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  • genetic algorithm for leveling/build test

    - by Renan Malke Stigliani
    I'm starting o build a online PVP (duel like, one-to-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I never did anything like that, I'm still thinking about the maths behind the level/skill/special balances. So I thought good way of testing the best/combo builds would implement a Genetic Algorith. It'd be like that: Generate a big portion of random characters Make them fight, level them up accordingly to the victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try to make even best characters Add some more random chars, emulating new players Repeat the process for some time, or util find some chars who can beat everyone butts So I could play with the math and try to find the balance where the top x% chars would be a mix of various build types. So, is it a good idea, or there are some other easier method to do the balance? PS: I like this also, because it sounds funny

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  • Responsive website VS mobile website

    - by Saif Bechan
    I am creating a new blog. Nowadays, especially for a blog, it's important that the websites are accessible for all devices. Now I have to make a choice on what to do. I have seen 2 options. Option 1 is to go with a normal fixed website, for example 960px wide (grid960). And for mobile users have a mobile version. This takes some more time, but then there are 2 good versions of the website. Option 2 I haven't seen a lot yet, creating a adaptive website, or also called responsive website. I am now looking into the LESS framework, where the website automatically switches to to required width. Only downside is that when the normal browser is re-sized, everything re-sizes. Another problem I found is that pinch-to-zoom on devices does not work. Now the question is, which one would you prefer for a blog. One that constantly changes layout when you move your device, or one where you have the choice to view mobile and normal. If there are any other options, please let me know.

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  • S#arp Architecture 1.5.1 released

    - by AlecWhittington
    So far we have had some great success with the 1.5 release of S#arp Architecture, but there were a few issues that made it into the release that needed to be corrected. These issues were: Unnecessary assemblies in the root /bin and SolutionItemsContainer folders Nant folder removed from root /bin - this was causing issues with the build scripts that come with the project if the user did not have Nant installed and available via a path variable VS 2010 template - the CrudScaffoldingForEnterpriseApp...(read more)

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  • Issuse with multiple student result printing request

    - by dotman14
    I'm not really sure about how to ask this question but i'll try my best to make it clear enough. I have a Student Result Application where by students result are managed, over several academic sessions, all having two semesters each. During each semester students take different courses and have results based on the semester. The application is done now and i'm using a PDF Libaray to crop the final result page to hand over to the students each semester. If a student request a particular semester result it's a straight forward issue and there are no complications when it comes to printing out the result. My issue is this: in a case where a student requests to have a combination of semesters...say 3rd year rain semester , 4th year rain semester and 5th year hamattarn semester. Please how can i handle this issue? Does the user picks these options at the user interface level or there's a special way to handle issues like this? Also, if i'm to display these multiple student result how could this be be done, knowing fully well that i'll have to print the different result seperately. Hopefully i've being able to make my situation clear enough. Thanks for your time and patience. Expecting your comments and answers. Thanks.

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • Multithreded UI desktop application issues

    - by igor
    I am involved into development a rich UI project: desktop windows application. Application uses asynchronous invocations and in its turn it should be ready to process external messages (events). The problem is clear: at first time it was built as a simple prototype and it was not stress tested and all was fine. Then application was grown: the number of calls to server and number of events from server are high and performance is low. What is more users noticed that sometimes performance is extremal low. Asynchronous invocations based on thread pool (BeginInvoke, EndInvoke), external events are going from WCF service (.NET 3.5). My goal is synchronization of all tasks and putting priorities to every executions in desktop application. My question is: is there any practice how to reach my goal: patterns, task priority list, others? What should I do at first, second and next times? Thanks

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  • Sub routing in a SPA site

    - by Anders
    I have a SPA site that I'm working on, I have a requirement that you can have subroutes for a page view model. Im currently using this 'pattern' for the site MyApp.FooViewModel = MyApp.define({ meta: { query: MyApp.Core.Contracts.Queries.FooQuery, title: "Foo" }, init: function (queryResult) { }, prototype: { } }); In the master view model I have a route table this.navigation(new MyApp.RoutesViewModel({ Home: { model: MyApp.HomeViewModel, route: String.empty }, Foo: { model: MyApp.FooViewModel } })); The meta object defines which query should populate the top level view model when its invoked through sammyjs, this is all fine but it does not support sub routing My plan is to change the meta object so that it can (optional offcourse) look like this meta: { query: MyApp.Core.Contracts.Queries.FooQuery, title: "Foo", route: { barId: MyApp.BarViewModel } } When sammyjs detects a barId in the query string the Barmodel will be executed and populated through its own meta object. Is this a good design?

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  • Extracting Data from a Source System to History Tables

    - by Derek D.
    This is a topic I find very little information written about, however it is very important that the method for extracting data be done in a way that does not hinder performance of the source system.  In this example, the goal is to extract data from a source system, into another database (or server) all [...]

