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  • New Project Starting. Got Gas?

    - by merrillaldrich
    “Storage is just like gasoline,” said a fellow DBA at the office the other day. This DBA, Mike is his name, is one of the smartest people I know, so I pressed him, in my subtle and erudite way, to elaborate. “Um, whut?” I said. “Yeah. Now that everything is shared – VMs or consolidated SQL Servers and shared storage – if you want to do a big project, like, say, drive to Vegas, you better fill the car with gas. Drive back and forth to work every day? Gas. Same for storage.” This was a light-bulb-above-my-head...(read more)

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  • Programming Languages

    - by Shannon
    I realize this will be a very vague question, but please bear with me. I have a concept for an open-world game, hand to hand combat, with a fairly open storyline, but there is an issue. I'm not sure which programming language to use, as I'm fairly new to programming. I am considering c++, but I would like to hear your opinions on which language you believe would support this type of game most efficiently. Pros and cons would be appreciated.

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Updating and organizing class diagrams in a growing C++ project

    - by vanna
    I am working on a C++ project that is getting bigger and bigger. I do a lot of UML so it is not really hard to explain my work to co-workers. Lately though I implemented a lot of new features and I gave up updating by hand my Dia UML diagrams. I once used the class diagram of Visual Studio, which is my IDE but didn't get clear results. I need to show my work on a regular basis and I would like to be as clear as possible. Is there any tool that could generate a sort of organized map of my work (namespaces, classes, interactions, etc.) ?

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  • Question about creating a sprite based 2-D Side Scroller with scaling/zooming

    - by Arthur
    I'm just wondering if anyone can offer any advice on how best to go about creating a 2-D game with zooming/scaling features akin to the early Samurai Showdown games. In this case it would be a side scroller a la Metal Slug, the zooming would come in as more enemy sprites entered the screen, or when facing a large sized boss. A feature that would be both cosmetic as well as functional to the game. I've done some reading and noticed a few suggestions that included drawing different sized sprites, a standard size and zoomed out size. Any thoughts? Thanks for your time.

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  • python factory function best practices

    - by Jason S
    Suppose I have a file foo.py containing a class Foo: class Foo(object): def __init__(self, data): ... Now I want to add a function that creates a Foo object in a certain way from raw source data. Should I put it as a static method in Foo or as another separate function? class Foo(object): def __init__(self, data): ... # option 1: @staticmethod def fromSourceData(sourceData): return Foo(processData(sourceData)) # option 2: def makeFoo(sourceData): return Foo(processData(sourceData)) I don't know whether it's more important to be convenient for users: foo1 = foo.makeFoo(sourceData) or whether it's more important to maintain clear coupling between the method and the class: foo1 = foo.Foo.fromSourceData(sourceData)

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  • Advice on reconciling discordant data

    - by Justin
    Let me support my question with a quick scenario. We're writing an app for family meal planning. We'll produce daily plans with a target calorie goal and meals to achieve it for our nuclear family. Our calorie goal will be calculated for each person from their attributes (gender, age, weight, activity level). The weight attribute is the simplest example here. When Dad (the fascist nerd who is inflicting this on his family) first uses the application he throws approximate values into it for Daughter. He thinks she is 5'2" (157 cm) and 125 lbs (56kg). The next day Mom sits down to generate the menu and looks back over what the bumbling Dad did, quietly fumes that he can never recall anything about the family, and says the value is really 118 lbs! This is the first introduction of the discord. It seems, in this scenario, Mom is probably more correct that Dad. Though both are only an approximation of the actual value. The next day the dear Daughter decides to use the program and sees her weight listed. With the vanity only a teenager could muster she changes the weight to 110 lbs. Later that day the Mom returns home from a doctor's visit the Daughter needed and decides that it would be a good idea to update her Daughter's weight in the program. Hooray, another value, this time 117 lbs. Now how do you reconcile these data points? Measurement error, confidence in parties, bias, and more all confound the data. In some idealized world we'd have a weight authority of some nature providing the one and only truth. How about in our world though? And the icing on the cake is that this single data point changes over time. How have you guys solved or managed this conflict?

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  • Single Responsibility Principle: Responsibility unknown

    - by lurkerbelow
    I store sessions in a SessionManager. The session manager has a dependency to ISessionPersister. SessionManager private readonly ISessionPersister sessionPersister; public SessionManager(ISessionPersister sessionPersister) { this.sessionPersister = sessionPersister; } ISessionPersister public interface ISessionPersister : IDisposable { void PersistSessions(Dictionary<string, ISession> sessions); } Q: If my application shuts down how / where do I call PersistSessions? Who is responsible? First Approach: Use Dispose in SessionManager protected virtual void Dispose(bool disposing) { if (disposing) { if (this.sessionPersister != null && this.sessionMap != null && this.sessionMap.Count > 0) { this.sessionPersister.PersistSessions(this.sessionMap); } } } Is that the way to go or are there any better solutions?

