Search Results

Search found 64047 results on 2562 pages for 'oracle application architecture'.

Page 315/2562 | < Previous Page | 311 312 313 314 315 316 317 318 319 320 321 322  | Next Page >

  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

    Read the article

  • Silverlight TV 24: eBays Silverlight 4 Simple Lister Application

    John grabs a few minutes with Dave Wolf of Cynergy to talk about the eBay Simple Lister application, one of the first publicly available Silverlight 4 out of browser applications. Dave discusses the process of how designing and developing the Silverlight 4 application was simplified using SketchFlow, Blend, and Visual Studio tools. The application is pretty slick, and you can check it out now via the link below! Relevant links: John's Blog and on Twitter (@john_papa) Cynergy Get the...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Technical Presentation: State of the LDom @ 3.1

    - by uwes
    Announcing a new technical presentation covering Oracle VM for SPARC on eSTEP portal. For those of you, who want to have a brief technical overview to OVM for SPARC (aka LDOMs) have a look into Stefan Hinker´s just finished presentation. Based on the current 3.1 release, Stefan covers the following topics: LDoms – Basics of the SPARC Hypervisor Partitioned Hardware – Virtualized PCIe Virtual IO Domain Configurations & Recommendations Management The presentation can be downloaded from eSTEP portal. URL: http://launch.oracle.com/ PIN: eSTEP_2011 The material can be found under tab eSTEP Download.

    Read the article

  • New VS2012 Book: Pro Application Lifecycle Management with Visual Studio 2012

    - by Jakob Ehn
    During the spring/summer I have been involved with reviewing a new book about Visual Studio 2012 ALM from Apress called “Pro Application Lifecycle Management with Visual Studio 2012” The book is written by a fellow Visual Studio ALM MVP Mathias Olausson and his colleague Joachim Rossberg. It is a very comprehensive book that covers both all aspects of ALM in general and also how to implement these practices with Visual Studio 2012. The book also has several chapters dedicated to measuring your improvements by using ALM assessments and metrics. Read more about the book here on Mathias blog: http://msmvps.com/blogs/molausson/archive/2012/07/17/book-project-pro-application-lifecycle-management-with-visual-studio-2012-completed.aspx You can pre-order the book here at Amazon: http://www.amazon.com/Application-Lifecycle-Management-Visual-Professional/dp/1430243449/ Check it out!

    Read the article

  • Working on someone else's code

    - by Xavi Valero
    I have hardly a year's experience in coding. After I started working, most of the time I would be working on someone else's code, either adding new features over the existing ones or modifying the existing features. The guy who has written the actual code doesn't work in my company any more. I am having a hard time understanding his code and doing my tasks. Whenever I tried modifying the code, I have in some way messed with the working features. What all should I keep in mind, while working over someone else's code?

    Read the article

  • How do you develop web applications? [closed]

    - by ck3g
    How do you and/or your team develop your web applications? Language, framework or platform doesn't matter. I would like to know about the structure of your environment. For example: Using IDE on workstation and project files on remote host accessing via sftp. Files are saved instantly on remote host; All files are local and are uploaded on remote host during saving; Files are local, web server is running on local computer and is tested at local host. etc. You could write down also about the benefits of your approach, this will be useful for me. Thanks upd: Here must be a question and here it is: which is the best approach by your opinion?

    Read the article

  • How to apply Data Oriented Design with Object Oriented Programming?

    - by Pombal
    I've read lots of articles about Data Oriented Design (DOD) and I understand it but I can't design an Object Oriented Programming (OOP) system with DOD in mind, I think my OOP education is blocking me. How should I think to mix the two? The objective is to have a nice OOP interface while using DOD behind the scenes. I saw this too but didn't help much: http://stackoverflow.com/questions/3872354/how-to-apply-dop-and-keep-a-nice-user-interface

    Read the article

  • What is involved for a simple UDP game?

