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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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  • Why Ubuntu Softwares are not packaged in a single file?

    - by Anwar Shah
    We see Most of the Windows Softwares are packaged in a Single executable file. When I double-click Setup file, it sets up all the files, binaries and libraries with it. I understand the dependency of Ubuntu or more generally linux packages. But I wonder, Why these exists. Isn't it possible to build a single file with all dependencies. What is the problems with this method? Please try to give the reason in details.

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  • SQL Server Express and VS2010 Web Application .MDF file errors

    - by nannette
    I installed SQL Server 2008 as well as SQL Server Express 2008 on my new Windows 7 development environment, along with Visual Studio 2010. I could get SQL Server 2008 to work fine, but I could not use Express .MDF databases within sample web application projects without receiving the below error: Failed to generate a user instance of SQL Server due to a failure in starting the process for the user instance. The connection will be closed. For instance, I was creating an ASP.NET Web Application. When...(read more)

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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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  • Apple Mac App Store?

    - by Riddler
    The Mac App store seems like an ideal distribution channel for apps made specifically for OSX. However, due to the high quantity of apps, I wasn't sure if there was an actual chance of my app making money. What would be a reasonable amount of sales from the Mac App Store for an app made by a small developer? I am wondering if the profit would be worth the effort and money required to get the app in the store.

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  • What do DBAs do?

    - by Jonathan Conway
    Yes, I know they administrate databases. I asked this question because I'd like to get a further insight into the kind of day-to-day duties a DBA might perform, and the real-world business problems they solve. For example: I optimized a 'products' query so that it ran 25% faster, which made the overall application faster. Is this a typical duty? Or is there more to being a DBA than simply making things faster? In what situations does DBA work involve planning and creativity?

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  • S#arp Architecture 1.5.2 released

    - by AlecWhittington
    It has been a few weeks since S#arp Architecture 1.5 RTM has been released. While it was a major success a few issues were found that needed to be addressed. These mostly involved the Visual Studio templates. What's new in S#arp Architecture 1.5.2? Merged the SharpArch.* assemblies into a single assembly (SharpArch.dll) Updated both VS 2008 and 2010 templates to reflect the use of the merged assembly Updated SharpArch.build with custom script that allows the merging of the assemblies. Copys new merged...(read more)

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  • Using TPL and PLINQ to raise performance of feed aggregator

