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  • How to program for constraints/rules

    - by Gaurav
    First the background, during interviews in the past, many times I have been asked to design some or other variation of card game as programming puzzle, and I have tried to design it in OO way, but I have never been satisfied with my solutions. However it was not until recently that I realized that I had been approaching the problem from the wrong direction. Specifically I was trying to solve the problem by modeling individual card as an object. Problem with this is individual cards don't have any non-trivial intrinsic behavior and therefore are not suitable (or primary) candidate as objects. What is interesting and important about cards are rules and constraints, such as there could be only four suits, or only thirteen cards in each suit. Of course, then there are any number of rules for games. So my questions are Are there any idioms/constructs/patterns to program for rules & constraints. How many in 1 can be applied in conjunction with OO paradigm.

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Ways to ensure unique instances of a class?

    - by Peanut
    I'm looking for different ways to ensure that each instance of a given class is a uniquely identifiable instance. For example, I have a Name class with the field name. Once I have a Name object with name initialised to John Smith I don't want to be able to instantiate a different Name object also with the name as John Smith, or if instantiation does take place I want a reference to the orginal object to be passed back rather than a new object. I'm aware that one way of doing this is to have a static factory that holds a Map of all the current Name objects and the factory checks that an object with John Smith as the name doesn't already exist before passing back a reference to a Name object. Another way I could think of off the top of my head is having a static Map in the Name class and when the constructor is called throwing an exception if the value passed in for name is already in use in another object, however I'm aware throwing exceptions in a constructor is generally a bad idea. Are there other ways of achieving this?

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  • How do you convert many files from .xlsx to .xls ?

    - by David Oneill
    What is a way to convert a batch of .xlsx files to .xls format? I would prefer it to be a command-line solution, but anything is better than opening each manually, and manually saving in the new format. ~~Edit~~ So is there a way to get around that error? errored: Leaking python objects bridged to UNO for reason pyuno runtime is not initialized, (the pyuno.bootstrap needs to be called before using any uno classes) python: tpp.c:63: __pthread_tpp_change_priority: Assertion `new_prio == -1 || (new_prio >= __sched_fifo_min_prio && new_prio <= __sched_fifo_max_prio)' failed. Aborted

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  • Oracle Demantra BAL Migration

    - by Annemarie Provisero
    ADVISOR WEBCAST: Oracle Demantra BAL Migration PRODUCT FAMILY:  Manufacturing December 7, 2011 at 8 am PT, 9 am MT, 11 am ET This one-hour live advisor webcast provides Application Consultants, Administrative and Technical Users, and Customers with and introduction to the BAL Migration utility and details steps involved in migration process. The information provided trains you on leveraging BAL migration utility to migrate Demantra application objects from one environment to another. TOPICS WILL INCLUDE: Introduction to BAL Migration BAL Migration Steps Schema Setups BAL Repository Object Migration A short, live demonstration (only if applicable) and question and answer period will be included. Oracle Advisor Webcasts are dedicated to building your awareness around our products and services. This session does not replace offerings from Oracle Global Support Services. Click here to register for this session ------------------------------------------------------------------------------------------------------------- The above webcast is a service of the E-Business Suite Communities in My Oracle Support. For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

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  • How do I set a touch listener in a child scene in AndEngine?

    - by Siddharth
    In my game, I want to implement touch listener for my child scene objects. Basically I tried all the possible way to implement this that I have usually done for my normal scenes, but those methods do not work here. Could somebody provide some guidance for setting touch area listener in child scene? Here is my code: menuScene.setTouchAreaBindingEnabled(true); menuScene.registerTouchArea(resumeButtonSprite); menuScene.registerTouchArea(retryButtonSprite); menuScene.registerTouchArea(exitButtonSprite); menuScene.setOnAreaTouchListener(new IOnAreaTouchListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, ITouchArea pTouchArea, float pTouchAreaLocalX, float pTouchAreaLocalY) { System.out.println("Touch"); return true; } }); In this code, menuScene was a child scene activity. Also after research I found that my engine was stopped while the child scene was activated so the touch event is not detected. I want to implement a pause menu in my game so any desirable solution for a pause menu implementation would help.

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • In which cases Robolectric is a relevant solution?

    - by Francis Toth
    As you may now, Robolectric is a framework that provides stubs for Android objects, in order to make tests runnable outside the Dalvik environment. My concern is that, by doing this, one can fake a third party library, which is, I believe, not a good practice (it should be encapsulated instead). If you make assumptions about an interface you don't own, which is changed once your test has been written, you won't be always noticed about the modifications. This can lead to a misunderstanding between your implementations and the interface they depends on. In addition, Android use mostly inheritance over interfaces which limits contract testing. So here's my question: Are there situations when Robolectric is the way to go? Here are some links you can check for further information: test-doubles-with-mockito in-brief-contract-tests

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  • Are CK Metrics still considered useful? Is there an open source tool to help?

