the other (although I suspect the answer will be "it depends")! Another dev on our team argues that to be truly OO the class should be "self-contained", i.e. providing all the methods necessary to manipulate and interact with that object. I personally prefer the repository approach - I don't like bloating the Customer class with all that functionality, and I feel it results in cleaner code having it elsewhere, but I can't help thinking I'm seriously violating core OO concepts! And what about memory implications? If I retrieve thousands of Customer objects I'm assuming those with the data access methods will take up a lot more memory than the property-only objects?

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  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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