    - by DigiMortal
    In this posting I will show you how to use Task Parallel Library (TPL) and PLINQ features to boost performance of simple RSS-feed aggregator. I will use here only very basic .NET classes that almost every developer starts from when learning parallel programming. Of course, we will also measure how every optimization affects performance of feed aggregator. Feed aggregator Our feed aggregator works as follows: Load list of blogs Download RSS-feed Parse feed XML Add new posts to database Our feed aggregator is run by task scheduler after every 15 minutes by example. We will start our journey with serial implementation of feed aggregator. Second step is to use task parallelism and parallelize feeds downloading and parsing. And our last step is to use data parallelism to parallelize database operations. We will use Stopwatch class to measure how much time it takes for aggregator to download and insert all posts from all registered blogs. After every run we empty posts table in database. Serial aggregation Before doing parallel stuff let’s take a look at serial implementation of feed aggregator. All tasks happen one after other. internal class FeedClient {     private readonly INewsService _newsService;     private const int FeedItemContentMaxLength = 255;       public FeedClient()     {          ObjectFactory.Initialize(container =>          {              container.PullConfigurationFromAppConfig = true;          });           _newsService = ObjectFactory.GetInstance<INewsService>();     }       public void Execute()     {         var blogs = _newsService.ListPublishedBlogs();           for (var index = 0; index <blogs.Count; index++)         {              ImportFeed(blogs[index]);         }     }       private void ImportFeed(BlogDto blog)     {         if(blog == null)             return;         if (string.IsNullOrEmpty(blog.RssUrl))             return;           var uri = new Uri(blog.RssUrl);         SyndicationContentFormat feedFormat;           feedFormat = SyndicationDiscoveryUtility.SyndicationContentFormatGet(uri);           if (feedFormat == SyndicationContentFormat.Rss)             ImportRssFeed(blog);         if (feedFormat == SyndicationContentFormat.Atom)             ImportAtomFeed(blog);                 }       private void ImportRssFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = RssFeed.Create(uri);           foreach (var item in feed.Channel.Items)         {             SaveRssFeedItem(item, blog.Id, blog.CreatedById);         }     }       private void ImportAtomFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = AtomFeed.Create(uri);           foreach (var item in feed.Entries)         {             SaveAtomFeedEntry(item, blog.Id, blog.CreatedById);         }     } } Serial implementation of feed aggregator downloads and inserts all posts with 25.46 seconds. Task parallelism Task parallelism means that separate tasks are run in parallel. You can find out more about task parallelism from MSDN page Task Parallelism (Task Parallel Library) and Wikipedia page Task parallelism. Although finding parts of code that can run safely in parallel without synchronization issues is not easy task we are lucky this time. Feeds import and parsing is perfect candidate for parallel tasks. We can safely parallelize feeds import because importing tasks doesn’t share any resources and therefore they don’t also need any synchronization. After getting the list of blogs we iterate through the collection and start new TPL task for each blog feed aggregation. internal class FeedClient {     private readonly INewsService _newsService;     private const int FeedItemContentMaxLength = 255;       public FeedClient()     {          ObjectFactory.Initialize(container =>          {              container.PullConfigurationFromAppConfig = true;          });           _newsService = ObjectFactory.GetInstance<INewsService>();     }       public void Execute()     {         var blogs = _newsService.ListPublishedBlogs();                var tasks = new Task[blogs.Count];           for (var index = 0; index <blogs.Count; index++)         {             tasks[index] = new Task(ImportFeed, blogs[index]);             tasks[index].Start();         }           Task.WaitAll(tasks);     }       private void ImportFeed(object blogObject)     {         if(blogObject == null)             return;         var blog = (BlogDto)blogObject;         if (string.IsNullOrEmpty(blog.RssUrl))             return;           var uri = new Uri(blog.RssUrl);         SyndicationContentFormat feedFormat;           feedFormat = SyndicationDiscoveryUtility.SyndicationContentFormatGet(uri);           if (feedFormat == SyndicationContentFormat.Rss)             ImportRssFeed(blog);         if (feedFormat == SyndicationContentFormat.Atom)             ImportAtomFeed(blog);                }       private void ImportRssFeed(BlogDto blog)     {          var uri = new Uri(blog.RssUrl);          var feed = RssFeed.Create(uri);           foreach (var item in feed.Channel.Items)          {              SaveRssFeedItem(item, blog.Id, blog.CreatedById);          }     }     private void ImportAtomFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = AtomFeed.Create(uri);           foreach (var item in feed.Entries)         {             SaveAtomFeedEntry(item, blog.Id, blog.CreatedById);         }     } } You should notice first signs of the power of TPL. We made only minor changes to our code to parallelize blog feeds aggregating. On my machine this modification gives some performance boost – time is now 17.57 seconds. Data parallelism There is one more way how to parallelize activities. Previous section introduced task or operation based parallelism, this section introduces data based parallelism. By MSDN page Data Parallelism (Task Parallel Library) data parallelism refers to scenario in which the same operation is performed concurrently on elements in a source collection or array. In our code we have independent collections we can process in parallel – imported feed entries. As checking for feed entry existence and inserting it if it is missing from database doesn’t affect other entries the imported feed entries collection is ideal candidate for parallelization. internal class FeedClient {     private readonly INewsService _newsService;     private const int FeedItemContentMaxLength = 255;       public FeedClient()     {          ObjectFactory.Initialize(container =>          {              container.PullConfigurationFromAppConfig = true;          });           _newsService = ObjectFactory.GetInstance<INewsService>();     }       public void Execute()     {         var blogs = _newsService.ListPublishedBlogs();                var tasks = new Task[blogs.Count];           for (var index = 0; index <blogs.Count; index++)         {             tasks[index] = new Task(ImportFeed, blogs[index]);             tasks[index].Start();         }           Task.WaitAll(tasks);     }       private void ImportFeed(object blogObject)     {         if(blogObject == null)             return;         var blog = (BlogDto)blogObject;         if (string.IsNullOrEmpty(blog.RssUrl))             return;           var uri = new Uri(blog.RssUrl);         SyndicationContentFormat feedFormat;           feedFormat = SyndicationDiscoveryUtility.SyndicationContentFormatGet(uri);           if (feedFormat == SyndicationContentFormat.Rss)             ImportRssFeed(blog);         if (feedFormat == SyndicationContentFormat.Atom)             ImportAtomFeed(blog);                }       private void ImportRssFeed(BlogDto blog)     {         var uri = new Uri(blog.RssUrl);         var feed = RssFeed.Create(uri);           feed.Channel.Items.AsParallel().ForAll(a =>         {             SaveRssFeedItem(a, blog.Id, blog.CreatedById);         });      }        private void ImportAtomFeed(BlogDto blog)      {         var uri = new Uri(blog.RssUrl);         var feed = AtomFeed.Create(uri);           feed.Entries.AsParallel().ForAll(a =>         {              SaveAtomFeedEntry(a, blog.Id, blog.CreatedById);         });      } } We did small change again and as the result we parallelized checking and saving of feed items. This change was data centric as we applied same operation to all elements in collection. On my machine I got better performance again. Time is now 11.22 seconds. Results Let’s visualize our measurement results (numbers are given in seconds). As we can see then with task parallelism feed aggregation takes about 25% less time than in original case. When adding data parallelism to task parallelism our aggregation takes about 2.3 times less time than in original case. More about TPL and PLINQ Adding parallelism to your application can be very challenging task. You have to carefully find out parts of your code where you can safely go to parallel processing and even then you have to measure the effects of parallel processing to find out if parallel code performs better. If you are not careful then troubles you will face later are worse than ones you have seen before (imagine error that occurs by average only once per 10000 code runs). Parallel programming is something that is hard to ignore. Effective programs are able to use multiple cores of processors. Using TPL you can also set degree of parallelism so your application doesn’t use all computing cores and leaves one or more of them free for host system and other processes. And there are many more things in TPL that make it easier for you to start and go on with parallel programming. In next major version all .NET languages will have built-in support for parallel programming. There will be also new language constructs that support parallel programming. Currently you can download Visual Studio Async to get some idea about what is coming. Conclusion Parallel programming is very challenging but good tools offered by Visual Studio and .NET Framework make it way easier for us. In this posting we started with feed aggregator that imports feed items on serial mode. With two steps we parallelized feed importing and entries inserting gaining 2.3 times raise in performance. Although this number is specific to my test environment it shows clearly that parallel programming may raise the performance of your application significantly.

