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  • Using IComparable<T> Interface

    - by Pawan_Mishra
    Level : Beginner to Intermediate C# language has constantly evolved over a constant period of time.Each new version introduced new features which changed the way we programmed and solved the problems. Whether it was introduction of generics in C# 2.0 , LINQ in C# 3.0 or concept of dynamic programming in C# 4.0 , each of them had or will have greater impact on our programming style.As a developer we don’t have much option but to evolve and redefine our self in this constantly changing environment...(read more)

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  • Bot strategy in an arena

    - by joulesm
    I am writing the player's behavior for an arena game, and I'm wondering if you could offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena's size shrinks every round to help break any ties. Players are much smaller circles, and can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be on the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

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  • Is the 'C' in MVC really necessary?

    - by Anne Nonimus
    I understand the role of the model and view in the Model-View-Controller pattern, but I have a hard time understanding why a controller is necessary. Let's assume we're creating a chess program using an MVC approach; the game state should be the model, and the GUI should be the view. What exactly is the controller in this case? Is it just a separate class that has all the functions that will be called when you, say, click on a tile? Why not just perform all the logic on the model in the view itself?

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  • Typical Method Of Building Puzzle Levels

    - by Josh Kahane
    Hi I am designing a puzzle game for the iphone and was wondering as most puzzle games consist of the player progressing through multiple levels. You see for example Angry Birds has over 100 levels. Once the basis of the game is made, how do developers typically go about building their levels? Do they generally build them from scratch each one more or less, or work of their own template or have some other method which they use to tailor these levels? I imagine building so many levels is a long process, certainly if building each one individually. Do they do this, or have a method which speeds it up once they have their basis? Thanks.

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  • As webdevelopment is it same to legal issues to make a sex dating sites?

    - by YumYumYum
    Like i have created many other normal sites which are not related to any dating/sexual content. Is it for a developer same rules and regulation while making a sex related dating sites? where people meet together, learn each others, for having a sex relaionship (you know what i mean), having also a feature of webcam sex but not explicitly a porno sites. Does those sites have any special legal terms and condition's for the developers comparing with non sexual/dating sites legal terms and conditions?

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  • Platforms for sharing content and expertise

    - by Thomas
    Are there any platforms / sites where people can share expertise in game development and where you can share (either payed or free) digital content (like images, sounds, animations but also frameworks or libraries) to be used in games? I'd also like the possibility to contact users and request specific pieces of content. I'd like to start out as an indie developer and have programming skills but I lack the experience and time to create ingame artwork and sound. Is there any site where I could locate other people (artists mostly) who would want to work on a game for free? I know I can get most technical questions answered on this site and I have some contacts but I'm affraid this won't be enough.

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  • Style bits vs. Separate bool's

    - by peterchen
    My main platform (WinAPI) still heavily uses bits for control styles etc. (example). When introducing custom controls, I'm permanently wondering whether to follow that style or rather use individual bool's. Let's pit them against each other: enum EMyCtrlStyles { mcsUseFileIcon = 1, mcsTruncateFileName = 2, mcsUseShellContextMenu = 4, }; void SetStyle(DWORD mcsStyle); void ModifyStyle(DWORD mcsRemove, DWORD mcsAdd); DWORD GetStyle() const; ... ctrl.SetStyle(mcsUseFileIcon | mcsUseShellContextMenu); vs. CMyCtrl & SetUseFileIcon(bool enable = true); bool GetUseFileIcon() const; CMyCtrl & SetTruncteFileName(bool enable = true); bool GetTruncteFileName() const; CMyCtrl & SetUseShellContextMenu(bool enable = true); bool GetUseShellContextMenu() const; ctrl.SetUseFileIcon().SetUseShellContextMenu(); As I see it, Pro Style Bits Consistent with platform less library code (without gaining complexity), less places to modify for adding a new style less caller code (without losing notable readability) easier to use in some scenarios (e.g. remembering / transferring settings) Binary API remains stable if new style bits are introduced Now, the first and the last are minor in most cases. Pro Individual booleans Intellisense and refactoring tools reduce the "less typing" effort Single Purpose Entities more literate code (as in "flows more like a sentence") No change of paradim for non-bool properties These sound more modern, but also "soft" advantages. I must admit the "platform consistency" is much more enticing than I could justify, the less code without losing much quality is a nice bonus. 1. What do you prefer? Subjectively, for writing the library, or for writing client code? 2. Any (semi-) objective statements, studies, etc.?

