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  • How can I screen clients that try to register multiple times?

    - by Aba Dov
    My company offers a bonus to every client that register. We would like to prevent people from abusing this by registering several times. we thought about filtering clients by ip (there is a problem with workplaces where all stations have the same ip) cookies (if cookies are not allowed we might lose a client) I would like your opinions on these two methods and will be glad to hear about new ones. thanks

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  • Requiring multithreading/concurrency for implementation of scripting language

    - by Ricky Stewart
    Here's the deal: I'm looking at designing my own scripting/interpreted language for fun. I'm only in the planning stages right now; I want to make sure I have a very strong hold on exactly how I will implement everything before I start coding. What I'm currently struggling with is concurrency. It seems to me like an easy way to avoid the unpredictable performance that comes with garbage collection would be to put the garbage collector in its own thread, and have it run concurrently with the interpreter itself. (To be clear, I don't plan to allow the scripts to be multithreaded themselves; I would simply put a garbage collector to work in a different thread than the interpreter.) This doesn't seem to be a common strategy for many popular scripting languages, probably for portability reasons; I would probably write the interpreter in the UNIX/POSIX threading framework initially and then port it to other platforms (Windows, etc.) if need be. Does anyone have any thoughts in this issue? Would whatever gains I receive by exploiting concurrency be nullified by the portability issues that will inevitably arise? (On that note, am I really correct in my assumption that I would experience great performance gains with a concurrent garbage collector?) Should I move forward with this strategy or step away from it?

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  • Best approach to accessing multiple data source in a web application

    - by ced
    I've a base web application developed with .net technologies (asp.net) used into our LAN by 30 users simultanousley. From this web application I've developed two verticalization used from online users. In future i expect hundreds users simultanousley. Our company has different locations. Each site use its own database. The web application needs to retrieve information from all existing databases. Currently there are 3 database, but it's not excluded in the future expansion of new offices. My question then is: What is the best strategy for a web application to retrieve information from different databases (which have the same schema) whereas the main objective performance data access and high fault tolerance? There are case studies in the literature that I can take as an example? Do you know some good documents to study? Do you have any tips to implement this task so efficient? Intuitively I would say that two possible strategy are: perform queries from different sources in real time and aggregate data on the fly; create a repository that contains the union of the entities of interest and perform queries directly on repository;

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  • Inventory Management concepts in XNA game