    - by acidzombie24
    I once tried to write a simple game with UDP in a week as a throwaway test. It went horribly. I threw it away early. The main problem i had was restoring the game state of all players/enemies/objects to an old state and fast forward the game to the point of time the player is playing (ie half a second before a jump. A little early or late can make the player miss the jump) Maybe this method is not the easiest way? i suspect it to be but i designed it wrong from the beginning and realized at the end of 2nd day. (so i didnt learn too much or wasted that much time) For myself and others, What is involved for a simple UDP game and how do i write one? Or how do i solve the prediction problem restoring to state properly. I'll mark this as CW bc i know there will be lots of helpful answers.

    Read the article

  • Mise à jour disponible de la tarification et des meilleures pratiques partenaire

    - by swalker
    Cliquez ici pour accéder à la mise à jour des meilleures pratiques partenaire du 25 octobre 2011 * (PDF) Que contient la mise à jour de la tarification et des meilleures pratiques partenaire du 25 octobre ? Tarification et licence Exalogic and SPARC SuperCluster Update Oracle Mise à jour concernant les technologies Mise à jour concernant Oracle Fusion Applications Mise à jour concernant le service Oracle Fusion Cloud Mise à jour concernant Oracle Application Integration Architecture Mise à jour concernant les applications Siebel CRM Mise à jour concernant Oracle CRM On Demand Mise à jour concernant Business Process Outsourcing Nonobstant toute disposition contraire des contrats de distribution des partenaires, les devis valides existants émis par des partenaires à l'intention d'utilisateurs finaux avant le 1er septembre 2011, et qui sont affectés par la mise à jour de la tarification et des conditions de licence du 25 octobre 2011 restent valables et les commandes passées par des partenaires en vertu de ces devis seront honorées jusqu'au 30 novembre 2011. Les devis émis par des partenaires à l'intention d'utilisateurs finaux en date du ou après le 1er septembre 2011 sont soumis aux conditions générales des contrats de distribution des partenaires. Que devez-vous faire ? Rendez-vous régulièrement sur la page des Mises à jour de la tarification et des meilleures pratiques partenaire du portail OPN pour en savoir plus sur ces mises à jour, connaître les derniers tarifs, conditions de licence et meilleures pratiques partenaire et accéder aux ressources applicables. Informations complémentaires Pour accéder aux mises à jour de la tarification et des meilleures pratiques partenaire et aux archives de toutes les mises à jour de la tarification et des meilleures pratiques partenaire, cliquez ici. * Oracle Confidentiel : Les informations contenues dans cette communication s'adressent aux membres du programme Oracle PartnerNetwork. Ces informations sont des informations confidentielles Oracle et ne peuvent être utilisées que dans le cadre de la distribution ou de l'implémentation par vos soins de produits ou services Oracle à des utilisateurs finaux ou à des partenaires Oracle agréés.

    Read the article

  • Get entities ids from two similar collections using one method

    - by Patryk Roszczyniala
    I've got two lists: List<Integer, ZooEntity> zoos; List<Integer, List<ZooEntity>> groupOfZoos; These operations will return collections of values: Collection<ZooEntity> cz = zoos.values(); Collection<List<ZooEntity>> czList = groupOfZoos.values(); What I want to achieve is to get list of all zoo ids. List<Integer> zooIds = cz ids + czList ids; Of course I can create two methods to do what I want: public List<Integer> getIdsFromFlatList(Collection<ZooEntity> list) { List<Integer> ids = new ArrayList<Integer>(); for (ZooEntity z : list) { ids.add(z.getId()); } return ids; } public List<Integer> getIdsFromNestedList(Collection<List<ZooEntity>> list) { List<Integer> ids = new ArrayList<Integer>(); for (List<ZooEntity> zList : list) { for (ZooEntity z : zList) { ids.add(z.getId()); } } return ids; } As you can see those two methods are very similar and here is my question: Is it good to create one method (for example using generics) which will get ids from those two lists (zoos and groupOfZoos). If yes how it should look like? If no what is the best solution? BTW. This is only the example. I've got very similar problem at job and I want to do it in preety way (I can't change enities, I can change only getIds...() methods).