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  • Do immutable objects and DDD go together?

    - by SnOrfus
    Consider a system that uses DDD (as well: any system that uses an ORM). The point of any system realistically, in nearly every use case, will be to manipulate those domain objects. Otherwise there's no real effect or purpose. Modifying an immutable object will cause it to generate a new record after the object is persisted which creates massive bloat in the datasource (unless you delete previous records after modifications). I can see the benefit of using immutable objects, but in this sense, I can't ever see a useful case for using immutable objects. Is this wrong?

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  • Facebook Game Rejected: "Your app icon must not overlap with content in your cover image"

    - by peterwilli
    Sorry if this isnt the right stackexchange site to ask this, it was really hard to determine. My FB game just recently got rejected for 2 reasons. The first I fixed nicely and is irrelevant but the second I just can't see to figure out what they mean and I was hoping someone else got the same issue and did know what they meant. These are the errors: You can ignore the error under "Banners" The web preview of my game looks like this now: All I know is that the rejection has something to do with the cover image, not the icons or the screenshots. Please let me know what to do to get approved. Thanks a lot!

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  • When should a method of a class return the same instance after modifying itself?

    - by modiX
    I have a class that has three methods A(), B() and C(). Those methods modify the own instance. While the methods have to return an instance when the instance is a separate copy (just as Clone()), I got a free choice to return void or the same instance (return this;) when modifying the same instance in the method and not returning any other value. When deciding for returning the same modified instance, I can do neat method chains like obj.A().B().C();. Would this be the only reason for doing so? Is it even okay to modify the own instance and return it, too? Or should it only return a copy and leave the original object as before? Because when returning the same modified instance the user would maybe admit the returned value is a copy, otherwise it would not be returned? If it's okay, what's the best way to clarify such things on the method?

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  • How to avoid big and clumpsy UITableViewController on iOS?

    - by Johan Karlsson
    I have a problem when implementing the MVC-pattern on iOS. I have searched the Internet but seems not to find any nice solution to this problem. Many UITableViewController implementations seems to be rather big. Most example I have seen lets the UITableViewController implement UITableViewDelegate and UITableViewDataSource. These implementations are a big reason why UITableViewControlleris getting big. One solution would be to create separate classes that implements UITableViewDelegate and UITableViewDataSource. Of course these classes would have to have a reference to the UITableViewController. Are there any drawbacks using this solution? In general I think you should delegate the functionality to other "Helper" classes or similar, using the delegate pattern. Are there any well established ways of solving this problem? I do not want the model to contain to much functionality, nor the view. A believe that the logic should really be in the controller class, since this is one of the cornerstones of the MVC-pattern. But the big question is; How should you divide the controller of a MVC-implementation into smaller manageable pieces? (Applies to MVC in iOS in this case) There might be a general pattern for solving this, although I am specifically looking for a solution for iOS. Please give an example of a good pattern for solving this issue. Also an argument why this solution is awesome.

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  • The use of Test-Driven Development in Non-Greenfield Projects?

    - by JHarley1
    So here is a question for you, having read some great answers to questions such as "Test-Driven Development - Convince Me". So my question is: "Can Test-Driven Development be used effectively on non-Greenfield projects?" To specify: I would really like to know if people have had experience in using TDD in projects where there was already non-TDD elements present? And the problems that they then faced.

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  • Need game development sandbox like Etoys to do 2D games prototyping

    - by Dimitry Tato
    I am new to game development, and currently working on development a mobile 2D game (for android). As the part of the development process, I need to build a prototype and playtest it, to see if the game mechanics and user interaction is ok For example: if I have a starship shooting at ememies, I need to see what's the best size for my starship. what trajectories should the enemy ships fly and what velocity. Should the enemy ships be coming only from left to right, or also from top Should the enemy ships form a 'flock' or just fly by themselves what's the best 'powerup' pickup mechanics: to shoot it, or to pick it with the ship etc Implementing these details directly in Java (Android) is time consuming and as many of the 'hypotheses' will be rejected, I also don't want to invest a lot of time to code thigs, majority of which gonna be rejected. I found 'tool' Etoys http://www.youtube.com/watch?v=34cWCnLC5nM&feature=related and official website http://www.squeakland.org/ which helps to build 'prototype' quickly, but Etoys is meant for children learning programming and is too basic. SO MY QUESTION IS: Is there any prototyping tool, as simple as Etoys and with better prototype quality?

