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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • Is this project Structure Valid?

    - by rafuru
    I have a dilemma: In the university we learn to create modular software (on java), but this modularity is explained using a single project with packages (a package for business, another one for DAOS and another one for the model, oh and a last package for frontend). But in my work we use the next structure: I will try to explain: First we create a java library project where the model (entities classes) are created in a package. Next we create an EJB named DAOS and using the netbeans wizard we store the DAOS interfaces in the library project in another package , these interfaces are implemented in the DAOS bean. So the next part is the business logic, we create a business EJB for each group of functions , again using the wizard we store the interface in the java library project in another package then is implemented on the business bean. The final part (for the backend) is a bean that I have suggested: a Facade bean who will gather every method of the business beans in a single bean and this has an interface too that is created in our library project and implemented in the bean. So the next part is call the facade module on the web project. But I don't know how valid or viable is this, maybe I'm doing everything wrong and I don't even know! so I want to ask your opinion about this.

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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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  • Building a template engine - starting point

    - by Anirudh
    We're building a Django-based project with a template component. This component will be separate from the project as such and can be Django/Python, Node, Java or whatever works. The template has to be rendered into HTML. The templates will contain references to objects with properties that are defined in the DB, say, a Bus. For eg, it could be something like [object type="vehicle" weight="heavy"] and it would have to pull a random object from the DB fulfilling the criteria : type="vehicle" weight="heavy" (bus/truck/jet) and then substitute that tag with an image, say, of a Bus. Also it would have to be able to handle some processing. Eg: What is [X type="integer" lte="10"] + [Y type="integer" lte="10"] [option X+Y correct_ans="true"] [option X-Y correct_ans="false"] [option X+y+1 correct_ans="false"] The engine would be expected to fill in a random integer value <= 10 for X and Y and show radioboxes for each of the options. Would also have to store the fact that the first option is the correct answer. Does it to make sense to write something from the scratch? Or is it better to use an existing templating system (like Django's own templating system) as a starting point? Any suggestions on how I can approach this?

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  • Velocity collision detection (2D)

    - by ultifinitus
    Alright, so I have made a simple game engine (see youtube) And my current implementation of collision resolution has a slight problem, involving the velocity of a platform. Basically I run through all of the objects necessary to detect collisions on and resolve those collisions as I find them. Part of that resolution is setting the player's velocity = the platform's velocity. Which works great! Unless I have a row of platforms moving at different velocities or a platform between a stack of tiles.... (current system) bool player::handle_collisions() { collisions tcol; bool did_handle = false; bool thisObjectHandle = false; for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(prevPos.x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.y >= collideQueue[temp]->get_prev_pos().y + collideQueue[temp]->get_img()->get_height()) if (tcol.top > 0) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.y + get_img()->get_height() <= collideQueue[temp]->get_prev_pos().y) if (tcol.bottom > 0) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x/*collideQueue[temp]->get_vel().x*/,collideQueue[temp]->get_vel().y); ableToJump = true; jumpTimes = maxjumpable; thisObjectHandle = did_handle = true; } /// /// ADD CODE FROM NEXT CODE BLOCK HERE (on forum, not in code) /// } for (int temp = 0; temp < collideQueue.size(); temp++) { thisObjectHandle = false; tcol = get_collision(x,y,get_img()->get_width(),get_img()->get_height(), collideQueue[temp]->get_position().x,collideQueue[temp]->get_position().y, collideQueue[temp]->get_img()->get_width(),collideQueue[temp]->get_img()->get_height()); if (prevPos.x + get_img()->get_width() <= collideQueue[temp]->get_prev_pos().x) if (tcol.left > 0) { add_pos(-tcol.left,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } if (prevPos.x >= collideQueue[temp]->get_prev_pos().x + collideQueue[temp]->get_img()->get_width()) if (tcol.right > 0) { add_pos(tcol.right,0); set_vel(collideQueue[temp]->get_vel().x,get_vel().y); thisObjectHandle = did_handle = true; } } return did_handle; } (if I add the following code {where the comment to do so is}, which is glitchy, the above problem doesn't happen, though it brings others) if (!thisObjectHandle) { if (tcol.bottom > tcol.top) { add_pos(collideQueue[temp]->get_vel().x,-tcol.bottom); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } else if (tcol.top > tcol.bottom) { add_pos(0,tcol.top); set_vel(get_vel().x,collideQueue[temp]->get_vel().y); } } How would you change my system to prevent this?