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  • Configuration data: single-row table vs. name-value-pair table

    - by Heinzi
    Let's say you write an application that can be configured by the user. For storing this "configuration data" into a database, two patterns are commonly used. The single-row table CompanyName | StartFullScreen | RefreshSeconds | ... ---------------+-------------------+------------------+-------- ACME Inc. | true | 20 | ... The name-value-pair table ConfigOption | Value -----------------+------------- CompanyName | ACME Inc. StartFullScreen | true (or 1, or Y, ...) RefreshSeconds | 20 ... | ... I've seen both options in the wild, and both have obvious advantages and disadvantages, for example: The single-row tables limits the number of configuration options you can have (since the number of columns in a row is usually limited). Every additional configuration option requires a DB schema change. In a name-value-pair table everything is "stringly typed" (you have to encode/decode your Boolean/Date/etc. parameters). (many more) Is there some consensus within the development community about which option is preferable?

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  • REST API rule about tunneling

    - by miku
    Just read this in the REST API Rulebook: GET and POST must not be used to tunnel other request methods. Tunneling refers to any abuse of HTTP that masks or misrepresents a message’s intent and undermines the protocol’s transparency. A REST API must not compromise its design by misusing HTTP’s request methods in an effort to accommodate clients with limited HTTP vocabulary. Always make proper use of the HTTP methods as specified by the rules in this section. [highlights by me] But then a lot of frameworks use tunneling to expose REST interfaces via HTML forms, since <form> knows only about GET and POST. My most recent example is a MethodRewriteMiddleware for flask (submitted by the author of the framework): http://flask.pocoo.org/snippets/38/. Any ways to comply to the "Rule" without hacks or add-ons in web frameworks?

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  • What's wrong with JavaScript

    - by ts01
    There is a lot of buzz around Dart recently, often questioning Google motivations and utility of Dart as replacement for JavaScript. I was searching for rationale of creating Dart rather than investing more effort in ECMAScript. In well known leaked mail its author is saying that Javascript has historical baggage that cannot be solved without a clean break. But there is only one concrete example given (apart of performance concerns) of "fundamental language problems", which is an existence of a single Number primitive So, my questions are: How an existence of a single Number primitive can be a "fundamental problem"? Are there other known "fundamental problems" in JavaScript?

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  • Adventures in the Land of CloudDB/NoSQL/NoAcid

    - by KKline
    Cloud, Bunny, or CloudBunny? Last year, some of my friends from Quest Software attended Hadoop World in New York. In 2009, I never would've guessed that Quest would be there with products, community initiatives, as a major sponsor and with presenters? There were just under 1,000 attendees who weren’t the typical devheads and geekasaurs you'd normally see at very techie events like Code Camps, SQL Saturdays, Cloud Camps and or even other NoSQL events such as the Cassandra Summit. We're talkin' enterprise...(read more)

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  • Cluster Nodes as RAID Drives

    - by BuckWoody
    I'm unable to sleep tonight so I thought I would push this post out VERY early. When you don't sleep your mind takes interesting turns, which can be a good thing. I was watching a briefing today by a couple of friends as they were talking about various ways to arrange a Windows Server Cluster for SQL Server. I often see an "active" node of a cluster with a "passive" node backing it up. That means one node is working and accepting transactions, and the other is not doing any work but simply "standing by" waiting for the first to fail over. The configuration in the demonstration I saw was a bit different. In this example, there were three nodes that were actively working, and a fourth standing by for all three. I've put configurations like this one into place before, but as I was looking at their architecture diagram, it looked familar - it looked like a RAID drive setup! And that's not a bad way to think about your cluster arrangements. The same concerns you might think about for a particular RAID configuration provides a good way to think about protecting your systems in general. So even if you're not staying awake all night thinking about SQL Server clusters, take this post as an opportunity for "lateral thinking" - a way of combining in your mind the concepts from one piece of knowledge to another. You might find a new way of making your technical environment a little better. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Using virtual functions

    - by Tucker Morgan
    I am starting to use virtual functions, and i am programming a simple text game, my question is this, if i have a virtual function called spec_abil with in a Super class called rpg_class. If you allow the player to class what class they want to play, say a mage class, a archer class, and a warrior class, which all have their own spec_abil function. How do you write it so that the program knows which one to use depending on the chosen class.