    - by user1332755
    I am trying to code the inventory system in my first real game so I have very little experience in both c# and game engine development. Basically, I need some general guidance and tips with how to structure and organize these sorts of systems. Please tell me if I am on the right track or not before I get too deep into making some badly structured system. It's fine if you don't feel like looking through my code, suggestions about general structure would also be appreciated. What I am aiming to end up with is some sort of system like Minecraft or Terraria. It must include: main inventory GUI (items can be dragged and placed in whatever slot desired Itembar outside of the main inventory which can be assigned to certain items the ability to use items from either location So far, I have 4 main classes: Inventory holds the general info and methods, inventoryslot holds info for individual slots, Itembar holds all info and methods for itself, and finally, ItemManager to manage interactions between the two and hold a master list of items. So far, my itembar works perfectly and interacts well with mousedragging items into and out of it as well as activating the item effect. Here is the code I have so far: (there is a lot but I will try to keep it relevant) This is the code for the itembar on the main screen: class Itembar { public Texture2D itembarfull, iSelected; public static Rectangle itembar = new Rectangle(5, 218, 40, 391); public Rectangle box1 = new Rectangle(itembar.X, 218, 40, 40); //up to 10 Rectangles for each slot public int Selected = 0; private ItemManager manager; public Itembar(Texture2D texture, Texture2D texture3, ItemManager mann) { itembarfull = texture; iSelected = texture3; manager = mann; } public void Update(GameTime gametime) { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw( itembarfull, new Vector2 (itembar.X, itembar.Y), null, Color.White, 0.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 1.0f); if (Selected == 1) spriteBatch.Draw(iSelected, new Rectangle(box1.X-3, box1.Y-3, box1.Width+6, box1.Height+6), Color.White); //goes up to 10 slots } public int Box1Query() { foreach (Item item in manager.items) { if(box1.Contains(item.BoundingBox)) return manager.items.IndexOf(item); } return 999; } //10 different box queries It is working fine right now. I just put an Item in there and the box will query things like the item's effects, stack number, consumable or not etc...This one is basically almost complete. Here is the main inventory class: class Inventory { public bool isActive; public List<Rectangle> mainSlots = new List<Rectangle>(24); public List<InventorySlot> mainSlotscheck = new List<InventorySlot>(24); public static Rectangle inv = new Rectangle(841, 469, 156, 231); public Rectangle invfull = new Rectangle(inv.X, inv.Y, inv.Width, inv.Height); public Rectangle inv1 = new Rectangle(inv.X + 4, inv.Y +3, 32, 32); //goes up to inv24 resulting in a 6x4 grid of Rectangles public Inventory() { mainSlots.Add(inv1); mainSlots.Add(inv2); mainSlots.Add(inv3); mainSlots.Add(inv4); //goes up to 24 foreach (Rectangle slot in mainSlots) mainSlotscheck.Add(new InventorySlot(slot)); } //update and draw methods are empty because im not too sure what to put there public int LookforfreeSlot() { int slotnumber = 999; for (int x = 0; x < mainSlots.Count; x++) { if (mainSlotscheck[x].isFree) { slotnumber = x; break; } } return slotnumber; } } } LookforFreeSlot() method is meant to be called when I do AddtoInventory(). I'm kinda stumped about what other things I need to put in this class. Here is the inventorySlot class: (its main purpose is to check the bool "isFree" to see whether or not something already occupies the slot. But i guess it can also do other stuff like get item info.) class InventorySlot { public int X, Y; public int Width = 32, Height = 32; public Vector2 Position; public int slotnumber; public bool free = true; public int? content = null; public bool isFree { get { return free; } set { free = value; } } public InventorySlot(Rectangle slot) { slot = new Rectangle(X, Y, Width, Height); } } } Finally, here is the ItemManager (I am omitting the master list because it is too long) class ItemManager { public List<Item> items = new List<Item>(20); public List<Item> inventory1 = new List<Item>(24); public List<Item> inventory2 = new List<Item>(24); public List<Item> inventory3 = new List<Item>(24); public List<Item> inventory4 = new List<Item>(24); public Texture2D icon, filta; private Rectangle msRect; MouseState mouseState; public int ISelectedIndex; Inventory inventory; SpriteFont font; public void GenerateItems() { items.Add(new Item(new Rectangle(0, 0, 32, 32), icon, font)); items[0].name = "Grass Chip"; items[0].itemID = 0; items[0].consumable = true; items[0].stackable = true; items[0].maxStack = 99; items.Add(new Item(new Rectangle(32, 0, 32, 32), icon, font)); //master list continues. it will generate all items in the game; } public ItemManager(Inventory inv, Texture2D itemsheet, Rectangle mouseRectt, MouseState ms, Texture2D fil, SpriteFont f) { icon = itemsheet; msRect = mouseRectt; filta = fil; mouseState = ms; inventory = inv; font = f; } //once again, no update or draw public void mousedrag() { items[0].DestinationRect = new Rectangle (msRect.X, msRect.Y, 32, 32); items[0].dragging = true; } public void AddtoInventory(Item item) { int index = inventory.LookforfreeSlot(); if (index == 999) return; item.DestinationRect = inventory.mainSlots[index]; inventory.mainSlotscheck[index].content = item.itemID; inventory.mainSlotscheck[index].isFree = false; item.IsActive = true; } } } The mousedrag works pretty well. AddtoInventory doesn't work because LookforfreeSlot doesn't work. Relevant code from the main program: When I want to add something to the main inventory, I do something like this: foreach (Particle ether in ether1.ethers) { if (ether.isCollected) itemmanager.AddtoInventory(itemmanager.items[14]); } This turned out to be much longer than I had expected :( But I hope someone is interested enough to comment.

