Search Results

Search found 44734 results on 1790 pages for 'model based design'.

Page 203/1790 | < Previous Page | 199 200 201 202 203 204 205 206 207 208 209 210  | Next Page >

  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

    Read the article

  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

    Read the article

  • Dependency injection and IOC containers in a closed project

    - by Puckl
    Does it make sense to assemble my project with dependency injection containers if I am the only one who will use the code of that project? The question came up when I read this IOC Article http://martinfowler.com/articles/injection.html The justification for using dependency injection in this article is that friends can reuse a class, and replace depending classes with their own classes because they get injected and not instantiated in the class. I would only use it to inject objects where they are needed instead of passing them through layers to their target. (Which is not so bad I learned here: Is it bad practice to pass instances through several layers?) (Maybe I will reuse parts of the project, who knows, but I don´t know if that is a good justification)

    Read the article

  • Which numeral systems are useful in computer science?

    - by authchir
    I am wondering which numeral system different programmers are using, or would use if their language has support for them. As an example, in C++ we can use: Octal by prefixing with 0 (e.g. 0377) Decimal by default (e.g. 255) Hexadecimal by prefixing with 0x (e.g. 0xff) When working with bitmask, I am using hexadecimal but would sometimes want to be able to express binary numbers directly. I know some programming language support it with 0b syntax (e.g. 0b11111111). Is there any other numeric system useful in some computer science domain (e.g. cryptography, codecs, 3D graphics, etc)?

    Read the article

  • Real life example of an agile game development process outputs

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

    Read the article

  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

    Read the article

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

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

    Read the article

  • AngularJS: structuring a web application with multiple ng-apps

    - by mg1075
    The blogosphere has a number of articles on the topic of AngularJS app structuring guidelines such as these (and others): http://www.johnpapa.net/angular-app-structuring-guidelines/ http://codingsmackdown.tv/blog/2013/04/19/angularjs-modules-for-great-justice/ http://danorlando.com/angularjs-architecture-understanding-modules/ http://henriquat.re/modularizing-angularjs/modularizing-angular-applications/modularizing-angular-applications.html However, one scenario I have yet to come across for guidelines and best practices is the case where you have a large web application containing multiple "mini-spa" apps, and the mini-spa apps all share a certain amount of code. I am not referring to the case of trying to have multiple ng-app declarations on the same page; rather, I mean different sections of a large site that have their own, unique ng-app declaration. As Scott Allen writes in his OdeToCode blog: One scenario I haven't found addressed very well is the scenario where multiple apps exist in the same greater web application and require some shared code on the client. Are there any recommended approaches to take, pitfalls to avoid, or good sample structures of this scenario that you can point to?

    Read the article

  • Should I incorporate exit cost into choosing a solution

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

    Read the article

  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

    Read the article

  • Infrastructure to effectively set up experiements and learn from them

    - by David
    Open-org.com is in the early stages of creating our first product, a place on the web, where one can ask lawyers questions at a fraction of their normal costs. An early stage front page can be found here. I got inspired by this video, which is recommended by Jeff Atwood, which talks about getting feedback faster, which is the reason for this question. The problem Needless to say, we want our conversion rates to be as high as possible. Therefore, we want to be able to rapidly set up a new experiment where we change something on the site (like moving an image slightly, rewriting a sentence etc.). We then want to present the modified page to a random subset of the users. After that we will compare the conversion rates of the experiment with another version. I could very well imagine that we want to run 10-100 experiments simultaneously and it would be nice to have features, where experiments that obviously have worse results will be ended before schedule. My question Does infrastructure to support the whole process exist? A short description of our infrastructure... We use EC2 and PHP and have a script to automatically start up new instances with all needed software. Still, starting up a new server for every experiment, seems like a bit of overkill, so I am wondering what other options exist. Btw. If you feel like working for Open-org.com, you can pick a task, and start working, or suggest a new task. All profits are given out to the contributors.

    Read the article

  • Is it needed to have your blog title and description in H1 and H2

    - by Saif Bechan
    I have read an article that states that it is not necessary to have your blog title and description on your website at all. Just have the titles of the posts in h1, on the index and the post page. And on the post page have your different sections started with h2. Widget headers start with h3. Title and description are most of the time in the logo image. I have looked at the source of my favorite blog, http://net.tutsplus.com, and I see they do the same. Is this recommended?

    Read the article

  • How can I store all my level data in a single file instead of spread out over many files?

    - by Jon
    I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player moves over a section that doesn't have a file associated with the position, a new file is created. This works great, and is very fast. My issue, is that as you are playing the file count gets larger and larger. I'm wondering what are techniques that can be used to alleviate the file count, without taking a performance hit. I am interested in how you would store/seek/update this data in a single file instead of multiple files efficiently.

    Read the article

  • When should one use the Abstract, Implements, or extends keywords?

