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  • Best Persistence choice for J2EE-App with frequently changing Data Model

    - by Ben-G
    Whenever I develop a J2EE-Application, I at some point decide to switch from my dummy Persistence (Simply Using Lists and other Data Structures) to some Sort of Database Persistence. Mostly when I hope the Data Model is more or less complete. From this point on, changes to the data model become exhausting, but unluckily they occur rather often. I've used different Object-Relational-Mappers (iBatis, Hibernate) for my projects. They definitely reduce the pain coming with Data Model changes, but they anyway let me adjust code/configuration at 3 or 4 places for every single change. To me, that's cumbersome and error prone. I made a better experience with DB4O, which simply persists Java Objects as they are, but I believe it's performance does not scale for huge applications. Is there anyway to maintain performance while letting out all the ugly configuration work? I'm seeking a performant framework which really hides persistence from my code. Wish for thinking? Or am I missing out THE technology? Hope you can help.

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  • How can I get six Xbox controllers to provide input to an HTML5 game?

    - by Daniel X Moore
    I'm creating a six player HTML 5 game designed to be played locally (Red Ice). I've previous set up handling 7 Wiimotes using something along the lines of Joy2Key to map each input for each player to a separate keyboard key, but Wiimotes are pretty hard on the hands for these types of games and not very ergonomic so I thought I'd try and get Xbox controller support. I don't believe that any simple key mapping solution will work due to the nature of the directional stick. My inclination is that this will require a browser plugin and if so I'd prefer to write the plugin for Google Chrome. How do I create a Chrome browser plugin to handle multiple Xbox controllers or is there some other way? Please do not answer this question saying it can't be done, because it absolutely can. EDIT: I don't believe any keymapping/mouse simulating solution will work unless it can reliably distinguish six axis of inputs, one per player.

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  • Verification of UML Class Diagram

    - by Jean Carlos Suárez Marranzini
    This is my UML Class Diagram made in Astah Community, for a tennis scoreboard game. Here's a link to the image (I don't have enough rep to post images): http://i47.tinypic.com/2lsxx90.png Points are calculated based on moves. Moves can be either points (for the player's advantage) or errors (for the opponent's advantage). The Time Machine allows you to travel to previous game states (expressed as scoreboards). The storage component should be able to store matches independently of the serialization format. The serializers and deserializers should be able to do their job regardless of where the storage lies. The GameEngine should be able to apply the rules of the game regardless of the particularities of the game (hence, dependency injection through the Settings class). The outcomes of games, sets and matches should be deducible based on the points and the rules to apply (the logic implementations are there to provide the rules). Could you please verify my design and tell me if there's anything wrong with it? Thanks in advance.

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  • USB driver problems (Windows 8.1)

    - by HelloWorld
    Every time I turn on my laptop the USB ports don't work and the drivers have an error. In order to fix this I'm forced to start the Device Manager, uninstall all the USB drivers, open the Control Panel, click Find and fix problems (under System and Security), click Configure a device (under Hardware and Sound) and then when that window pops up just hit Next until I can see my USB drivers reinstalled and working in the Device Manager window under Universal Serial Bus controllers. I found this way to fix it but I would like a permanent solution so that I don't have to do this every time I turn on the machine. Any ideas? When I bought the machine it had Window 7 installed but I later upgraded it to Windows 8.0 and then 8.1 after that.

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  • XP Mode as a server, Win 7 as a client

    - by Spyro
    I have two virtual machines (XP Mode). They are connected to each other by a network setting - Internal Network. It is the only working setting. This is the only way I got two virtual XP to ping each other. Now I want to connect each of them from the application that runs on Windows 7 which is hosting both virtual machines, but I can't do that. The firewall on both XP-Mode machines is disabled. Any other networking setting added as additional adapter on Xp-Mode machine does not allow me to connect from Windows 7. So my question is this - how to enable connection from Windows 7 application to XP mode application (client - server)? Point 2 (pass message) work perfectly because of the "internal network" setting. The problem is point 1 and 3.

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  • Why is autologon in Windows 7 a security risk

    - by Phenom
    If I set my Windows 7 account to automatically logon so I don't have to type a password, and I don't have to click my username on the logon screen, I heard it's a security risk. From Windows 7 Auto Login: Although I don’t personally recommend this, there are some people out there who don’t want to bother with using a password to protect their Windows user account. Of course, using a password in Windows isn’t required, only suggested. But even if you don’t fill one in, you still have to click your user icon to start the login process. An easier way - although again much less secure - is to enable auto-logins for your Windows PC. This is possible in Windows 7, as it was in prior versions, but it takes a little finagling to do so. (And for good reason, darn it.) What is risky about it besides people being able to logon locally? Does it make it easier for hackers to logon remoately?