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  • links for 2010-12-17

    - by Bob Rhubart
    Overview of Oracle Enterprise Manager Management Packs How does Oracle Enterprise Manager Grid Control do so much across so many different systems? Porus Homi Havewala has the answers.  (tags: oracle otn grid soa entarch) How to overcome cloud computing hurdles - Computerworld What does it take to go from 'we should move to the cloud' to a successful cloud computing strategy? This excerpt from Silver Clouds, Dark Linings offers advice on crossing cloud chasms and developing a successful roadmap. (tags: ping.fm) Security in OBIEE 11g, Part 2 Guest blogger Pravin Janardanam continues the discussion about OBIEE 11g Authorization and other Security aspects. (tags: oracle otn security businessintelligence obiee) Oracle Fusion Middleware Security: A Quick Note about Oracle Access Manager 11g and WebLogic "OAM 11g integrates with WebLogic using the very same components used to integrate OAM 10.1.4.3. Under most circumstances, that means using the OAM Identity Asserter...which asserts the OAM_REMOTE_USER header as the user principal in the JAAS subject." - Brian Eidelman (tags: WebLogic oracle) Comparison Between Cluster Multicast Messaging and Unicast Messaging Mode Weblogic wonders!!! "When servers are in a cluster, these member servers communicate with each other by sending heartbeats and indicating that they are alive. For this communication between the servers, either unicast or multicast messaging is used." -- Divya Duryea (tags: weblogic oracle) Ron Batra: Cloud Computing Series: IV: Database.com, ExaData on Demand and connecting the dots Oracle ACE Direct Ron Batra offers his assessment of recent rumblings in the Cloud. (tags: oracle otn oracleace cloud database)

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  • What makes games responsive to user input?

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Decorator not calling the decorated instance - alternative design needed

    - by Daniel Hilgarth
    Assume I have a simple interface for translating text (sample code in C#): public interface ITranslationService { string GetTranslation(string key, CultureInfo targetLanguage); // some other methods... } A first simple implementation of this interface already exists and simply goes to the database for every method call. Assuming a UI that is being translated at start up this results in one database call per control. To improve this, I want to add the following behavior: As soon as a request for one language comes in, fetch all translations from this language and cache them. All translation requests are served from the cache. I thought about implementing this new behavior as a decorator, because all other methods of that interface implemented by the decorater would simple delegate to the decorated instance. However, the implementation of GetTranslation wouldn't use GetTranslation of the decorated instance at all to get all translations of a certain language. It would fire its own query against the database. This breaks the decorator pattern, because every functionality provided by the decorated instance is simply skipped. This becomes a real problem if there are other decorators involved. My understanding is that a Decorator should be additive. In this case however, the decorator is replacing the behavior of the decorated instance. I can't really think of a nice solution for this - how would you solve it? Everything is allowed, even a complete re-design of ITranslationService itself.

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  • New Time Zone Patch DST V18 is available

    - by Mike Dietrich
    Sorry for not updating the blog more often at the moment - but more updates will come soon as I play around with Oracle Restart and single instance databases in ASM with Oracle 11.2. Just on the side there's a new time zone patch to DST V18 available since May 2012. You can download it via PATCH download from MOS with the patch number: 13417321 What do you think? Will Lufthansa operate a faster jet the other night? Will the jet stream be more powerful? Or a better type of fuel? Or is it just the travel portal which hasn't applied the correct time zone patches to catch DST change that night in the US whereas it happens two weeks later in Europe? Guess ... And please see the readme about how to apply the patch and our slides about why time zone patching may be important even in your environment RDBMS bug: Bug 13417321: DST 18 : HALF YEARLY DST PATCHES, MAY 2012 OJVM Bug 14112098 - dst changes for dstv18 (tzdata2012c) - need ojvm fix

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  • iOS chat application design, sending/relaying the message over to the end user

    - by AyBayBay
    I have a design question. Let us say you were tasked with building a chat application, specifically for iOS (iOS Chat Application). For simplicity let us say you can only chat with one person at a time (no group chat functionality). How then can you achieve sending a message directly to an end user from phone A to phone B? Obviously there is a web service layer with some API calls. One of the API calls available will be startChat(). After starting a chat, when you send a message, you make another async call, let us call it sendMessage() and pass in a string with your message. Once it goes to the web service layer, the message gets stored in a database. Here is where I am currently stuck. After the message gets sent to the web service layer, how do we then achieve sending/relaying the message over to the end user? Should the web server send out a message to the end user and notify them, or should each client call a receiveMessage() method periodically, and if the server side has some info for them it can then respond with that info? Finally, how can we handle the case in which the user you are trying to send a message to is offline? How can we make sure the end user gets the packet when he moves back to an area with signal?