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  • Did the developers of Java conciously abandon RAII?

    - by JoelFan
    As a long-time C# programmer, I have recently come to learn more about the advantages of Resource Acquisition Is Initialization (RAII). In particular, I have discovered that the C# idiom: using (my dbConn = new DbConnection(connStr) { // do stuff with dbConn } has the C++ equivalent: { DbConnection dbConn(connStr); // do stuff with dbConn } meaning that remembering to enclose the use of resources like DbConnection in a using block is unnecessary in C++ ! This seems to a major advantage of C++. This is even more convincing when you consider a class that has an instance member of type DbConnection, for example class Foo { DbConnection dbConn; // ... } In C# I would need to have Foo implement IDisposable as such: class Foo : IDisposable { DbConnection dbConn; public void Dispose() { dbConn.Dispose(); } } and what's worse, every user of Foo would need to remember to enclose Foo in a using block, like: using (var foo = new Foo()) { // do stuff with "foo" } Now looking at C# and its Java roots I am wondering... did the developers of Java fully appreciate what they were giving up when they abandoned the stack in favor of the heap, thus abandoning RAII? (Similarly, did Stroustrup fully appreciate the significance of RAII?)

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  • signal processing libraries

    - by khinester
    Are there any open source libraries/projects which work in a similar way to http://www.tagattitude.fr/en/products/technology? I am trying to understand the process. At first I thought this could work like when you send a fax to a fax machine. It is basically using the mobile phone’s microphone as a captor and its audio channel as a transporter. Are there any libraries for generating the signal and then being able to decode it?

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  • Game Development Blog Aggregators [duplicate]

    - by Eric Richards
    This question already has an answer here: Game development Blogs [closed] 57 answers I'm a big fan of link collection blogs like Alvin Ashcraft's Morning Dew, Jason Haley's Interesting Finds, and Chris Alcock's The Morning Brew for aggregating interesting blogs on .Net related development stuff. I'd like to find something similar for game development blogs. I follow GameDev.net's articles and developer journals, and #AltDevBlogADay, but would love to see some more, if anyone knows of any interesting links.

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  • Is catching general exceptions really a bad thing?

    - by Bob Horn
    I typically agree with most code analysis warnings, and I try to adhere to them. However, I'm having a harder time with this one: CA1031: Do not catch general exception types I understand the rationale for this rule. But, in practice, if I want to take the same action regardless of the exception thrown, why would I handle each one specifically? Furthermore, if I handle specific exceptions, what if the code I'm calling changes to throw a new exception in the future? Now I have to change my code to handle that new exception. Whereas if I simply caught Exception my code doesn't have to change. For example, if Foo calls Bar, and Foo needs to stop processing regardless of the type of exception thrown by Bar, is there any advantage in being specific about the type of exception I'm catching?

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  • One page using querystring or many folders and pages?

    - by ClarkeyBoy
    I have an application where I have the 'core' code in one folder for which there is a virtual directory in the root, such that I can include any core files using /myApp/core/bla.asp. I then have two folders outside of this with a default.asp which currently use the querystring to define what page should be displayed. One page is for general users, the other will only be accessible to users who have permission to manage users / usergroups / permissions. The core code checks the querystring and then checks the permissions for that user. An example of this as it is now is default.asp?action=view&viewtype=list&objectid=server. I am not worried about SEO as this is an internal app and uses Windows Auth. My question is, is it better the way it is now or would it be better to have something like the following: /server/view/list/ /server/view/?id=123 /server/create/ /server/edit/?id=123 /server/remove/?id=123 In the above folders I would have a home page which defines all the variables which are currently determined by the querystring - in /server/create/ for example, I would define the action as 'create', object name as 'server' and so on. In terms of future development, I really have no idea which method would be best. I think the 2nd method would be best in terms of following what page does what but this is such a huge change to make at this stage that I would really like some opinions, preferably based on experience. PS Sorry if the tags are wrong - I am new to this forum and thought this was a bit too much of a discussion for StackOverflow as that is very much right / wrong answer based. I got the idea SE is more discussion based.