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  • How to begin in Game Development? [closed]

    - by Bladimir Ruiz
    It's been a while since I decide to get into game dev, but, there are so many ways to make a game, that i dont know where to begin, I got unity 3d license for PC/Android/Ios for free, but i Also got XNA dev tool, ALSO have CoronaSDK.. But I dont Know wich one to use. Till' now all i want is to make a Sidecroller lime Super Mario Bros, Just for start later on, i will like to make diferent games. In the future i would like to work in the game industry which tools will be the best to Start in that "Dream"?

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  • How do I access shared folders on Ubuntu server from Mac OS?

    - by Stephen
    I have an old dell desktop running ubuntu 11.04, I also have samba installed on it. I'm trying to access the shared folders on the Ubuntu machine from my Mac, so I go into 'Finder', click on 'Go' and 'Connect to Server'. I type in the ip address of the ubuntu machine smb://xxx.xxx.x.xx and click connect, I can then see the list of shared folders from the ubuntu machine so I know its making a connection. But when I access the 'Music' folder I get an error message stating: There was an error connecting to the server "xxx.xxx.x.xx". Check the server name or IP address, and try again. Any thoughts anyone ? EDIT I have a external hard drive attached to the server, and the folders I'm trying to access are located on that external hard drive. The location of the folder is /media/HD-CELU2/test, so I think the path from Finder should be smb://xxx.xxx.x.xx/media/HD-CELU2/test, but having tested this, I'm still not getting in. P.S. I'm using Samba as I have a Windows machine on my home network as well.

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  • WICD Network Manager does'nt work in 13.10

    - by Jayakumar J
    I am currently making use of a Wired Broadband, where in the default Network Manager though shows that the Auto Ethernet is connected, I was unable to browse through any websites in the browser. I had to disconnect & connect the Auto Ethernet several times in the Network Manager or restart Ubuntu to get it fixed. But following these steps is quiet annoying as this issue happens very frequently. I browsed through the internet and got to know that WICD Network Manager fixes this issue. Earlier I have been using Ubuntu 12.04 where the same issue was fixed by making use of WCID Network Manager. Recently I upgraded to 13.10 and as I got the same network issue in default Network Manager, I have installed WICD Network Manager but when I try to open WCID, I get an alert message saying, "Could not connect to wicd's D-Bus interface. Check the wicd log for error messages." When I click on OK, I get the same message again and when I click on OK again I get the following message, "Error connecting to wicd service via D-Bus.Please ensure the wicd service is running." Any help to fix this issue is greatly appreciated as this issue was annoying me since I installed 13.10

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  • Windows Live Mail doesn't respond to clicking Allow Sender

    - by Karel
    This is a problem that I experience for a couple of years now.. I'm having the latest version of Windows Live Mail. The overall behavior works just fine, but when I want to click 'Allow Sender' in the yellow bar above my e-mail, the text button does nothing. My mouse pointer turns into a finger hand, but the click event does nothing.. Sometimes with other e-mails, the button works and the yellow bar dissappears.. I have also experienced this in previous versions of Windows Live Mail.. Does anybody know what it could be..

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  • Installing VS2010 components with SP1 beta

    - by Jesus Rodriguez
    Hello, I hope this is the place for this kind of question. I have VS2010 ult with the Service Pack 1 beta installed. I want to play with F# and I need to install it. The problem is that because I have the SP1 installed, the VS DVD can't install the F# compiler. I click on add new feature, I click on F#, the installer says: "A selected drive is not longer valid. Please review your installation path settings before continuing with setup." Of course the path is correct and I can't change it anyway... I think that problem is because I have the SP1. I had the same problem in the past with VS2008 + SP1. What can I do? Uninstalling VS2010 is not an option, it take ages. Thank you.

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  • Game Sound Effects Availability

    - by Ben
    Is there a need in the community for affordable game-focused sound effect packs? I am considering putting together some effects specifically geared toward games and indie developers that desire to get a working prototype quickly off the ground. Is there a need for this, or is there another standard "go-to" spot for this kind of thing? I want to offer value to the community but wanted to assess the need first. If anyone has thoughts, insight, or personal opinions on this I would love to hear it!