    - by DeveloperDon
    Chidamber & Kemerer proposed several metrics for object oriented code. Among them, depth of inheritance tree, weighted number of methods, number of member functions, number of children, and coupling between objects. Using a base of code, they tried to correlated these metrics to the defect density and maintenance effort using covariant analysis. Are these metrics actionable in projects? Perhaps they can guide refactoring. For example weighted number of methods might show which God classes needed to be broken into more cohesive classes that address a single concern. Is there approach superseded by a better method, and is there a tool that can identify problem code, particularly in moderately large project being handed off to a new developer or team?

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  • Should pathfinder in A* hold closedSet and openedSet or each object should hold its sets?

    - by Patryk
    I am about to implement A* pathfinding algorithm and I wonder how should I implement this - from the point of view of architecture. I have the pathfinder as a class - I think I will instantiate only one object of this class (or maybe make it a Singleton - this is not so important). The hardest part for me is whether the closedSet and openedSet should be attached to objects that can find the path for them or should be stored in pathfinder class ? I am opened to any hints and critique whatsoever. What is the best practice considering pathfinding in terms of design ?

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  • A design pattern for data binding an object (with subclasses) to asp.net user control

    - by Rohith Nair
    I have an abstract class called Address and I am deriving three classes ; HomeAddress, Work Address, NextOfKin address. My idea is to bind this to a usercontrol and based on the type of Address it should bind properly to the ASP.NET user control. My idea is the user control doesn't know which address it is going to present and based on the type it will parse accordingly. How can I design such a setup, based on the fact that, the user control can take any type of address and bind accordingly. I know of one method like :- Declare class objects for all the three types (Home,Work,NextOfKin). Declare an enum to hold these types and based on the type of this enum passed to user control, instantiate the appropriate object based on setter injection. As a part of my generic design, I just created a class structure like this :- I know I am missing a lot of pieces in design. Can anybody give me an idea of how to approach this in proper way.

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  • Rendering of 2d water

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? Consider the fact that the game is a 2D game. The perspective is like this (the first image i have found): an example of 2d water. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The most simple way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water. Thank you.

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • How to render 2D particles as fluid?

    - by luke
    Suppose you have a nice way to move your 2D particles in order to simulate a fluid (like water). Any ideas on how to render it? This is for a 2D game, where the perspective is from the side, like this. The water will be contained in boxes that can be broken in order to let it fall down and interact with other objects. The simplest way that comes to my mind is to use a small image for each particle. I am interested in hearing more ways of rendering water.

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  • How to make custom shaped holes in terrain

    - by Guy Ben-Moshe
    So I'm trying to create a game where you fit certain shaped objects into the hole that fits them (similar to the young children's game with different shaped blocks) in Unity 3D. I've encountered a problem, how do I make the holes in the terrain? Or what type of object should I use for making holes in? So far I've tried to make a 3d model in unity by using other cubes and planes, it just doesn't feel right. I guess I need to create a model in another software and import to unity, I don't know any other software I can use. Tips would help.

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  • Cocos2dx InApp Purchase for ios

    - by Ahmad dar
    I am trying to integrate In App Purchases in my app made by using cocos2d x c++. I am using easyNdk Helper for In App Purchases. My In App Purchases works perfectly for my Objective C apps. But for cocos2d x it is throwing error for the following line if ([[RageIAPHelper sharedInstance] productPurchased:productP.productIdentifier]) Actually value came from CPP file perfectly in form of arguments and Properly shows their value in NSLog , But it always shows the objects as nil even objetcs print their stored value in NSLog also @try catch condition is not working and finally throw the following error Please Help me what i have to do ? Thanks

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  • Game Maker Studio Gravity Problems

    - by Dusty
    I've started messing around with Game Maker Studio. The problem I'm having is trying to get a gravity code for orbiting. Here's how i did it in XNA foreach (GravItem Item in StarSystem.ActiveItems.OfType<GravItem>()) { if (this != Item) { Velocity += (10 * Vector2.Normalize(Item.Position - this.Position * (this.Mass * Item.Mass) / (Vector2.DistanceSquared(this.Position, Item.Position)) / (this.Mass)); } } Simple and works well, things or bit and everything is nice. but in Game maker i don't have the luxury of Vector2's or a For-each loop to loop threw all the objects that have a mass. I've tried a few different things but nothing seems to work distance = distance_to_object(obj_moon); //--Gravity hspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) vspeed += (0.5 * (distance) * (Mass * obj_moon.Mass) / (sqr(distance)) / Mass) thanks for the help

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  • Using The Windows Server AppFabric Cache with ASP.NET

    Did you know that you can use the AppFabric Cache with ASP.NET?  AppFabric Cache provides an ASP.NET session state provider.  There are a number of reasons that you would want to consider using the AppFabric Cache instead of other caching technologies, including the built in ASP.NET caching. The AppFabric Cache provides a number of benefits to ASP.NET programmers.  When web applications need to maintain state, especially across a Web Farm, or needs to maintain objects across restarts...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Drawing beam effect in UDK?