    - by kdavis8
    I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond basic things, like hello world. but i'm having issues with some pretty basic OOP concepts; When should i derive from an abstract class? When is it more efficient to use an Interface instead of simply sub classing a parent? Basically, between extends, implements, and the abstract keywords, which keywords should be used instead of the others? i'm not looking for a basic definition, as i know them. i need to no when and why i should apply them to my code? what advantages does one have over the other? which is best for game development?

    Read the article

  • How can I keep directories in sync

    - by Guillaume Boudreau
    I have a directory, dirA, that users can work in: they can create, modify, rename and delete files & sub-directores in dirA. I want to keep another directory, dirB, in sync with dirA. What I'd like, is a discussion on finding a working algorithm that would achieve the above, with the limitations listed below. Requirements: 1. Something asynchronous - I don't want to stop file operations in dirA while I work in dirB. 2. I can't assume that I can just blindly rsync dirA to dirB on regular interval - dirA could contain millions of files & directories, and terrabytes of data. Completely walking the dirA tree could take hours. Those two requirements makes this really difficult. Having it asynchronous means that when I start working on a specific file from dirA, it might have moved a lot since it appeared. And the second limitation means that I really need to watch dirA, and work on atomic file operations that I notice. Current (broken) implementation: 1. Log all file & directory operations in dirA. 2. Using a separate process, read that log, and 'repeat' all the logged operations in dirB. Why is it broken: echo 1 > dirA/file1 # Allow the 'log reader' process to create dirB/file1: log = "write dirA/file1"; action = cp dirA/file1 dirB/file1; result = OK echo 1 > dirA/file2 mv dirA/file1 dirA/file3 mv dirA/file2 dirA/file1 rm dirA/file3 # End result: file1 contains '1' # 'log reader' process starts working on the 4 above file operations: log = "write file2"; action = cp dirA/file2 dirB/file2; result = failed: there is no dirA/file2 log = "rename file1 file3"; action = mv dirB/file1 dirB/file3; result = OK log = "rename file2 file1"; action = mv dirB/file2 dirB/file1; result = failed: there is no dirB/file2 log = "delete file3"; action = rm dirB/file3; result = OK # End result in dirB: no more files! Another broken example: echo 1 > dirA/dir1/file1 mv dirA/dir1 dirA/dir2 # 'log reader' process starts working on the 2 above file operations: log = "write file1"; action = cp dirA/dir1/file1 dirB/dir1/file1; result = failed: there is no dirA/dir1/file1 log = "rename dir1 dir2"; action = mv dirB/dir1 dirB/dir2; result = failed: there is no dirA/dir1 # End result if dirB: nothing!

    Read the article

  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

    Read the article

  • Finding most Important Node(s) in a Directed Graph

    - by Srikar Appal
    I have a large (˜ 20 million nodes) directed Graph with in-edges & out-edges. I want to figure out which parts of of the graph deserve the most attention. Often most of the graph is boring, or at least it is already well understood. The way I am defining "attention" is by the concept of "connectedness" i.e. How can i find the most connected node(s) in the graph? In what follows, One can assume that nodes by themselves have no score, the edges have no weight & they are either connected or not. This website suggest some pretty complicated procedures like n-dimensional space, Eigen Vectors, graph centrality concepts, pageRank etc. Is this problem that complex? Can I not do a simple Breadth-First Traversal of the entire graph where at each node I figure out a way to find the number of in-edges. The node with most in-edges is the most important node in the graph. Am I missing something here?

    Read the article

  • Confused about javascript module pattern implementation

    - by Damon
    I have a class written on a project I'm working on that I've been told is using the module pattern, but it's doing things a little differently than the examples I've seen. It basically takes this form: (function ($, document, window, undefined) { var module = { foo : bar, aMethod : function (arg) { className.bMethod(arg); }, bMethod : function (arg) { console.log('spoons'); } }; window.ajaxTable = ajaxTable; })(jQuery, document, window); I get what's going on here. But I'm not sure how this relates to most of the definitions I've seen of the module (or revealing?) module pattern. like this one from briancray var module = (function () { // private variables and functions var foo = 'bar'; // constructor var module = function () { }; // prototype module.prototype = { constructor: module, something: function () { } }; // return module return module; })(); var my_module = new module(); Is the first example basically like the second except everything is in the constructor? I'm just wrapping my head around patterns and the little things at the beginnings and endings always make me not sure what I should be doing.

    Read the article

  • What is the best website width? [on hold]

    - by Salvis Dišlers
    What is the best website width? I can't decide between 1200px max-width and 1236px....with 300px sidebar as enough or 320px? I personally like wide website, my current website is 1236px; but I hear it's considered very wide for eyesight and all those gadgets keeping in mind... The website is for reading - I mean, mostly articles with around 3000 words on average per page, so no matter - whether they look wide, whether they love to scroll down :) Also - what to decide about Banner size / sidebar? Probably the 300px I can put a 300px banner, but on 320px sidebar I could put 336px banner, if necessary...

