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  • What Agile Model do you use at Work?

    - by Kyle Rozendo
    I am looking to start pushing for more Agile processes to be brought into play in the work place and do my best to outlaw cowboy coding as much as possible. I understand many of the different models and am just looking to see which model has the higher uptake (or which parts of the model as well), and in what industry it is being used. Extreme Programming (XP) Adaptive Software Development (ASD) Scrum Dynamic Systems Development Model (DSDM) Crystal Feature Driven Development (FDD) Lean Software Development (LSD) Agile Modelling (AM) Agile Unified Process (AUP) Kanban If you care to add to your answer with comments about what you don't like, do like or have tried and it hadn't worked, that would also be appreciated.

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  • 3DS Max exporting too many vertexes for model

    - by Juan Pablo
    I have a sample model of a cube and a buddha downloaded from internet in 3ds format which I can load correctly into my program and view them without problem, but wanted to try and create my own model. I created a simple box mesh in 3ds max, and exported it as .3ds (Converted to mesh - export as .3ds) When inspecting the .3ds file with a hex viewer, I was expecting to see 8 vertexes and 12 faces declared (as the model I downloaded from internet). But what i found was that it listed 26 vertexes, and 12 faces! And when I try to load that file with my .3ds viewer, my parser isn't detecting the face block (0x4120), which is strange because it worked for other objects downloaded from internet. Do I have to set any special property in order to export a 3ds file with minimum vertexes and a vertex-index list?

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  • I can't figure out how to animate my loaded model with Assimp

    - by Brendan Webster
    I have loaded in a model to my C++ OpenGL game. It is a COLLADA file type that I have loaded, and I setup an animation under blender for the file. The problem is I don't know how to animate the model. The Assimp documentation didn't really help me out. Their source code didn't use animations, and I can't seem to find anywhere online that someone explains how to animate your loaded model... I'm sorta wondering if someone could link me to a helpful website, or maybe just help me out, so that maybe I will understand how to do animations with assimp.

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  • An introduction to Oracle Retail Data Model with Claudio Cavacini

    - by user801960
    In this video, Claudio Cavacini of Oracle Retail explains Oracle Retail Data Model, a solution that combines pre-built data mining, online analytical processing (OLAP) and dimensional models to deliver industry-specific metrics and insights that improve a retailers’ bottom line. Claudio shares how the Oracle Retail Data Model (ORDM) delivers retailer and market insight quickly and efficiently, allowing retailers to provide a truly multi-channel approach and subsequently an effective customer experience. The rapid implementation of ORDM results in predictable costs and timescales, giving retailers a higher return on investment. Please visit our website for further information on Oracle Retail Data Model.

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  • effect and model vertex declaration compatibility

    - by Vodácek
    I have normal model drawing code. When I try to draw model without UV coordinates I got this exception: System.InvalidOperationException: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw( Boolean bUserPrimitives, Boolean bIndexedPrimitives) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives( PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount) at Microsoft.Xna.Framework.Graphics.ModelMeshPart.Draw() at Microsoft.Xna.Framework.Graphics.ModelMesh.Draw() ... I know what cause the exception, but is possible to avoid it? Is possible to check model before drawing it with current shader for vertex declaration compatibility?

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  • Rotate 3D Model from a custom position

    - by Nipuna Silva
    I have a 3D Model like above in which i want to rotate it from a given location(pointed in red) but I can only rotate it from the middle. How can I rotate it from a custom point. Edit: I successfully able to rotate the model from the below position by getting the radius of the model and applying it to the world matrix Vector3 point = new Vector3(-radius, 0, 0); world = Matrix.CreateTranslation(-radius, 0, 0); But now I cannot change the position of the object and it always centered in middle of the screen. I think that's because i applied the above code. How can I place it anywhere I want?

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • Why doesn't light continuous on my model?

    - by nosferat
    I created a basic textured cube model with Blender to practice modeling, and then I imported it into Unity. After I put up some lighting it looks pretty ugly. The light is not continuous on a row of textured cubes: What is more odd, the light on the blocks that makes up the floor is continuous. What am I doing wrong? UPDATE This is how it looks like without textures: https://dl.dropbox.com/u/45620018/without%20textures.PNG If I would not know that these are perfect cubes, I'd say there is a slight curve on surface. I also tried lightening the texture but it also didn't help: https://dl.dropbox.com/u/45620018/lighter%20texture.PNG I just simply exported the model from Blender and did not set up any normals or things like that. However I also did not do any special woth the floor brick model.