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • SOA, Cloud & Service Technology Symposium 2012 London

    - by JuergenKress
    Registration Is Now Open With Special Pricing For Oracle Promotional Discount For Exclusive Oracle Discount, Enter Promo Code: Djmxz370 OVERVIEW The International SOA, Cloud + Service Technology Symposium is a yearly event that features the top experts and authors from around the world, providing a series of keynotes, talks, demonstrations, and panels, as well as training and certification workshops - all dedicated to empowering IT professionals to realize modern service technologies and practices in the real world. Click here for a two-page printable conference overview (PDF). KEYNOTES & SPEAKERS More than 80 international subject matter experts will be speaking at the Symposium. Below are confirmed keynotes and speakers so far. Over 50% of the agenda has not yet been finalized. Many more speakers to come. View the partial program calendars on the Conference Agenda page. Keynotes and Speakers Thomas Erl Arcitura Education "SOA, Cloud Computing & Semantic Web Technology: The Sequel - The Era of Intelligent Service Technology" Markus Zirn Oracle "Big Data with CEP and SOA" Clemens Utschig Boehringer Ingelheim Pharma Manas Deb Oracle "The Successful Execution of the SOA and BPM Vision Tim E. Hall Oracle "Community Management: The Next Wave of SOA Governance and API Management" Registration is Now Open with Special Pricing for Oracle Promotional discount for exclusive Oracle discount, Enter Promo Code: DJMXZ370. SPONSORSHIP OPPORTUNITIES The Symposium provides an excellent opportunity to promote your organization in the lead-up to the event, to delegates during the Symposium, and after when the proceedings are made available on the Symposium web site. There are a limited number of premier sponsorship packages available, and a package can be tailored to your needs and budget. Download the Symposium Sponsorship Guide. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Symposium,SOA Cloud Service Technology Symposium,Thomas Erl,SOA Community,Oracle SOA,Oracle BPM,BPM Community,OPN,Jürgen Kress

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  • Rendering order in an Entity System

    - by Daedalus
    Say I use a basic ES approach, and also inside Systems I hold lists of all entities that Systems are required to process. How do I maintain this list of entities in desired rendering order, i.e. for a dumb 2D RenderingSystem? I saw this discussion, and what they suggest is to do something like Z ordering - what I would probably do is just to store a "layer" int in DrawableComponent and then, inside RenderingSystem, just sort entities by mentioned "layer" whenever the entity list for RenderingSystem changes. They also say we could just delete and recreate the entity whenever we want it on the top, but it seems too inflexible to me. How is this problem usually solved?

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  • I know how to program, and how to learn how to program, but how/where do you learn how to make systems properly?

    - by Ryan
    There are many things that need to be considered when making a system, let's take for example a web based system where users log in and interact with each other, creating and editing content. Now I have to think about security, validation (I don't even think I am 100% sure what that entails), "making sure users don't step on each others feet" (term for this?), preventing errors in many cases, making sure database data doesn't become problematic through unexpected... situations? All these things I don't know how or where to learn, is there a book on this kind of stuff? Like I said there seems to be a huge difference between writing code and actually writing the right code, know what I mean? I feel like my current programming work lacks much of what I have described and I can see the problems it causes later, and then the problems are much harder to solve because data exists and people are using it. So can anyone point me to books or resources or the proper subset of programming(?) for this type of learning? PS: feel free to correct my tags, I don't know what I am talking about. Edit: I assume some of the examples I wrote apply to other types of systems too, I just don't know any other good examples because I've been mostly involved in web work.

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  • Bouygues Telecom Gains a 360-Degree Overview of Customers and Improves Offer Acceptance Rates

    - by user511693
    With more than 10 million mobile customers and 500,000 landline customers, the mission of Bouygues Telecom is to become the premier mobile, landline, television, and internet brand in France, by focusing on customer acquisition, advice, service, and support. Project challenges included: Leverage every customer relationship and increase customer loyalty through personalized offers or promotions on landline or mobile phone contracts Build on marketing campaigns and take advantage of incoming contacts from the company’s call center, Web, and retail stores Improve acceptance rates of communication service offers “Thanks to Oracle’s Siebel CRM solutions and Oracle Real-Time Decisions, we can now meet customer requests faster, personalize offers to improve the services we provide, and gain feedback on responses to offers. This enhances our knowledge of our customers before our next contact with them, whether through the Web site, call center, or our Club retail stores.” – Eric Dobremer, IT Manager - Grand Public CRM Development, Bouygues Telecom Read about results here.

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  • User Experience Monitoring with Enterprise Manager Cloud Control 12c and Real User Experience Insight 12R1 Demo Now Available!