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  • How to evaluate the quality of Rails code?

    - by Fortuity
    In a code review, what do you look for to assess a developer's expertise? Given an opportunity to look at a developer's work on a real-world project, what tell-tale signs are a tip-off to carelessness or lack of experience? Conversely, where do you look in the code to find evidence of a developer's skill or knowledge of best practices? For example, if I'm looking at a typical Rails app, I would be happy to see the developer is using RSpec (showing a commitment to using test-driven development and knowledge that RSpec is currently more popular than the default TestUnit). But in examining the specs for a Rails model, I see that the developer is testing associations, which might indicate a lack of real understanding of Rails testing requirements (since such tests are redundant given that they only test what's already implemented and tested in ActiveRecord). More generally, I might look to see if developers are writing their own implementations versus using widely available gems or if they are cleaning up code versus leaving lots of commented-out "leftovers." What helps you determine the skill of a Rails developer? What's your code quality checklist?

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  • Simple Netduino Go Tutorial Flashing RGB LEDs with a potentiometer

    - by Chris Hammond
    In case you missed the announcement on 4/4, the guys and Secret Labs, along with other members of the Netduino Community have come out with a new platform called Netduino Go . Head on over www.netduino.com for the introduction forum post . This post is how to quickly get up and running with your Netduino Go, based on Chris Walker’s getting started forum post , with some enhancements that I think will make it easier to get up and running, as Chris’ post unfortunately leaves a few things out. Hardware...(read more)

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  • Part 4, Getting the conversion tables ready for CS to DNN

    - by Chris Hammond
    This is the fourth post in a series of blog posts about converting from CommunityServer to DotNetNuke. A brief background: I had a number of websites running on CommunityServer 2.1, I decided it was finally time to ditch CommunityServer due to the change in their licensing model and pricing that made it not good for the small guy. This series of blog posts is about how to convert your CommunityServer based sites to DotNetNuke . Previous Posts: Part 1: An Introduction Part 2: DotNetNuke Installation...(read more)

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  • How can I save my university's Computer Science & Engineering department? [closed]