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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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  • How to represent a tree structure in NoSQL

    - by Vlad Nicula
    I'm new to NoSQL and have been playing around with a personal project on the MEAN stack (Mongo ExpressJs AngularJs NodeJs). I'm building a document editor of sorts that manages nodes of data. Each document is actually a tree. I have a CRUD api for documents, to create new trees and a CRUD api for nodes in a given document. Right now the documents are represented as a collection that holds everything, including nodes. The children parent relationship is done by ids. So the nodes are an map by id, and each node has references to what nodes are their children. I chose this "flat" approach because it is easier to get a node by id from a document. Being used to having a relation table between nodes and documents, a relation table between nodes and children nodes I find it a bit weird that I have to save the entire "nodes" map each time I update a node. Is there a better way to represent such a data type in NoSQL?

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  • Is it necessary to create a database with as few tables as possible

    - by Shaheer
    Should we create a database structure with a minimum number of tables? Should it be designed in a way that everything stays in one place or is it okay to have more tables? Will it in anyway affect anything? I am asking this question because a friend of mine modified some database structure in mediaWiki. In the end, instead of 20 tables he was using only 8, and it took him 8 months to do that (it was his college assignment). EDIT I am concluding the answer as: size of the tables does NOT matter, until the case is exceptional; in which case the denormalization may help. Thanks to everyone for the answers.

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  • How to document/verify consistent layering?

    - by Morten
    I have recently moved to the dark side: I am now a CUSTOMER of software development -- mainly websites. With this new role comes new concerns. As a programmer i know how solid an application becomes when it is properly layered, and I want to use this knowledge in my new job. I don't want business logic in my presentation layer, and certainly not presentation stuff in my data layer. Thus, I want to be able to demand from my supllier that they document the level of layering, and how neat and consistent the layering is. The big question is: How is the level of layering documented to me as a customer, and is that a reasonable demmand for me to have, so I don't have to look in the code (I'm not supposed to do that anymore)?

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  • What are the downsides to using dependency injection?

    - by kerry
    I recently came across an interesting question on stack overflow with some interesting reponses.  I like this post for three reasons. First, I am a big fan of dependency injection, it forces you to decouple your code, create cohesive interfaces, and should result in testable classes. Second, the author took the approach I usually do when trying to evaluate a technique or technology; suspend personal feelings and try to find some compelling arguments against it. Third, it proved that it is very difficult to come up with a compelling argument against dependency injection. What are the downsides to using dependency injection?

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  • Beginning with first project on game development [closed]

    - by Tsvetan
    Today is the day I am going to start my first real game project. It will be a Universe simulator. Basically, you can build anything from tiny meteor to quazars and universes. It is going to be my project for an olympiad in IT in my country and I really want to make it perfect(at least a bronze medal). So, I would like to ask some questions about organization and development methodologies. Firstly, my plan is to make a time schedule. In it I would write my plans for the next month or two(because that is the time I have). With this exact plan I hope to make my organisation at its best. Of course, if I am doing sth faster than the schedule I would involve more features for the game and/or continue with the tempo I have. Also, for the organisation I would make a basic pseudocode(maybe) and just rewrite it so it is compilable. Like a basic skeleton of everything. The last is an idea I tought of in the moment, but if it is good I will use it. Secondly, for the development methodologies, obviously, I think of making object-oriented code and make everything perfect(a lot of testing, good code, documentation etc.). Also, I am going to make my own menu system(I read that OpenGL hasn't got very good one). Maybe I would implement it with an xml file, holding the info about position of buttons, text boxes, images and everything. Maybe I would do a specific CSS for it and so on. I think that is very good way of doing the menu system, because it makes the presentation layer separate of the logic. But, if there is a better way, I would do it the better way. For the logic, well, I don't have much to say. OO code, testing, debuging, good and fast algorithms and so on. Also, a good documentation must be written and this is the area I need to make some research in. I think that is for now. I hope I have been enough descriptive. If more questions come on my mind, I will ask them. Edit: I think of blogging every part of the project, or at least writing down everything in a file or something like that. My question is: Is my plan of how to do everything around the project good? And if not, what is necessary to be improved and what other things I can involve for making the project good.

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  • C++ - Constructor or Initialize Method to Startup

    - by Bob Fincheimer
    I want to determine when to do non-trivial initialization of a class. I see two times to do initialization: constructor and other method. I want to figure out when to use each. Choice 1: Constructor does initialization MyClass::MyClass(Data const& data) : m_data() { // does non-trivial initialization here } MyClass::~MyClass() { // cleans up here } Choice 2: Defer initialization to an initialize method MyClass::MyClass() : m_data() {} MyClass::Initialize(Data const& data) { // does non-trivial initialization here } MyClass::~MyClass() { // cleans up here } So to try and remove any subjectivity I want to figure out which is better in a couple of situations: Class that encapsulates a resource (window/font/some sort of handle) Class that composites resources to do something (a control/domain object) Data structure classes (tree/list/etc.) [Anything else you can think of] Things to analyze: Performance Ease of use by other developers How error-prone/opportunities for bugs [Anything else you can think of]

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  • Limit The Game Loop?