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  • Forwarding a subdomain to main domain using Godaddy

    - by Ryan Hayes
    I have current blog, which was hosted on Tumblr at http://blog.ryanhayes.net. I'm moving it over to http://ryanhayes.net, and have all the 301 redirects set up for the blog entries to map to my new blog, which is hosted using Godaddy (domain included). When I try to set up a subdomain forward, I'm greeted with a nice 403 Forbidden response (as of this writing, you can see it at http://blog.ryanhayes.net. When I try to ping both the subdomain and domain, they point to the same IP address, so I know blog subdomain has at least switched over to point to the same content. I don't really understand why I would get a 403 Forbidden on the same content that I can see perfectly fine via another domain. Currently, I have a CNAME of blog pointing to @, which is how "www" is set up to forward, so I'm assuming it would do the same thing. My question is what is the proper way to set up my DNS to make the blog subdomain forward to my main domain (301) using the GoDaddy DNS manager? Bonus: What is the background on why I am getting a 403 error the current way? Forbidden You don't have permission to access / on this server. Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request. UPDATE 12/7/2010 Error on site has been fixed, you can no longer view it from my site.

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  • SharePoint 2010 and Windows Server Backup

    - by Enrique Lima
    A couple of months ago, a friend found a bit of information on TechNet that has proven to be quite useful. See, I am of the opinion SharePoint allows for smaller deployments to be made, and with that said, I am talking about SharePoint Foundation 2010 being used for the most part. But truly the point here is not to discuss whether or not a deployment of SharePoint Foundation 2010 or SharePoint Server 2010 is right or not.  The fact is they do take place and happen.  And information will reside there. Now, the point of this post is to raise awareness on options available for companies that have implemented it and maybe are a bit “iffy” on how to protect the information being placed in libraries and lists.  In many cases I have found SharePoint comes first and business continuity becomes an afterthought.  The documentation piece from TechNet states: “You can register SharePoint Server 2010 with Windows Server Backup by using the stsadm.exe -o -registerwsswriter operation to configure the Volume Shadow Copy Service (VSS) writer for SharePoint Server. Windows Server Backup then includes SharePoint Server 2010 in server-wide backups. When you restore from a Windows Server backup, you can select Microsoft SharePoint Foundation (no matter which version of SharePoint 2010 Products is installed), and all components reported by the VSS writer forSharePoint Server 2010 on that server at the time of the backup will be restored. Windows Server Backup is recommended only for use with for single-server deployments.” Even in the event of single-server deployments you will have options to safeguard your data. The process will require that after you have executed the stsadm command above, you will then use Windows Server Backup to do a Full Server Backup.  Then when the restore operation is needed you will be able to select specifically the section that has the SharePoint technologies backup. The restore process: Hope you find this to be a helpful post.  I have found this to be specially handy in SharePoint deployments that are part of a Team Foundation Server deployment and that are isolated from any other SharePoint farm and such.   Credits:  Sean McDonough for passing along the information available on TechNet.

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  • How can I move my partition in GParted?

    - by reprogrammer
    The following is a screenshot of GParted run on my system. There is a small unallocated space at the beginning of the list. This 1 MiB space is kind of annoying and I'd like to merge with any other partition except /dev/sda1, /dev/sda6 and /dev/sda4. When I right click on the unallocated partition, the only available operation is "New". And, if I click on "New", I get the following error message. It is not possible to create more than 4 primary partitions Any ideas of how to go about merging the small unallocated space with other partitions?

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • ubiquity automatic install stops at keyboard layout chooser

    - by badgerhill
    i am trying to automate an ubuntu (12.04.1 64bit) installation using ubiquity & preseed on a desktop live cd. it almost works fine. i edited the txt.cfg and added label unattended menu label ^Unattended installation kernel /casper/vmlinuz append file=/cdrom/preseed/custom.seed boot=casper initrd=/casper/initrd.lz quiet splash noprompt -- this is my custom.seed file the problem is that, the installer shows the keyboard layout chooser and i have to click next. the correct language & keyboard layout (german) are already preselected. what am i missing, or what's wrong in my custom.seed file, to automate the next click? thomas

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  • ubiquity automatic install stops at keyboard layout chooser

    - by badgerhill
    I am trying to automate an Ubuntu (12.04.1 64bit) installation using ubiquity & preseed on a desktop live cd. It almost works fine. I edited the txt.cfg and added label unattended menu label ^Unattended installation kernel /casper/vmlinuz append file=/cdrom/preseed/custom.seed boot=casper initrd=/casper/initrd.lz quiet splash noprompt -- This is my custom.seed file The problem is that the installer shows the keyboard layout chooser and I have to click next. The correct language & keyboard layout (german) are already preselected. What am I missing, or what's wrong in my custom.seed file, to automate the next click?