    - by Blake
    I'm currently pursuing a B.S. in Computer Engineering at the University of Florida, and we're having a bit of a problem right now... The state recently passed a budget plan that cuts funding for higher education in Florida. The dean of UF's College of Engineering decided that the best way for us to absorb the blow is by executing the following plan: All of the Computer Engineering Degree programs, BS, MS and PhD, would be moved from the Computer & Information Science and Engineering Dept. to the Electrical and Computer Engineering Dept. along with most of the advising staff. Roughly half of the faculty would be offered the opportunity to move to Electrical/Computer Eng., Biomedical Eng., or Industrial/Systems Eng. Staff positions in CISE which are currently supporting research and graduate programs would be eliminated. The activities currently covered by TAs would be reassigned to faculty and the TA budget for CISE would be eliminated. Any faculty member who wishes to stay in CISE may do so, but with a revised assignment focused on teaching and advising. In short: our department (at least as we know it) is being decimated. Computer & Information Sciences & Engineering (one of 9 departments in the College of Engineering) is taking more than 50% of the cuts. If you're interested in reading the full proposal, you can access it here. A vast, VAST majority of the students and faculty in the department are vehemently opposed to this plan, however the dean is already taking measures to implement it. This is the only proposal on the table right now, and she has not entertained our requests for alternatives. She sees it as an obvious (albeit drastic) solution to our budget problem, citing that many other universities have combined Computer and Electrical Engineering departments. I'll bet those universities didn't have to eliminate an established department to get there, though. The budget goes into effect July 1, 2012 (this is non-negotiable), and the dean's proposal is currently set to be finalized some time next week. We don't have much time! My question to everyone here is this: Are we overreacting to this plan, or are we justified? And could you explain why or why not? It's obvious that CISE students will resist any cuts to our department, but I'm curious to see what other people in the field have to say. Any feedback is greatly appreciated. I will select the answer that saves our department. Just kidding, I'll pick the one that best explains why this is a good or bad decision for the dean to make. Please note that anything you say can and will be used to further our cause (and we might track you down if you provide a compelling argument against us).

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  • Secret Agent Man

    - by Bil Simser
    Just a quick one this morning as we all get started in the week. Something that comes into play (sometimes in a big way) is the user agent string your browser gives off. So for example using the User-Agent field in the request header, you can determine what browser the user is running and act accordingly.Internet Explorer 9 modified the UA string slightly so just in case you're looking for it here are the user agent strings for IE9 (in various modes):Internet Explorer 9 Mode: Mozilla/5.0 (compatible; MSIE 9.0; Windows NT 6.1; WOW64; Trident/5.0)Internet Explorer 8 Mode: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; WOW64; Trident/4.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)Internet Explorer 7 Mode: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.1; WOW64; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)Internet Explorer 9 (Compatibility Mode): Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.1; WOW64; Trident/5.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; MS-RTC LM 8; InfoPath.3; .NET4.0C; .NET4.0E; Zune 4.7)A couple of things to note here:This was from a 64-bit Windows 7 client so that might account for the WOW64 in the agent string (I don't have a 32-bit client to test from)Various applications and platforms add to the UA string just like they do in previous IE releases. So for example you can see I have various .NET versions installed as well as Zune. You can take advantage of this by querying the UA string for compatibilities and present options accordingly to the end user.As applications will continue to add and modify this string you'll want to query the string for parts not the entire string. For example if you want to detect if you're coming from IE running  on a Windows Phone 7 just look for "iemobile" in the user agent stringHappy hacking!

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  • How do I limit the game loop?

    - by user1758938
    How do I make a game update at a consistent speed? For example, this would loop too fast: while(true) { GetInput(); Render(); } This just wont work (hard to explain): while(true) { GetInput(); Render(); Sleep(16); } How do I sync my game to a certain framerate and still have input and functions going at a consistent rate?

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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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  • 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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  • 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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  • 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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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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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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  • How to use the Netduino Go Piezo Buzzer Module

    - by Chris Hammond
    Originally posted on ChrisHammond.com Over the next couple of days people should be receiving their Netduino Go Piezo Buzzer Modules , at least if they have ordered them from Amazon. I was lucky enough to get mine very quickly from Amazon and put together a sample project the other night. This is by no means a complex project, and most of it is code from the public domain for projects based on the original Netduino. Project Overview So what does the project do? Essentially it plays 3 “tunes” that...(read more)

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  • Kickstarter "last minute cold feet"