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  • Beat detection and FFT

    - by Quincy
    So I am working on a platformer game which includes music with beat detection. I am currently using a simple if the energy that is stored in the history buffer is smaller then the current energy there is a beat. The problem with this is that ofcourse if you use songs like rock songs where you have a pretty steady amplitude this isn't going to work. So I looked further and found algorithms splitting the sound into multiple bands using FFT. I then found this : http://en.literateprograms.org/Cooley-Tukey_FFT_algorithm_(C) The only problem I'm having is that I am quite new to audio and I have no idea how to use that to split the signal up into multiple signals. So my question is : How do you use a FFT to split a signal into multiple bands ? Also for the guys interested, this is my algorithm in c# : // C = threshold, N = size of history buffer / 1024 public void PlaceBeatMarkers(float C, int N) { List<float> instantEnergyList = new List<float>(); short[] samples = soundData.Samples; float timePerSample = 1 / (float)soundData.SampleRate; int sampleIndex = 0; int nextSamples = 1024; // Calculate instant energy for every 1024 samples. while (sampleIndex + nextSamples < samples.Length) { float instantEnergy = 0; for (int i = 0; i < nextSamples; i++) { instantEnergy += Math.Abs((float)samples[sampleIndex + i]); } instantEnergy /= nextSamples; instantEnergyList.Add(instantEnergy); if(sampleIndex + nextSamples >= samples.Length) nextSamples = samples.Length - sampleIndex - 1; sampleIndex += nextSamples; } int index = N; int numInBuffer = index; float historyBuffer = 0; //Fill the history buffer with n * instant energy for (int i = 0; i < index; i++) { historyBuffer += instantEnergyList[i]; } // If instantEnergy / samples in buffer < instantEnergy for the next sample then add beatmarker. while (index + 1 < instantEnergyList.Count) { if(instantEnergyList[index + 1] > (historyBuffer / numInBuffer) * C) beatMarkers.Add((index + 1) * 1024 * timePerSample); historyBuffer -= instantEnergyList[index - numInBuffer]; historyBuffer += instantEnergyList[index + 1]; index++; } }

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  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

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  • Visual Basic link to SQL output to Word

    - by CLO_471
    I am in need of some advice/references. I am currently trying to develop a legal document interface. There are certain fields in which I need to query out of my sql db and have those fields output into a document that can be printed. I am trying to develop a user interface where people can enter fields that will output to a document template but at the same time I need the template to be able to pull data from the SQL database. This is the reason why I think that VB might be my best choice and because it is one of the only OOP languages I am familiar with presently. Does anyone know that best way to be able to handle this type of job?? I know that you can use VBA within MS Word and have the form output variables to a word template. But, is there a way to have the word document also pull information from the SQL db? Is the best option to use VB linked to SQL and run queries to get the information from the database and then have it output to a for within VB? Is it possible for VB to be linked to a SQL db and output variables and SQL fields to a Word Template? I have looked into Mail Merge and I see that it allows users to pull data from an Access query but I dont think it would be easy to automate and it seems that users would need to have an advanced knowledge of MS Word and Access to handle this. I am not finding much useful information online so I came here. Any advice or references would be greatly appreciated. If there is a better way please let me know.

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  • Is switch-case over enumeration bad practice?

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

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  • Absolute statements in IT that are wrong

    - by Dan McGrath
    I was recently in a discussion about the absolute statement "It costs more in programming time to optimise software than it costs to throw hardware at a problem". The general thought (of which I agree with) is that as an absolute statement this is wrong. There are too many variables to ever generalise in such a way. What other statements do you hear about software/programming that simply do not work as an absolute and why?

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  • Simple vs Complex (but performance efficient) solution - which one to choose and when?

    - by ManojGumber
    I have been programming for a couple of years and have often found myself at a dilemma. There are two solutions - one is simple one i.e. simple approach, easier to understand and maintain. It involves some redundancy, some extra work (extra IO, extra processing) and therefore is not the most optimal solution. but other uses a complex approach,difficult to implement, often involving interaction between lot of modules and is a performance efficient solution. Which solution should I strive for when I do not have hard performance SLA to meet and even the simple solution can meet the performance SLA? I have felt disdain among my fellow developers for simple solution. Is it good practice to come up with most optimal complex solution if your performance SLA can be met by a simple solution?