    Read the article

  • What is enterprise software, exactly?

    - by good_computer
    I don't understand the difference between "normal" software and enterprise software. Even after reading these... "Enterprise Software" on Wikipedia "Enterprise Software Is Sexy Again" on Techcrunch "The Great Enterprise Software Swindle" on Coding Horror I can't really wrap my head around the real differences. Is there any difference at all between the two? Why do people say enterprise software sucks?

    Read the article

  • Fun with Facets: Hipmunk UX useful facets that make me smile #search #endeca #UX #hipmunk

    - by ultan o'broin
    Just love the Hipmunk (for Business) UI facets for discovering information. You can filter by Agony, Spite, or Vice! Agony and Spite facets on Hipmunk.com Vice facet on Hipmunk for Mobile Seems like a reasonable balance given that all you can do with business travel sometimes is just laugh about it! I first came to hipmunk.com through a paper presented by Oracle Fusion User Experience Advocate (or FXA) Sten Vesterli (@stenvesterli) at an Oracle Usability Advisory Board meeting in Geneva earlier in 2012. Nice! And there are lots of other powerful and edgy UX features in the solution too (Gmail calendar integration, contextual actions dialog box, and so on). I'll be using Hipmunk as an example of great UX too, shortly. If you want to mention the funky side of UIs or anything referenced by me, then acknowledge the source.

    Read the article

  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

    Read the article

  • Cloud Control 12c: Verteilen von beliebiger Software mit Deployment Prozeduren

    - by Ralf Durben (DBA Community)
    Mit dem Lifecycle Management Pack von Oracle Enterprise Manager Cloud Control 12c können Sie Software aus der grafischen Konsole heraus auf Zielsysteme verteilen und installieren, also provisionieren. Dieses funktioniert für viele Oracle Produkte in einer vorgefertigen Form unter Verwendung von Deployment Prozeduren, die als eine Art Spezialformat für Provisionierungsskripte angesehen werden können. Dabei können die vorgefertigten Deployment Prozeduren direkt oder für die eigenen Bedürfnisse modifiziert verwendet werden. Sie können diese Technik jedoch auch für die Provisionierung beliebiger Software nutzen, indem Sie eigene Deployment Prozeduren erstellen. Als einfaches Beispiel einer solchen Provisionierung soll in diesem Tipp das Verteilen einer ZIP-Datei mit anschliessendem Auspacken betrachtet werden. Bewusst wird in diesem Tipp versucht, das Beispiel einfach zu halten, um einen leichten Einstieg zu ermöglichen. Dieser Tipp zeigt Ihnen, wie Sie eine ZIP-Datei mit einer selbstgeschriebenen Deployment Prozedur provisionieren können.

    Read the article

  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

    Read the article

  • What modern design pattern / software engineering books for Java SE 6 do you recommend ?

    - by Scott Davies
    Hi, I am very familiar with Java 6 SE language features and am now looking for modern books that cover design patterns in Java for beginners as well as software engineering books that discuss architectures, algorithms and best practices in Java coding (sort of like the Effective C# books). I am aware of the classic GoF design patterns book, however, I'd like a more modern reference that takes advantage of the features of Java 6 SE. What books would you recommend ? Thanks, Scott

    Read the article

  • What is the most effective way to add functionality to unfamiliar, structurally unsound code?

    - by Coder
    This is probably something everyone has to face during the development sooner or later. You have an existing code written by someone else, and you have to extend it to work under new requirements. Sometimes it's simple, but sometimes the modules have medium to high coupling and medium to low cohesion, so the moment you start touching anything, everything breaks. And you don't feel that it's fixed correctly when you get the new and old scenarios working again. One approach would be to write tests, but in reality, in all cases I've seen, that was pretty much impossible (reliance on GUI, missing specifications, threading, complex dependencies and hierarchies, deadlines, etc). So everything sort of falls back to good ol' cowboy coding approach. But I refuse to believe there is no other systematic way that would make everything easier. Does anyone know a better approach, or the name of the methodology that should be used in such cases?