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  • Software installed on root partition or on home partition

    - by Tim
    I am planning to install some big softwares such as Matlab (4GB), Mathematica (4GB) on my Ubuntu partitions. I was wondering if I installed them on my home partition, when I reinstall Ubuntu without touching the home partition, will the softwares still be runnable after reinstallation? what are the advantage and disadvantages of installing softwares on root partition and of on home partition? with your answer to the previous questions, what are some reasonable plans for the sizes of root partition and of home partition? Note that I would like to learn programming in C, C++, Java, Python, Lisp, databases under both Ubuntu and Windows, and no games. My laptop has around 230 GB, where I plan to install both Windows and Ubuntu, and reserve 40 GB for Ubuntu (three partitions: swap, root and home), 110 GB for NTFS partition shared between the two OSes, 70 GB for Windows OS partition, and 10 GB that can be added to any of the above partitions. I will change my plan according to your suggestions. Thanks and regards!

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  • How can I create and add a new slide type to the New Slide menu in PowerPoint?

    - by ObligatoryMoniker
    On the Home ribbon in Power Point 2007 there is a new slide button with an arrow that shows you various types of slides that you can add to your presentation: Title Slide, Title and Content, Comparison, Title Only, etc. I want to design a new type of slide that has 4 content areas instead of two and then be able to add new slides of this type using the new slide menu. I know that I can add new Power Point templates but that would require me to start a new presentation with my custom slide type in it and the copy and paste that slide into the current presentation that I am already working on. How can I create a new slide type and then add it to the menu so that I can quickly create new slides of my new 4 content area slide type?

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  • Is there a global "low resolution" filter for OpenGL?

    - by Ian Henry
    I'm trying to learn a little about OpenGL, so I'm making a simple 2D game (with OpenTK), and so far it's coming along well. I thought it would be fun to give it that, for lack of a better word, retropixelated look of games from the early nineties. I figured it would be an easy thing to do -- simply draw everything at half its normal size and scale up with no anti-aliasing. But I can't find any resources on how to do this. I can set the min/mag filters of my textures to nearest and that works fine for my sprites, but I'm using lots of primitives and I'd like the effect to apply to them as well. The one idea I had was to draw everything at half size, then somehow copy the render buffer to a texture, then render that texture full-size, but I don't know how to do that, and it seems like there must be a better way. Can anyone help me out?

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  • How to Quickly Check If Your Computer Can Run a PC Game

    - by Chris Hoffman
    PC gaming isn’t quite as simple as console gaming. If you have a laptop with weak graphics hardware or an older PC, it’s important to check whether your computer can support a game before you spend your hard-earned cash. Gamers don’t have to upgrade their hardware as often as they used to. Even a gaming PC built years ago should be able to handle the newest games just fine. Laptops not build for gaming and older PCs are a different matter.    

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  • Cyclic Dependencies.

    - by PhilCK
    Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided. I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies. // Foo #include <Bar.hpp> class Foo { bar& m_bar; }; and // Bar class Foo; class Bar { Foo* m_foo; }; I do this alot in Ruby, but dynamic languages are more forgiving in this instance, where as static ones, not so much.

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  • Manager Self Service at your Fingertips

    - by Elaine Clement
    Last week we released new and improved Manager Self Service capabilities in PeopleSoft HCM 9.1. We delivered a new Manager Dashboard, streamlined many Manager Self Service transactions, provided new Pivot Grid capabilities, and implemented one-click Related Actions accessible from multiple places – all with the goal of improving every Manager’s self service experience. Manager Dashboard These new capabilities have the potential to significantly impact an organization’s bottom line, and here is why. Increased Efficiency The Manager Dashboard provides a ‘one-stop shop’ for your Managers with all of the key data they need consolidated into a single view. Alerts notifying managers of important tasks are immediately viewable and actionable. Administrators can configure the dashboard to include the most important pagelets needed for their organization, and Managers can personalize it to fit within their personal way of conducting their tasks. The Related Actions feature further improves the ease with which Managers get their work done by providing one-click access to Manager Self Service transactions.  Increased Job Satisfaction The streamlined Manager transactions, related actions, and the new Manager Dashboard provide an enhanced user experience. Managers are able to quickly get in, get the information they need, complete their transactions, and get out. Managers can spend their time focusing on getting the business results they need instead of their day to day HR tasks. Enhanced Decision Support Administrators can ensure the information and analytics they want their Managers to use are available from the Manager Dashboard, establishing best business practices. Additional pivot grids relevant to your own organization can be added to the Manager Dashboard. With this easy access to the relevant information in an easily understood format, Managers can make the right business decisions needed to improve their team and their team’s productivity. For more details on the Manager Dashboard and some of the other newly posted features, such as a new Talent Summary, check out this video and others: Oracle PeopleSoft Webcasts

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  • 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!

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