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  • Should one use a separate database for application data and user data?

    - by trycatch
    I’ve been working on a project for a little while and I’m unsure which is the better architecture. I’m interested in the consensus. The answer to me seems fairly obvious but something about it is digging at me and I can't pick out what. The TL;DR is: how do you handle a program with application data and user data in the same DB which needs to be able to receive updates to the application data periodically? One database for user data and one for application, or both in one? The detailed version is.. if an application has a database which needs to maintain application data AND user data, and the user data all references application data, it feels more natural to me to store them in the same database. But if there exists a need to be able to update the application data within this database periodically, should this be stripped into two databases so that one can simply download the updated application data database file as an update and replace the old one? Or should they remain as one database, and the application data be updated via a script which inserts the new data into the existing database? The second sounds clearly preferable to me... but for some reason just doesn’t feel right, and I can't pick out quite why.

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  • Should I force users to update an application?

    - by Brian Green
    I'm writing an application for a medium sized company that will be used by about 90% of our employees and our clients. In planning for the future we decided to add functionality that will verify that the version of the program that is running is a version that we still support. Currently the application will forcequit if the version is not among our supported versions. Here is my concern. Hypothetically, in version 2.0.0.1 method "A" crashes and burns in glorious fashion and method "B" works just fine. We release 2.0.0.2 to fix method A and deprecate version 0.1. Now if someone is running 0.1 to use method B they will be forced to update to fix something that isn't an issue for them right now. My question is, will the time saved not troubleshooting old, unsupported versions outweigh the cost in usability?

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  • How should UI layer pass user input to BL layer?

    - by BornToCode
    I'm building an n-tier application, I have UI, BL, DAL & Entities (built from POCO) projects. (All projects have a reference to the Entities). My question is - how should I pass user input from the UI to the BL, as a bunch of strings passed to the BL method and the BL will build the object from the parameters, or should I build the objects inside the UI submit_function and send objects as parameters? EDIT: I wrote n-tier application, but what I actually meant was just layers.

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  • DirectX 10 Instancing Problem (objects cannot be seen)

    - by Riffraff
    Right now I'm trying to implement an area that is filled with vegetation. I have tried mesh version and right now I'm trying to implement instancing version but I cannot manage to make it work. I can't see any object. I search for any problem of buffers with FAILED() and D3D10_CREATE_DEVICE_DEBUG but they didn't help me either. Right now I don't even know which part of my code to share to explain my problem.

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  • Is executing SQL through a WebService a really bad idea?

    - by Kyle
    Typically when creating a simple tool or something that has to use a database, I go through the fairly long process of first creating a webservice that connects to a database then creating methods on this webservice that do all the type of queries I need.. methods like List<Users> GetUsers() { ... } User GetUserByID(int id) { ... } //More Get/Update/Add/Delete methods Is it terrible design to simply make the webservice as secure as I can (not quite sure the way to do something like this yet) and just make a couple methods like this SqlDataReader RunQuery(string sql) { ... } void RunNonQuery(string sql) { ... } I would sorta be like exposing my database to the internet I suppose, which sounds bad but I'm not sure. I just feel like I waste so much time running everything through this webservice, there has to be a quicker yet safe way that doesn't involve my application connecting directly to the database (the application can't connect directly to database because the database isn't open to any connections but localhost, and where the appliction resides the standard sql ports are blocked anyway) Especially when I just need to run a few simple queries

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • reference list for non-IT driven algorithmic patterns