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  • Developing a Cost Model for Cloud Applications

    - by BuckWoody
    Note - please pay attention to the date of this post. As much as I attempt to make the information below accurate, the nature of distributed computing means that components, units and pricing will change over time. The definitive costs for Microsoft Windows Azure and SQL Azure are located here, and are more accurate than anything you will see in this post: http://www.microsoft.com/windowsazure/offers/  When writing software that is run on a Platform-as-a-Service (PaaS) offering like Windows Azure / SQL Azure, one of the questions you must answer is how much the system will cost. I will not discuss the comparisons between on-premise costs (which are nigh impossible to calculate accurately) versus cloud costs, but instead focus on creating a general model for estimating costs for a given application. You should be aware that there are (at this writing) two billing mechanisms for Windows and SQL Azure: “Pay-as-you-go” or consumption, and “Subscription” or commitment. Conceptually, you can consider the former a pay-as-you-go cell phone plan, where you pay by the unit used (at a slightly higher rate) and the latter as a standard cell phone plan where you commit to a contract and thus pay lower rates. In this post I’ll stick with the pay-as-you-go mechanism for simplicity, which should be the maximum cost you would pay. From there you may be able to get a lower cost if you use the other mechanism. In any case, the model you create should hold. Developing a good cost model is essential. As a developer or architect, you’ll most certainly be asked how much something will cost, and you need to have a reliable way to estimate that. Businesses and Organizations have been used to paying for servers, software licenses, and other infrastructure as an up-front cost, and power, people to the systems and so on as an ongoing (and sometimes not factored) cost. When presented with a new paradigm like distributed computing, they may not understand the true cost/value proposition, and that’s where the architect and developer can guide the conversation to make a choice based on features of the application versus the true costs. The two big buckets of use-types for these applications are customer-based and steady-state. In the customer-based use type, each successful use of the program results in a sale or income for your organization. Perhaps you’ve written an application that provides the spot-price of foo, and your customer pays for the use of that application. In that case, once you’ve estimated your cost for a successful traversal of the application, you can build that into the price you charge the user. It’s a standard restaurant model, where the price of the meal is determined by the cost of making it, plus any profit you can make. In the second use-type, the application will be used by a more-or-less constant number of processes or users and no direct revenue is attached to the system. A typical example is a customer-tracking system used by the employees within your company. In this case, the cost model is often created “in reverse” - meaning that you pilot the application, monitor the use (and costs) and that cost is held steady. This is where the comparison with an on-premise system becomes necessary, even though it is more difficult to estimate those on-premise true costs. For instance, do you know exactly how much cost the air conditioning is because you have a team of system administrators? This may sound trivial, but that, along with the insurance for the building, the wiring, and every other part of the system is in fact a cost to the business. There are three primary methods that I’ve been successful with in estimating the cost. None are perfect, all are demand-driven. The general process is to lay out a matrix of: components units cost per unit and then multiply that times the usage of the system, based on which components you use in the program. That sounds a bit simplistic, but using those metrics in a calculation becomes more detailed. In all of the methods that follow, you need to know your application. The components for a PaaS include computing instances, storage, transactions, bandwidth and in the case of SQL Azure, database size. In most cases, architects start with the first model and progress through the other methods to gain accuracy. Simple Estimation The simplest way to calculate costs is to architect the application (even UML or on-paper, no coding involved) and then estimate which of the components you’ll use, and how much of each will be used. Microsoft provides two tools to do this - one is a simple slider-application located here: http://www.microsoft.com/windowsazure/pricing-calculator/  The other is a tool you download to create an “Return on Investment” (ROI) spreadsheet, which has the advantage of leading you through various questions to estimate what you plan to use, located here: https://roianalyst.alinean.com/msft/AutoLogin.do?d=176318219048082115  You can also just create a spreadsheet yourself with a structure like this: Program Element Azure Component Unit of Measure Cost Per Unit Estimated Use of Component Total Cost Per Component Cumulative Cost               Of course, the consideration with this model is that it is difficult to predict a system that is not running or hasn’t even been developed. Which brings us to the next model type. Measure and Project A more accurate model is to actually write the code for the application, using the Software Development Kit (SDK) which can run entirely disconnected from Azure. The code should be instrumented to estimate the use of the application components, logging to a local file on the development system. A series of unit and integration tests should be run, which will create load on the test system. You can use standard development concepts to track this usage, and even use Windows Performance Monitor counters. The best place to start with this method is to use the Windows Azure Diagnostics subsystem in your code, which you can read more about here: http://blogs.msdn.com/b/sumitm/archive/2009/11/18/introducing-windows-azure-diagnostics.aspx This set of API’s greatly simplifies tracking the application, and in fact you can use this information for more than just a cost model. After you have the tracking logs, you can plug the numbers into ay of the tools above, which should give a representative cost or in some cases a unit cost. The consideration with this model is that the SDK fabric is not a one-to-one comparison with performance on the actual Windows Azure fabric. Those differences are usually smaller, but they do need to be considered. Also, you may not be able to accurately predict the load on the system, which might lead to an architectural change, which changes the model. This leads us to the next, most accurate method for a cost model. Sample and Estimate Using standard statistical and other predictive math, once the application is deployed you will get a bill each month from Microsoft for your Azure usage. The bill is quite detailed, and you can export the data from it to do analysis, and using methods like regression and so on project out into the future what the costs will be. I normally advise that the architect also extrapolate a unit cost from those metrics as well. This is the information that should be reported back to the executives that pay the bills: the past cost, future projected costs, and unit cost “per click” or “per transaction”, as your case warrants. The challenge here is in the model itself - statistical methods are not foolproof, and the larger the sample (in this case I recommend the entire population, not a smaller sample) is key. References and Tools Articles: http://blogs.msdn.com/b/patrick_butler_monterde/archive/2010/02/10/windows-azure-billing-overview.aspx http://technet.microsoft.com/en-us/magazine/gg213848.aspx http://blog.codingoutloud.com/2011/06/05/azure-faq-how-much-will-it-cost-me-to-run-my-application-on-windows-azure/ http://blogs.msdn.com/b/johnalioto/archive/2010/08/25/10054193.aspx http://geekswithblogs.net/iupdateable/archive/2010/02/08/qampa-how-can-i-calculate-the-tco-and-roi-when.aspx   Other Tools: http://cloud-assessment.com/ http://communities.quest.com/community/cloud_tools