    - by JuergenKress
    For access to the Oracle demo systems please visit OPN and talk to your partner expert We are pleased to announce the availability of the Oracle real user experience Insight demo that showcases some of the key capabilities of user experience monitoring. This demo specifically focuses on business reporting, integrated performance diagnostics, tracking of customer journey’s through RUEI’s userflow tracking capabilities and it’s key performance Iidicators tracking and configuration. Demo Highlights The demo showcases the following capabilities of real user experience Insight. Application-centric dashboard Integration with Oracle Enterprise Manager 12c – JVMD, ADP and BTM Session diagnostics and user session replay Monitoring through “Key Performance Indicators” (KPI) --- create alerts/incidents FUSION Application centric dashboards & integrated BI Demo Instructions Go to the DSS website for Oracle Partners. On the Standard Demo Launchpad page, click on the link “Real User Experience Insight 12c (Aug ‘12)” (tagged as “NEW”), under the “Applications Management” section. The demo launchpad page contains a link to a detailed demo script with instructions on how to show the demo. BPM 11.1.1.5 for Apps: BPM for EBS Demo available For access to the Oracle demo systems please visit OPN and talk to your Partner Expert SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: User Experience Monitoring,EM12c,Demo,dss SOA,IDM,SOA Community,Oracle SOA,Oracle BPM,BPM,Community,OPN,Jürgen Kress

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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  • ADF Reusable Artefacts

    - by Arda Eralp
    Primary reusable ADF Business Component: Entity Objects (EOs) View Objects (VOs) Application Modules (AMs) Framework Extensions Classes Primary reusable ADF Controller: Bounded Task Flows (BTFs) Task Flow Templates Primary reusable ADF Faces: Page Templates Skins Declarative Components Utility Classes Certain components will often be used more than once. Whether the reuse happens within the same application, or across different applications, it is often advantageous to package these reusable components into a library that can be shared between different developers, across different teams, and even across departments within an organization. In the world of Java object-oriented programming, reusing classes and objects is just standard procedure. With the introduction of the model-view-controller (MVC) architecture, applications can be further modularized into separate model, view, and controller layers. By separating the data (model and business services layers) from the presentation (view and controller layers), you ensure that changes to any one layer do not affect the integrity of the other layers. You can change business logic without having to change the UI, or redesign the web pages or front end without having to recode domain logic. Oracle ADF and JDeveloper support the MVC design pattern. When you create an application in JDeveloper, you can choose many application templates that automatically set up data model and user interface projects. Because the different MVC layers are decoupled from each other, development can proceed on different projects in parallel and with a certain amount of independence. ADF Library further extends this modularity of design by providing a convenient and practical way to create, deploy, and reuse high-level components. When you first design your application, you design it with component reusability in mind. If you created components that can be reused, you can package them into JAR files and add them to a reusable component repository. If you need a component, you may look into the repository for those components and then add them into your project or application. For example, you can create an application module for a domain and package it to be used as the data model project in several different applications. Or, if your application will be consuming components, you may be able to load a page template component from a repository of ADF Library JARs to create common look and feel pages. Then you can put your page flow together by stringing together several task flow components pulled from the library. An ADF Library JAR contains ADF components and does not, and cannot, contain other JARs. It should not be confused with the JDeveloper library, Java EE library, or Oracle WebLogic shared library. Reusable Component Description Data Control Any data control can be packaged into an ADF Library JAR. Some of the data controls supported by Oracle ADF include application modules, Enterprise JavaBeans, web services, URL services, JavaBeans, and placeholder data controls. Application Module When you are using ADF Business Components and you generate an application module, an associated application module data control is also generated. When you package an application module data control, you also package up the ADF Business Components associated with that application module. The relevant entity objects, view objects, and associations will be a part of the ADF Library JAR and available for reuse. Business Components Business components are the entity objects, view objects, and associations used in the ADF Business Components data model project. You can package business components by themselves or together with an application module. Task Flows & Task Flow Templates Task flows can be packaged into an ADF Library JAR for reuse. If you drop a bounded task flow that uses page fragments, JDeveloper adds a region to the page and binds it to the dropped task flow. ADF bounded task flows built using pages can be dropped onto pages. The drop will create a link to call the bounded task flow. A task flow call activity and control flow will automatically be added to the task flow, with the view activity referencing the page. If there is more than one existing task flow with a view activity referencing the page, it will prompt you to select the one to automatically add a task flow call activity and control flow. If an ADF task flow template was created in the same project as the task flow, the ADF task flow template will be included in the ADF Library JAR and will be reusable. Page Templates You can package a page template and its artifacts into an ADF Library JAR. If the template uses image files and they are included in a directory within your project, these files will also be available for the template during reuse. Declarative Components You can create declarative components and package them for reuse. The tag libraries associated with the component will be included and loaded into the consuming project. You can also package up projects that have several different reusable components if you expect that more than one component will be consumed. For example, you can create a project that has both an application module and a bounded task flow. When this ADF Library JAR file is consumed, the application will have both the application module and the task flow available for use. You can package multiple components into one JAR file, or you can package a single component into a JAR file. Oracle ADF and JDeveloper give you the option and flexibility to create reusable components that best suit you and your organization. You create a reusable component by using JDeveloper to package and deploy the project that contains the components into a ADF Library JAR file. You use the components by adding that JAR to the consuming project. At design time, the JAR is added to the consuming project's class path and so is available for reuse. At runtime, the reused component runs from the JAR file by reference.