    - by Quicker
    I am looking for a reference list for non-IT driven algorithmic patterns (which still can be helped with IT implementations of IT). An Example List would be: name; short desc; reference Travelling Salesman; find the shortest possible route on a multiple target path; http://en.wikipedia.org/wiki/Travelling_salesman_problem Ressource Disposition (aka Regulation); Distribute a limited/exceeding input on a given number output receivers based on distribution rules; http://database-programmer.blogspot.de/2010/12/critical-analysis-of-algorithm-sproc.html If there is no such list, but you instantly think of something specific, please 'put it on the desk'. Maybe I can compile something out of the input I get here (actually I am very frustrated as I did not find any such list via research by myself). Details on Scoping: I found it very hard to formulate what I want in a way everything is out that I do not need (which may be the issue why I did not find anything at google). There is a database centric definition for what I am looking for in the section 'Processes' of the second example link. That somehow fits, but the database focus sort of drifts away from the pattern thinking, which I have in mind. So here are my own thoughts around what's in and what's out: I am NOT looking for a foundational algo ref list, which is implemented as basis for any programming language. Eg. the php reference describes substr and strlen. That implements algos, but is not what I am looking for. the problem the algo does address would even exist, if there were no computers (or other IT components) the main focus of the algo is NOT to help other algo's chances are high, that there are implementions of the solution or any workaround without any IT support out there in the world however the algo could be benefitialy implemented/fully supported by a software application = means: the problem of the algo has to be addressed anyway, but running an algo implementation with software automates the process (that is why I posted it on stackoverflow and not somewhere else) typically such algo implementations have more than one input field value and more than one output field value - which implies it could not be implemented as simple function (which is fixed to produce not more than one output value) in a normalized data model often times such algo implementation outputs span accross multiple rows (sometimes multiple tables), whereby the number of output rows depends on the input paraters and rows in the table(s) at start time - which implies that any algo implementation/procedure must interact with a database (read and/or write) I am mainly looking for patterns, not for specific implementations. Example: The Travelling Salesman assumes any coordinates, however it does not say: You need a table targets with fields x and y. - however sometimes descriptions are focussed on examples with specific implementations very much - no worries, as long as the pattern gets clear

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  • Lag compensation with networked 2D games

    - by Milo
    I want to make a 2D game that is basically a physics driven sandbox / activity game. There is something I really do not understand though. From research, it seems like updates from the server should only be about every 100ms. I can see how this works for a player since they can just concurrently simulate physics and do lag compensation through interpolation. What I do not understand is how this works for updates from other players. If clients only get notified of player positions every 100ms, I do not see how that works because a lot can happen in 100ms. The player could have changed direction twice or so in that time. I was wondering if anyone would have some insight on this issue. Basically how does this work for shooting and stuff like that? Thanks

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  • Is the Entity Component System architecture object oriented by definition?

    - by tieTYT
    Is the Entity Component System architecture object oriented, by definition? It seems more procedural or functional to me. My opinion is that it doesn't prevent you from implementing it in an OO language, but it would not be idiomatic to do so in a staunchly OO way. It seems like ECS separates data (E & C) from behavior (S). As evidence: The idea is to have no game methods embedded in the entity. And: The component consists of a minimal set of data needed for a specific purpose Systems are single purpose functions that take a set of entities which have a specific component I think this is not object oriented because a big part of being object oriented is combining your data and behavior together. As evidence: In contrast, the object-oriented approach encourages the programmer to place data where it is not directly accessible by the rest of the program. Instead, the data is accessed by calling specially written functions, commonly called methods, which are bundled in with the data. ECS, on the other hand, seems to be all about separating your data from your behavior.

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  • Have you worked with a well designed application?

    - by Vilx-
    Inspired by this question, I started wondering - is there or has there ever been such a thing as a "well designed application"? One where the architecture would be perfect and no refactoring would ever be needed; code would be easy to read and understand even for someone new to the project; changes could be done with a 100% certainty that they won't break anything; etc? I must admit that whatever codebases I've worked with, they've all been more or less a mess. Even code that I start myself only stays organized at the start, and then slowly deteriorates as the time passes. I'm even starting to accept this as part of life and can't figure out whether I should be worried about that or not. So... is there such a thing as a "well designed application"? Or is all our code so shitty that there isn't even a point in trying to make it better, because it will never be good anyway?

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  • How much game dev does $x amount of money get you?

    - by Frank
    How much a game costs to make gets asked often and is always answered with it depends or varies on the quality of the game. Well this is basically the same question but is a bit more precise. I'm wonder what quality of game you can make with varying degrees of funds. Lets say 500k, 1m, 2m, 5m, 10m, 15m, and 20m. Let's assume you don't do any of it yourself and it only covers development only... no advertising or manufacturing.

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  • Finding the displacment of a robot [closed]

    - by Jordan Brown
    I'm building a quadruped (4 legs 3 DOF) for my major work in electronics at high school. I need to know the displacement of the robot and I can't use an encoding wheel. I've done my research and I found a system where I use an accelerometer, gyroscope and a magnetometer to determine the displacement but I'm not sure how to code it. I'm using Arduino and will use compatible sensors. I would like to be able to implement something similar to this video which demonstrates the principles evaluated in this paper. I don't need to map the data on a screen, just be able to read its displacement from its last recorded position. EG. (Read Position) --- (Do "stuff") --- (Read Position) --- (Calculate displacement caused by "stuff")

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  • Directx vs XNA - Which is better for me? [closed]