    Read the article

  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

    Read the article

  • OPN Exchange @ OpenWorld - General Sessions on Sunday, 30. September 15:30 - 16:30 PDT

    - by rituchhibber
    Are you building your personal conference schedule already? Exclusively to partners who registered for the OPN Exchange program. Add the OPN Exchange General Sessions to your agenda, now adding up to total 49 OPN Exchange sessions throughout the week. If you have registered for Oracle OpenWorld and would like to attend these 49 partner-dedicated sessions, just add OPN Exchange to your registration* for just $100 by 28. September 2012. *Note: Upgrades available to all conference passes, except Discover and Exhibitor Staff pass holders. For Discover and Exhibitor Staff pass holders, please contact the Oracle OpenWorld Registration Team at: Tel: +1.650.226.0812 (International) Monday through Friday, 6:00 a.m. to 6:00 p.m. (Pacific time) or by Email at [email protected]

    Read the article

  • GameState management hierarchical FSM vs stack based FSM

    - by user8363
    I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be able to pop-up an ingame menu and when that happens the main screen must stop updating (the game is paused) but must still be visible in the background. However when I open an inventory pop-up the main screen must be visible and continue updating etc. I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?

    Read the article

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

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

    Read the article

  • ArchBeat Link-o-Rama for October 22, 2013

    - by OTN ArchBeat
    The road ahead for WebLogic 12c | Edwin Biemond Oracle ACE Edwin Biemond shares his thoughts on announced new features in Oracle WebLogic 12.1.3 & 12.1.4 and compares those upcoming releases to Oracle WebLogic 12.1.2. Oracle BI Apps 11.1.1.7.1 – GoldenGate Integration - Part 2: Setup and Configuration | Michael Rainey Michael Rainey continues his series with another technical article for you GoldenGate fans. There's A Virtual Developer Day in Your Future Have you experienced OTN VDD? Relax, it's not something that requires medical attention. But an OTN Virtual Developer Day event will enlarge your brain with hands-on information on Oracle technologies. Upcoming events will cover Oracle WebLogic and Coherence (Nov 5) and Oracle ADF (Nov 19). My Summary of Oracle Open World 2013 | Luis Weir SOA/Middleware specialist Luis Weir's first trip to Oracle OpenWorld was what you might call a total immersion experience. His blog post includes details about what kept him very, very busy during his OOW13 experience. Live Blog: Book Review of Building Modular Cloud Apps with OSGi by Bert Ertman and Paul Bakker | Lucas Jellema This interesting post from Oracle ACE Director Lucas Jellema is a work in progress. He's updating as he goes. Check it out. Thought for the Day padding-left: 20px; padding-right: 20px;"> "In the information age, you don't teach philosophy as they did after feudalism. You perform it. If Aristotle were alive today he'd have a talk show." — Timothy Leary, American psychologist and writer (October 22, 1920 – May 31, 1996) Source: brainyquote.com

    Read the article

  • How does flash store (represent) movieclips and sprites?

    - by humbleBee
    When we draw any object in flash and convert it into a movieclip or a sprite, how is it stored or represented in flash. I know in vector art it is stored or represented as line segments using formulae. Is there any way to get the vertices of the shape that was drawn? For example, lets say a simple rectangle is drawn and is converted to a movieclip. Is there anyway to obtain the vertices and the line segments from the sprite? So that its shape is obtained. Enough information should be obtained so that the shape can be replicated. That's the key - replication. In simple terms, where does flash store information about a shape that has been drawn so that we can obtain it and attempt to replicate the shape ourselves?

    Read the article

  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

    Read the article

< Previous Page | 311 312 313 314 315 316 317 318 319 320 321 322  | Next Page >