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  • Service Layer - how broad should it be, and should it be used also on the local application?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • How do I design a game framework for fast reaction to user input?

    - by Miro
    I've played some games at cca 30 fps and some of them had low reaction time - cca 0.1sec. I hadn't knew why. Now when I'm designing my framework for crossplatform game, I know why. Probably they've been preparing new frame during rendering the previous. RENDER 1 | RENDER 2 | RENDER 3 | RENDER 4 PREPARE 2 | PREPARE 3 | PREPARE 4 | PREPARE 5 I see first frame when second frame is being rendered and third frame being prepared. If I react in that time to 1st frame it will result in forth frame. So it takes 3/FPS seconds to appear results. In 30 fps it would be 100ms, what is quite bad. So i'm wondering what should I design my framework to response to user interaction quickly?

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  • Structure of a correctly implemented JTable with TableModel and Listeners?

    - by bamboocha
    I am pretty new to Java and its JTables and this is where I am struggling at the moment. I need to create a GUI which shows me results of a sql query like SELECT * FROM tblPeople WHERE name='Doe'. My idea was to create a a JFrame which displays a JTable with all found records. Besides this, I need to also implement some code to handle when a user is double clicking a record or selecting it by using his arrow keys (additional feature: pressing 12(e.g.) should select the 12th record). What is the best way to structure my program (what classes do I need and especially where do I store my logic)? I came up with structuring it the following way: Main.java ("view") SQLConnection.java PeopleTableModel.java (only stores and returns data given by the passed ResultSet, "model" inherits from DefaultTableModel) PeopleTable.java (stores basically all my logic including KeyListener and MouseListener, "controller", inherits from JTable) Are there better ways to achieve my goals? If so, what are they?

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  • Networking beim Vertriebsstammtisch

    - by A&C Redaktion
    Kennen Sie schon die Oracle Vertriebsstammtische? Mit dem neuen Format bieten wir unseren Partnern Networking in der reinster Form! Unsere Stammtische richten sich an alle Partner, die zuverlässige Informationen aus erster Hand möchten. Als Hersteller der weltweit umfassendsten Palette offener Unternehmenssoftware und Hardware bietet Oracle ein vollständiges Produktportfolio an. Diskutieren Sie mit uns über die gemeinsamen Chancen, die sich aus dem Ansatz „Engineered Systems“ und „Oracle on Oracle“ ergeben. Welche Synergien können wir erfolgreich gemeinsam nutzen, um den Markt zu erobern? Nehmen Sie teil und spüren Sie die Philosphie, die von den Teilnehmern unserer Partner gelebt werden soll. Im Anschluss an den fachlichen Teil laden wir Sie herzlich zum praktischen Teil des interaktiven Austausches ein! Die Teilnahme ist ausschließlich Oracle Partnern mit einer gültigen Oracle PartnerNetwork Mitgliedschaft vorbehalten und, unter Beachtung der aktuellen Teilnahmebedingungen, kostenlos. Agenda: 15:00-17:00 Alles zu den Software- und Hardware Produktneuheiten von der Oracle OpenWorld 17:00-17:30 Um 17:00 Uhr bitten wir alle Teilnehmer und Referenten, in eine Kochschule in direkter Nähe zu gehen/zu fahren - um dort den kulinarischen Part zu erleben: gemeinsam kochen, diskutieren und essen. 17:30-22:00 Der praktischen Teil dieses Vertriebsseminars findet in einer Kochlocation direkt im Anschluss statt.(Ihre Anmeldung gilt für das Vertriebsseminar und Ihre Teilnahme am praktischen Teil, dem Kochevent) Die nächsten Termine: 08.11.2012 bei Oracle in Düsseldorf mit anschließendem Abendessen19.11.2012 bei Oracle in Berlinmit anschließendem Abendessen28.11.2012 bei Oracle in Berlinmit anschließendem Abendessen

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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