    - by user1758938
    How do I make a game go at the same speed? You probly dont understand that so here are examples: This Would Loop Too Fast while(true) { GetInput(); Render(); } This Just Wont Work, Hard To Exlplain while(true) { GetInput(); Render(); Sleep(16); } Basicly How Do I Sync It To Any FrameRate And Still Have To Input And Funtions Going At The Same Rate?

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  • Adding a forum to an existing site

    - by Andrew Heath
    I've got a site with ~500 registered members, 300 of which are what you'd call "active". Site data is kept in a MySQL dbase. I'd like to add a myBB forum to the site, but this question applies to any forum really. What I very much want to avoid is requiring my users to register both on the site and on the forum because my userbase is not technically literate and this would confuse a lot of them. However the forum software has its own registration, login, cookie, and password management system which naturally are different from the site's mechanics. I envision the following possibilities: install myBB into the existing database and customize the login code to unify the two systems. This would probably mean changing the site's code to use the myBB system as that would likely be less painful to refactor and wouldn't hurt future myBB upgrade ability. install myBB into separate database and write a bridging script of some sort that auto-registers existing site users with the forum if they elect to participate. Also check new forum registrations against the site's username list to prevent newcomers from taking existing names. run them fully separate and force users to re-register (easiest for ME, but least desirable for them) I would like a suggested course of action from those who have trod this path before... Thank you.

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  • Please recommend a patterns book for iOS development

    - by Brett Ryan
    I've read several books on iOS development and Objective-C, however what a lot of them teach is how to work with interfaces and all contain the model inside the view controller, i.e. a UITableViewController based view will simply have an NSArray as it's model. I'm interested in what the best practices are for designing the structure of an application. Specifically I'm interested in best practices for the following: How to separate a model from the view controller. I think I know how to do this by simply replacing the NSArray style example with a specific model object, however what I do not know how to do is alert the view when the model changes. For example in .NET I would solve this by conforming to INotifyPropertyChanged and databinding, and similarly with Java I would use PropertyChangeListener. How to create a service model for my domain objects. For example I want to learn the best way to create a service for a hypothetical Widget object to manage an internal DB and also services for communicating with remote endpoints. I need to learn the best ways to do this in a way that interface components can subscribe to events such as widgetUpdated. These services should be singleton classes and some how dependency injected into model/controller objects. Books I've read so far are: Programming in Objective-C (4th Edition) Beginning iOS 5 Development: Exploring the iOS SDK The iOS 5 Developer's Cookbook: Expanded Electronic Edition: Essentials and Advanced Recipes for iOS Programmers Learn Objective-C on the Mac: For OS X and iOS I've also purchased the following updated books but not yet read them. The Core iOS 6 Developer's Cookbook (4th edition Programming in Objective-C (5th Edition) I come from a Java and C# background with 15 years experience, I understand that many of the ways I would do things in these languages may not fit to the ObjC way of developing applications. Any guidance on the topic is very much appreciated.

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  • NCurses, scrolling of multiline items, "current item" pointer and "selected items"

    - by mjf
    I am looking for hints/ideas for the best (most effective) way on how to scroll multi-line items as well as emphasizing of the "current item" and "selected items" such as: 1 FOO ITEM 1 Foo sub-item 2 Foo sub-item 3 Foo sub-item 2 BAR ITEM 1 Bar sub-item 3 BAZ ITEM 1 Baz sub-item 2 Baz sub-item 4 RAB ITEM 5 ZZZ ITEM 1 Zzz sub-item 2 Zzz sub-item 3 Zzz sub-item 4 Zzz sub-item using NCurses (some combination of windows, sub-windows, pads, copywin? Uff! In fact, the lines could exceed the stdscr's width so that possibility to scroll left/right would be also nice - pads?)... The whole items (including the sub-items) are supposed to be emphasized as full-width window/pad areas. The "current item" (including it's set of lines) should be emphasized (i.e. using A_BOLD), selected set of items of choice (including the set of lines for each the selected item) should be emphasized in another way (i.e. using A_REVERSE). What would you choose to cope with it the most effective NCurses way? (The less redrawals/refreshes the better and terminal is supposed to have the ability to change it's size - such as XTerm running under "floating window" management.) Thank you for your ideas (or perhaps some piece of code where something similar is already solved - I was not able to find anything helpful on the Internet. I mean I am not going to copy/paste foreign code but programming NCurses properly is still somehow difficult to me). P.S.: Would you suggest to "smooth-scroll" +1/-1 screen line or rather "jump-scroll" +lines/-lines of the items? (I personally prefer the latter one.) Sincerely, -- mjf

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