    Read the article

  • Write own messaging system vs. utilize existing ones

    - by A.Rashad
    We are trying to have our own startup, with a middleware application to glue small applications with enterprise legacy systems. for such middle-ware to function properly, we will need some sort of messaging system to make different components talk to each other in a reliable way. the alternatives are: use an existing messaging system, such as 0MQ, jBOSS, WebSphere MQ, etc. build our own messaging system the way we see the problem I am more biased towards the later option for the following reasons: to have more control over our final product to avoid any licensing problems later on to learn about messaging while writing the code to invent something new, that might cost us lots of $$$ if reused an existing system What would you do if in my shoes?

    Read the article

  • Client-Server connection response timeout issues

    - by Srikar
    User creates a folder in client and in the client-side code I hit an API to the server to make this persistent for that user. But in some cases, my server is so busy that the request timesout. The server has executed my request but timedout before sending a response back to client. The timeout set is 10 seconds in client. At this point the client thinks that server has not executed its request (of creating a folder) and ends up sending it again. Now I have 2 folders on the server but the user has created only 1 folder in the client. How to prevent this? One of the ways to solve this is to use a unique ID with each new request. So the ID acts as a distinguisher between old and new requests from client. But this leads to storing these IDs on my server and do a lookup for each API call which I want to avoid. Other way is to increase the timeout duration. But I dont want to change this from 10 seconds. Something tells me that there are better solutions. I have posted this question in stackoverflow but I think its better suited here. UPDATE: I will make my problem even more explicit. The client is a webbrowser and the server is running nginx+django+mysql (standard stack). The user creates a folder in webbrowser. As a result I need to hit a server API. The API call responds back, thereby client knows API call was success. This is normal scenario. Sometimes though, server successfully completes the API request but the client-side (webbrowser) connection timesout before server can respond back. The client has no clue at this point. The user thinks the request was a fail & clicks again. This time it was a success but when the UI refreshes he sees 2 folders. I want to remedy this situation.

    Read the article

  • DDD and validation of aggregate root

    - by Mik378
    Suppose an aggregate root : MailConfiguration (wrapping an AddressPart object). The AddressPart object is a simple immutable value object with some fields like senderAdress, recipentAddress (to make example simple). As being an invariant object, AddressPart should logically wrap its own Validator (by the way of external a kind of AddressValidator for respecting Single Responsibility Principle) I read some articles that claimed an aggregateRoot must validate its 'children'. However, if we follow this principle, one could create an AddressPart with an uncohesive/invalid state. What are your opinion? Should I move the collaborator AddressValidator(used in constructor so in order to validate immediately the cohesion of an AddressPart) from AddressPart and assign it to aggregateRoot (MailConfiguration) ?

    Read the article

  • Designing an API on top with Java RMI and Rest APIs

    - by user1303881
    I'm working on the backend of a java web application. We have a document repository (Fedora Commons specifically) where we house xml files. I want to abstract the API of the repository internally so that we aren't tightly coupled to one product. I'd also like to give the flexibility of connecting to to a repository via Java RMI or REST APIs. I was hoping to get advice or resources on how to implement something like this. My thought it that I'd have some abstract repository class that had methods like getRecord, updateRecord, and deleteRecord. In the constructor I would pass the URI for the repository and the API method and port. This would allow some flexibility in the future so that if the REST api became more practical, but allow the flexibility or using RMI which could (should?) have better performance. Am I over thinking this or am I on the right path?

    Read the article

  • My Last "Catch-Up" Post for 2010 Content

    - by KKline
    I did a lot of writing in 2010. Unfortunately, I didn't do a good job of keeping all of that writing equally distributed throughout all of the channels where I'm active. So here are a few more posts from my blog, put on-line during the months of November and December 2010, that I didn't get posted here on SQLBlog.com: 1. It's Time to Upgrade! So many of my customers and many of you, dear readers, are still on SQL Server 2005. Join Kevin Kline , SQL Server MVP and SQL Server Technology Strategist...(read more)

    Read the article

  • Share Mulitple Classes as one dll or a lib with Mulitple Projects

    - by JNL
    Currently I have some shared class files(.cpp and .h) which I include them in around 20 Projects. Currently I have to include them in all of the projects. So if I get some business requirments and I change some of the shared(.cpp or .h) files I have to include them in all the 20 Projects which is kind of tedious. Is there a way where I can create a shared dll or library and include it all of my Projects. So if I have to change it, I just have to change it once and then just Add Reference to include that dll or library which contains all the shared(.cpp, .h) files. Any help/recommendations regarding the same, will be highly appreciated. I am using VS2012 for VC++.

    Read the article

< Previous Page | 199 200 201 202 203 204 205 206 207 208 209 210  | Next Page >