    - by sgrif
    I'm having trouble drawing a particle effect between two actors in UDK - Both the source and the target are not static objects, so as far as I can tell I need to do it in the code not in kismet. Here's what I've got at the moment and it seems to not be doing anything at all. Ideas? BeamEmitter[0] = new(self) class'UTParticleSystemComponent'; BeamEmitter[0].SetAbsolute(false, false, false); BeamEmitter[0].SetTemplate(BeamTemplate[0]); BeamEmitter[0].SetTickGroup(TG_PostUpdateWork); BeamEmitter[0].bUpdateComponentInTick = true; self.AttachComponent(BeamEmitter[0]); BeamEmitter[0].SetBeamEndPoint(2, tarPos); BeamEmitter[0].ActivateSystem();

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  • XNA Deferred Shading, Replace BasicEffect

    - by Alex
    I have implemented deferred shading in my XNA 4.0 project, meaning that I need all objects to start out with the same shader "RenderGBuffer.fx". How can I use a custom Content Processor to: Not load any textures by default (I want to manually do this) Use "RenderGBuffer.fx" as the default shader instead of BasicEffect Below is the progress so far public class DeferredModelProcessor : ModelProcessor { EffectMaterialContent deferredShader; public DeferredModelProcessor() { } protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { deferredShader = new EffectMaterialContent(); deferredShader.Effect = new ExternalReference<EffectContent>("DeferredShading/RenderGBuffer.fx"); return context.Convert<MaterialContent, MaterialContent>(deferredShader, typeof(MaterialProcessor).Name); } }

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  • conventions for friend methods in Perl

    - by xenoterracide
    Perl doesn't support a friend relationship between objects, nor does it support private or protected methods. What is usually done for private methods is to prefix the name with an underscore. I occasionally have methods that I think of as friend methods. Meaning that I expect them to be used by a specific object, or an object with a specific responsibility, but I'm not sure if I should make that method public (meaning foo ) or private ( _foo ) or if there's a better convention? is there a convention for friend methods?

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  • Gradual approaches to dependency injection

    - by JW01
    I'm working on making my classes unit-testable, using dependency injection. But some of these classes have a lot of clients, and I'm not ready to refactor all of them to start passing in the dependencies yet. So I'm trying to do it gradually; keeping the default dependencies for now, but allowing them to be overridden for testing. One approach I'm conisdering is just moving all the "new" calls into their own methods, e.g.: public MyObject createMyObject(args) { return new MyObject(args); } Then in my unit tests, I can just subclass this class, and override the create functions, so they create fake objects instead. Is this a good approach? Are there any disadvantages? More generally, is it okay to have hard-coded dependencies, as long as you can replace them for testing? I know the preferred approach is to explicitly require them in the constructor, and I'd like to get there eventually. But I'm wondering if this is a good first step.

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  • 3D rotation tool. How can I add simple extrusion?

    - by Gerve
    The 3D rotation tool is excellent but it only lets you rotate 2D objects, this means my object is wafer thin. Is there any way to add simple extrusion or depth to a symbol? I don't really want to use any 3rd party libraries like Away3D or Papervision, this is overkill for my simple 2D game. I only want to do this creating a couple motion tweens if possible. More Details: Below is what my symbol looks like (just with a bit more color). The symbol does a little 3D rotation and then flies away, it's just for something like a scoreboard within the app.

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  • Can an aggregate root hold references of members of another aggregate root?

    - by Rushino
    Hello, I know outside aggregates cant change anything inside an aggregate without passing by his root. That said i would like to know if an aggregate root can hold references of members (objects insides) of another aggregate root? (fellowing DDD rules) Example : a Calendar contain a list of phases which contain a list of sequences which contain a list of assignations Calendar is root because phases and sequences and assignations only work in context of a calendar. You also have Students and Groups of student (called groups) It is possible (fellowing DDD rules) to make Groups holding references of assignations or it need to pass by the root for accessing groups from assignations ? Thanks.

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  • Roll Your Own Hologram with DIY Holography Kit

    - by Jason Fitzpatrick
    If you’re looking for a DIY project with a 1980s theme, this create-your-own hologram kit is your ticket to 3D greatness. Over at Make magazine they’ve put together a tutorial for creating your own holograms using the DIY holographic kit featured in the Maker Shed–Make’s storefront for DIYers. The kit is $99; certainly not pocket change but on par with other holography kits on the market and even a bit generous with the inclusion of 20 sheets of holographic film. Check out the video above to see how easy it is to capture small objects on the film and create your own holograms. How-To: Holography [Make] How to See What Web Sites Your Computer is Secretly Connecting To HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast!

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