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  • Web Designer and/or Developer

    - by chimps
    we've outsourced our app development, the dev's have created a DB hosted on Amazon-EC2. we're in talks with a web designer for website but the designer does not do any backend integration. i.e connect the website with DB created by app developers do you recommend getting designs from the designer and getting a freelancer to do the front-back end integration, I mean would there be issues/complications? Or go with designer who provides the complete package?

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  • Securing data inside Azure SQL? Any good libraries or DIY?

    - by Sid
    Azure SQL doesn't support many of the encryption features found in SQL Server (Table and Column encryption). We need to store some sensitive information that needs to be encrypted and we've rolled our own using AesCryptoServiceProvider to encrypt/decrypt data to/from the database. This solves the immediate issue (no cleartext in db) but poses other problems like Key rotation (we have to roll our own code for this, walking through the db converting old cipher text into new cipher text) metadata mapping of which tables and which columns are encrypted. This is simple with it's a few but quickly gets out of hand ... So are there any libraries out there that do this well? Any other resources or design patterns I can be pointed to?

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  • Builder Pattern: When to fail?

    - by skiwi
    When implementing the Builder Pattern, I often find myself confused with when to let building fail and I even manage to take different stands on the matter every few days. First some explanation: With failing early I mean that building an object should fail as soon as an invalid parameter is passed in. So inside the SomeObjectBuilder. With failing late I mean that building an object only can fail on the build() call that implicitely calls a constructor of the object to be built. Then some arguments: In favor of failing late: A builder class should be no more than a class that simply holds values. Moreover, it leads to less code duplication. In favor of failing early: A general approach in software programming is that you want to detect issues as early as possible and therefore the most logical place to check would be in the builder class' constructor, 'setters' and ultimately in the build method. What is the general concensus about this?

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  • Simple 2d game pathfinding

    - by Kooi Nam Ng
    So I was trying to implement a simple pathfinding on iOS and but the outcome seems less satisfactory than what I intended to achieve.The thing is units in games like Warcraft and Red Alert move in all direction whereas units in my case only move in at most 8 directions as these 8 directions direct to the next available node.What should I do in order to achieve the result as stated above?Shrink the tile size? The screenshot intended for illustration. Those rocks are the obstacles whereas the both ends of the green path are the starting and end of the path.The red line is the path that I want to achieve. http://i.stack.imgur.com/lr19c.jpg

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Should these concerns be separated into separate objects?

    - by Lewis Bassett
    I have objects which implement the interface BroadcastInterface, which represents a message that is to be broadcast to all users of a particular group. It has a setter and getter method for the Subject and Body properties, and an addRecipientRole() method, which takes a given role and finds the contact token (e.g., an email address) for each user in the role and stores it. It then has a getContactTokens() method. BroadcastInterface objects are passed to an object that implements BroadcasterInterface. These objects are responsible for broadcasting a passed BroadcastInterface object. For example, an EmailBroadcaster implementation of the BroadcasterInterface will take EmailBroadcast objects and use the mailer services to email them out. Now, depending on what BroadcasterInterface implementation is used to broadcast, a different implementation of BroadcastInterface is used by client code. The Single Responsibility Principle seems to suggest that I should have a separate BroadcastFactory object, for creating BroadcastInterface objects, depending on what BroadcasterInterface implementation is used, as creating the BroadcastInterface object is a different responsibility to broadcasting them. But the class used for creating BroadcastInterface objects depends on what implementation of BroadcasterInterface is used to broadcast them. I think, because the knowledge of what method is used to send the broadcasts should only be configured once, the BroadcasterInterface object should be responsible for providing new BroadcastInterface objects. Does the responsibility of “creating and broadcasting objects that implement the BroadcastInterface interface” violate the Single Responsibility Principle? (Because the contact token for sending the broadcast out to the users will differ depending on the way it is broadcasted, I need different broadcast classes—though client code will not be able to tell the difference.)

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  • Websites or tools similar to Ginwiz (mobile website creator)

    - by t3st
    I have a website which i want to make more mobile friendly(currently its not). While searching about this i found this awesome website Ginwiz; my website can be modified into an mobile friendly site without any additional coding. But i find two disadvantages with this website (free version) 1)We cant add our domain to it with out upgrading (i dont have enough money to pay for it) 2)We can only "Advanced edit" one page Do you know any website which is similar to Ginwiz but can use our domain address instead of theirs (in free version). Do you have any idea about any tools which can be also used to convert my website to mobile website by trimming my current website easily.

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