    - by tristo
    Recently I got Visual Studio 2012 from visual studio 2010, although did not expect Visual Studio to 2012 to designed the way it was. Anyway I am pleased with some of VS 2012 technology and have moved all of my projects to it. At this point of time since I got VS 2012 I have been into making windows applications and other non-game activities. ALTHOUGH have recently gotten into the spirit of game development and I am planning to make a 3d comical game, shader effects, not too complicated meshes, but it requires alot of lighting effects to emphasise certain parts of the game. When I was using VS 2010 I had a great time making 2d games with XNA, it uses a great language, and has a very awesome system. But I no longer have XNA with me, and the workarounds described in stackoverflow always gives me errors while using xna. Anyway it seems that microsoft have stuffed themselves up with xna anyway with the weirdness of Windows 8, and it being only avaliabe on pc and xbox. Due to these reasons I have decided to work with Directx and Direct3d to produce my new game, although the overflowing credits after each directx game gives me the shivers, and the low-level coding of directx also puts me on thin ice with my games, left in a confusional mess with what decision I should make. I don't know anything about directx or direct3d. I am an indie developer, but I am planning to take on alot of professional aspects of games. I don't have heaps of time(2-3 hours a day) I don't mind the complexity of how directx works, as long as I can learn how to make the fundementals of a game in a week. I am also unsure if directx is really for my situation, and keep with xna game development. Anyone can tell me the best technology for me would be great.

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  • Isn't class scope purely for organization?

    - by Di-0xide
    Isn't scope just a way to organize classes, preventing outside code from accessing certain things you don't want accessed? More specifically, is there any functional gain to having public, protected, or private-scoped methods? Is there any advantage to classifying method/property scope rather than to, say, just public-ize everything? My presumption says no simply because, in binary code, there is no sense of scope (other than r/w/e, which isn't really scope at all, but rather global permissions for a block of memory). Is this correct? What about in languages like Java and C#[.NET]?

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  • Material System

    - by Towelie
    I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of compilation/parsing scripts in real-time. So there some artist-created material, written at some analog of CG. After it compiled to hlsl code and after to final shader. Also there are some hard-coded ConstantBuffers, like cbuffer EveryFrameChanging { float4x4 matView; float time; float delta; } And shader use shared constant buffers to get parameters. For each mesh in the scene, getting needs and what it can give (normals, binormals etc.) and finding corresponding permutation of shader or calculating missing parts. Also, during build calculating render states and the permutations or hash for this shader which later will be used for sorting or even giving the ID from 0 to ShaderCount w/o gaps to it for sorting. FinalShader have only 1 technique and one pass. After it for each Mesh setting some shader and it's good to render. some pseudo code SetConstantBuffer(ConstantBuffer::PerFrame); foreach (shader in FinalShaders) SetConstantBuffer(ConstantBuffer::PerShader, shader); SetRenderState(shader); foreach (mesh in shader.GetAllMeshes) SetConstantBuffer(ConstantBuffer::PerMesh, mesh); SetBuffers(mesh); Draw(); class FinalShader { public: UUID m_ID; RenderState m_RenderState; CBufferBindings m_BufferBindings; } But i have no idea how to create this CG language and do i really need it?

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  • Handling deleted users - separate or same table?

    - by Alan Beats
    The scenario is that I've got an expanding set of users, and as time goes by, users will cancel their accounts which we currently mark as 'deleted' (with a flag) in the same table. If users with the same email address (that's how users log in) wish to create a new account, they can signup again, but a NEW account is created. (We have unique ids for every account, so email addresses can be duplicated amongst live and deleted ones). What I've noticed is that all across our system, in the normal course of things we constantly query the users table checking the user is not deleted, whereas what I'm thinking is that we dont need to do that at all...! [Clarification1: by 'constantly querying', I meant that we have queries which are like: '... FROM users WHERE isdeleted="0" AND ...'. For example, we may need to fetch all users registered for all meetings on a particular date, so in THAT query, we also have FROM users WHERE isdeleted="0" - does this make my point clearer?] (1) continue keeping deleted users in the 'main' users table (2) keep deleted users in a separate table (mostly required for historical book-keeping) What are the pros and cons of either approach?

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  • Can the Abstract Factory pattern be considered as a case of polymorphism?

    - by rogcg
    I was looking for a pattern/solution that allows me call a method as a runtime exception in a group of different methods without using Reflection. I've recently become aware of the Abstract Factory Pattern. To me, it looks so much like polymorphism, and I thought it could be a case of polymorphism but without the super class WidgetFactory, as you can see in the example of the link above. Am I correct in this assumption?

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