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • Bachelor in Game Development [on hold]

    - by vandamon taigi
    At this moment, I'm in year 11 in Romania. I have started thinking about an university to go to and I am not really sure which should be my choice. I want it to be game development, but I also want it to be good and fun university.Thing is, I don't want to pay 30 grands a year or so for Cambridge or something like that. I am looking for a decent university at a decent price. I have in my hometown a University that is ranked 1613 world-wide which has a software development category. I need some advices and some possible options for decent universities ( Personal experience is greatly appreciated )

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  • Merge two different API calls into One

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

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • How can I separate the user interface from the business logic while still maintaining efficiency?

    - by Uri
    Let's say that I want to show a form that represents 10 different objects on a combobox. For example, I want the user to pick one hamburguer from 10 different ones that contain tomatoes. Since I want to separate UI and logic, I'd have to pass the form a string representation of the hamburguers in order to display them on the combobox. Otherwise, the UI would have to dig into the objects fields. Then the user would pick a hamburguer from the combobox, and submit it back to the controller. Now the controller would have to find again said hamburguer based on the string representation used by the form (maybe an ID?). Isn't that incredibly inefficient? You already had the objects you wanted to pick one from. If you submited to the form the whole objects, and then returned a specific object, you wouldn't have to refind it later on since the form already returned a reference to that object. Moreover, if I'm wrong and you actually should send the whole object to the form, how can I isolate UI from logic?

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  • Storing Attendance Data in database

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

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  • 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?

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  • Game window systems and internal frames

    - by 2080
    I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. in Java the AWT/Swing libraries used to manage these and other graphical elements, such as buttons,or is this to restrictive (speed, graphical possibilities?)) A special example would be EVE Online, where the client can use the ingame windows like on a normal desktop.