    - by mm24
    today I scheduled the publication of a video on kickstarter requesting approximately 5.000 $ in order to complete the iPhone shooter game I started 1 year ago after quitting my job. I invested more than 20.000$ in the game so far (for artwork, music, legal and accountant expenses) and I am now getting cold feet about my decision of publishing the video. The game is "nearly finished", in other words: the game mechanics are working but I still have some bugs to fix. Once I will have finished this (I hope will take me 1 or 2 weeks) I plan to start working on the actual level balancing (e.g. deciding the order of appearence of enemies for each level and balancing the number of hitpoints and strenght of bullets that the enemies have). Reasons for not publishing the video are: fear that the concept can be copied easily: the game is a shooter game set in a different environment (its a pretty cool one, believe me :)) and I am worried that someone might copy* the idea (I know, its the usual "I am worried story.."). A shooter game is one of the easiest game to implement and hence there will be hundreds game developer able to copy it by just adapting their existing code and changing graphics (not as straightforward). It took me one year to develop this because I was inexperienced plus there are approximately 6/7 months of work from the illustrator and there are 8 unique music tracks composed. The soundtrack of the video is the soundtrack of the game wich is not yet published and has not been deposited to a music society. I did create legally valid timestamps for the tracks and I am considering uploading the album on iTunes before publishing the video so I can have a certain publication date. But overall I am a bit scared and worried because I have never done this before and even the simple act of publishing an album requires me to read a long contract from the "aggregator company") which, even if I do have contracts with the musicians do worry me as I am not a U.S. resident and I am not familiar with the U.S. law system Reasons for publishing the video are: I almost run out of money (but this is not a real reason as I should have enough for one more month of development time) ...I kind of need extra money as, even if I do have money for 1 month of development I do not have money for marketing and for other expenses (e.g. accountant) It will create a fan base I could get some useful feedback from a wider range of beta testers It might create some pre-release buzz in case some blogger or game magazine likes the concept Anyone has had similar experiences? Is there a real risk that someone will copy the concept and implement it in a couple of months? Will the Kickstarter campaing be a good pre-release exposure for the gmae? Any refrences of similar projects/situations? Is it realistic that someone like ROVIO will copy the idea straight away?

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  • C# with keyword equivalent

    - by oazabir
    There’s no with keyword in C#, like Visual Basic. So you end up writing code like this: this.StatusProgressBar.IsIndeterminate = false; this.StatusProgressBar.Visibility = Visibility.Visible; this.StatusProgressBar.Minimum = 0; this.StatusProgressBar.Maximum = 100; this.StatusProgressBar.Value = percentage; Here’s a work around to this: With.A<ProgressBar>(this.StatusProgressBar, (p) => { p.IsIndeterminate = false; p.Visibility = Visibility.Visible; p.Minimum = 0; p.Maximum = 100; p.Value = percentage; }); Saves you repeatedly typing the same class instance or control name over and over again. It also makes code more readable since it clearly says that you are working with a progress bar control within the block. It you are setting properties of several controls one after another, it’s easier to read such code this way since you will have dedicated block for each control. It’s a very simple one line function that does it: public static class With { public static void A<T>(T item, Action<T> work) { work(item); } } You could argue that you can just do this: var p = this.StatusProgressBar; p.IsIndeterminate = false; p.Visibility = Visibility.Visible; p.Minimum = 0; p.Maximum = 100; p.Value = percentage; But it’s not elegant. You are introducing a variable “p” in the local scope of the whole function. This goes against naming conventions. Morever, you can’t limit the scope of “p” within a certain place in the function.

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  • nfs-kernel-server installation : file does not exist

    - by Stuti Rastogi
    I am extremely new to Ubuntu and need to work on EdX platform. I need to install the NFS Client on Ubuntu 12.04 for the same. I used the following stuti@stuti:/$ sudo apt-get install nfs-kernel-server However this gives me an error as follows: Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: nfs-common The following NEW packages will be installed: nfs-common nfs-kernel-server 0 upgraded, 2 newly installed, 0 to remove and 0 not upgraded. Need to get 0 B/355 kB of archives. After this operation, 1,222 kB of additional disk space will be used. Do you want to continue [Y/n]? y Selecting previously unselected package nfs-common. (Reading database ... 200367 files and directories currently installed.) Unpacking nfs-common (from .../nfs-common_1%3a1.2.5-3ubuntu3.1_i386.deb) ... Selecting previously unselected package nfs-kernel-server. Unpacking nfs-kernel-server (from .../nfs-kernel-server_1%3a1.2.5-3ubuntu3.1_i386.deb) ... Processing triggers for ureadahead ... Processing triggers for man-db ... Setting up nfs-common (1:1.2.5-3ubuntu3.1) ... statd start/running, process 4574 gssd stop/pre-start, process 4603 idmapd start/running, process 4643 Setting up nfs-kernel-server (1:1.2.5-3ubuntu3.1) ... update-rc.d: /etc/init.d/nfs-kernel-server: file does not exist dpkg: error processing nfs-kernel-server (--configure): subprocess installed post-installation script returned error exit status 1 No apport report written because MaxReports is reached already Errors were encountered while processing: nfs-kernel-server E: Sub-process /usr/bin/dpkg returned an error code (1) I have tried sudo apt-get autoremove nfs-kernel-server sudo apt-get autoremove nfs-common After these, I tried to install but I keep getting the same error. apt-get update or upgrade also do not help and give the same error. I am clueless as to where can I find this missing file as stated in the output. I tried to google about this problem but none of the solutions I came across have helped or I have not been able to understand some of them. Any help would really be appreciated. Thanks in advance for your time and attention.

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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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