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  • Switch vs Polymorphism when dealing with model and view

    - by Raphael Oliveira
    I can't figure out a better solution to my problem. I have a view controller that presents a list of elements. Those elements are models that can be an instance of B, C, D, etc and inherit from A. So in that view controller, each item should go to a different screen of the application and pass some data when the user select one of them. The two alternatives that comes to my mind are (please ignore the syntax, it is not a specific language) 1) switch (I know that sucks) //inside the view controller void onClickItem(int index) { A a = items.get(index); switch(a.type) { case b: B b = (B)a; go to screen X; x.v1 = b.v1; // fill X with b data x.v2 = b.v2; case c: go to screen Y; etc... } } 2) polymorphism //inside the view controller void onClickItem(int index) { A a = items.get(index); Screen s = new (a.getDestinationScreen()); //ignore the syntax s.v1 = a.v1; // fill s with information about A s.v2 = a.v2; show(s); } //inside B Class getDestinationScreen(void) { return Class(X); } //inside C Class getDestinationScreen(void) { return Class(Y); } My problem with solution 2 is that since B, C, D, etc are models, they shouldn't know about view related stuff. Or should they in that case?

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  • Is reliance on parametrized queries the only way to protect against SQL injection?

    - by Chris Walton
    All I have seen on SQL injection attacks seems to suggest that parametrized queries, particularly ones in stored procedures, are the only way to protect against such attacks. While I was working (back in the Dark Ages) stored procedures were viewed as poor practice, mainly because they were seen as less maintainable; less testable; highly coupled; and locked a system into one vendor; (this question covers some other reasons). Although when I was working, projects were virtually unaware of the possibility of such attacks; various rules were adopted to secure the database against corruption of various sorts. These rules can be summarised as: No client/application had direct access to the database tables. All accesses to all tables were through views (and all the updates to the base tables were done through triggers). All data items had a domain specified. No data item was permitted to be nullable - this had implications that had the DBAs grinding their teeth on occasion; but was enforced. Roles and permissions were set up appropriately - for instance, a restricted role to give only views the right to change the data. So is a set of (enforced) rules such as this (though not necessarily this particular set) an appropriate alternative to parametrized queries in preventing SQL injection attacks? If not, why not? Can a database be secured against such attacks by database (only) specific measures? EDIT Emphasis of the question changed slightly, in the light of the initial responses received. Base question unchanged. EDIT2 The approach of relying on paramaterized queries seems to be only a peripheral step in defense against attacks on systems. It seems to me that more fundamental defenses are both desirable, and may render reliance on such queries not necessary, or less critical, even to defend specifically against injection attacks. The approach implicit in my question was based on "armouring" the database and I had no idea whether it was a viable option. Further research has suggested that there are such approaches. I have found the following sources that provide some pointers to this type of approach: http://database-programmer.blogspot.com http://thehelsinkideclaration.blogspot.com The principle features I have taken from these sources is: An extensive data dictionary, combined with an extensive security data dictionary Generation of triggers, queries and constraints from the data dictionary Minimize Code and maximize data While the answers I have had so far are very useful and point out difficulties arising from disregarding paramaterized queries, ultimately they do not answer my original question(s) (now emphasised in bold).

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  • Good university for computer science with plans for game development

    - by DukeYore
    I am starting my computer science degree at a local community college in programming using C++. However, I will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Development. however, is that as important as getting a degree from a really great school? If I could shoot for something like Cal Poly would that be better? Or even Stanford or SF State being so close to so many gaming companies up there in the Bay area? Thank you in advance for any guidance.

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  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

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  • Is extensive documentation a code smell?

    - by Griffin
    Every library, open-source project, and SDK/API I've ever come across has come packaged with a (usually large) documentation file, and this seems contradictory to the wide-spread belief that good code needs little to no comments. What separates documentation from this programming methodology? a one to two page overview of a package seems reasonable, but elegant code combined with standard intelisense should have theoretically deprecated the practice of documentation by now IMO. I feel like companies only create detailed documentation and tutorials because its what they've always done. Why should developers have to constantly be searching through online documentation in order to learn how to do things when such information should be intrinsic to the classes, methods and namespaces?

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