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  • 2-components color model

    - by Cyan
    RGB is the natural color model for OpenGL. But a lot of other color models exist. For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and so on. All these models tend to share a common property : they are based on 3 components. Therefore my question is : Does it exist a 2-components color model ? I'm surprised to not find any. I was expecting something along the line of Hue+light could exist. I guess it cannot be as "complete" as a true 3-components color model, but a fine-enough approximation will be good for my usecase. The end objective is to store the 2 components into a single BC5 texture (GL_COMPRESSED_RED_GREEN_RGTC2 in OpenGL). The 3rd component requires a second fetch into a second texture, which hurts performance.

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  • How to program a cutting tool for 3D model in game

    - by Jesse S
    I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be. The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is. Any pointers in the right direction would be greatly appreciated.

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  • Having trouble's understanding NIF model file format?

    - by NoobScratcher
    I'm attempting too develop a 3rd party application to make it easy to import 3d model part's into my mod for skyrim the plan was to have a fileviewer and preview window of the nif model but since , I don't know what the NIF file format actually is or where to get the vertex data from it or the hole nine yards of parsing a text file in detail I'm at a lost what to do. I'm very good at C++ but not at this super over complicated file formats , id much prefer .obj over the nif file format specification here -- http://niftools.sourceforge.net/doc/nif/index.html If someone could help me in understanding the file format in a natural and simple way and the exact parsing needed to create the 3D Model in the frustum and a explanation on how you figured that out would be happy to know. I use cygwin , notepad++ , win32 7

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • Basic/research RTS engine/model

    - by XTF
    Does a basic/research RTS engine/model exist that can be used as a basis for further experimentation/research? I'd like to avoid reinventing the wheel if possible. I'm aware of Spring Engine and Stratagus, but those are real game engines and may not be the best to experiment with and learn from. Ideally the docs for the model would answer questions like: How exactly do units move? (constant velocity? constant acceleration? constant force?) How is pathfinding handled? Does every grid cell become an A* graph node (may be expensive)? Does it consider threats? How are groups handled? (w.r.t pathfinding and movement) How is combat handled? I'm mostly interested in the low-level model details (for now), not the graphics etc. I've read a lot of the other quesions (and answers/references) tagged RTS but I haven't found my answer yet.

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  • DDD and MVC: Difference between 'Model' and 'Entity'

    - by Nathan Loding
    I'm seriously confused about the concept of the 'Model' in MVC. Most frameworks that exist today put the Model between the Controller and the database, and the Model almost acts like a database abstraction layer. The concept of 'Fat Model Skinny Controller' is lost as the Controller starts doing more and more logic. In DDD, there is also the concept of a Domain Entity, which has a unique identity to it. As I understand it, a user is a good example of an Entity (unique userid, for instance). The Entity has a life-cycle -- it's values can change throughout the course of the action -- and then it's saved or discarded. The Entity I describe above is what I thought Model was supposed to be in MVC? How off-base am I? To clutter things more, you throw in other patterns, such as the Repository pattern (maybe putting a Service in there). It's pretty clear how the Repository would interact with an Entity -- how does it with a Model? Controllers can have multiple Models, which makes it seem like a Model is less a "database table" than it is a unique Entity. So, in very rough terms, which is better? No "Model" really ... class MyController { public function index() { $repo = new PostRepository(); $posts = $repo->findAllByDateRange('within 30 days'); foreach($posts as $post) { echo $post->Author; } } } Or this, which has a Model as the DAO? class MyController { public function index() { $model = new PostModel(); // maybe this returns a PostRepository? $posts = $model->findAllByDateRange('within 30 days'); while($posts->getNext()) { echo $posts->Post->Author; } } } Both those examples didn't even do what I was describing above. I'm clearly lost. Any input?

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  • null pointers vs. Null Object Pattern

    - by GlenH7
    Attribution: This grew out of a related P.SE question My background is in C / C++, but I have worked a fair amount in Java and am currently coding C#. Because of my C background, checking passed and returned pointers is second-hand, but I acknowledge it biases my point of view. I recently saw mention of the Null Object Pattern where the idea is than an object is always returned. Normal case returns the expected, populated object and the error case returns empty object instead of a null pointer. The premise being that the calling function will always have some sort of object to access and therefore avoid null access memory violations. So what are the pros / cons of a null check versus using the Null Object Pattern? I can see cleaner calling code with the NOP, but I can also see where it would create hidden failures that don't otherwise get raised. I would rather have my application fail hard (aka an exception) while I'm developing it than have a silent mistake escape into the wild. Can't the Null Object Pattern have similar problems as not performing a null check? Many of the objects I have worked with hold objects or containers of their own. It seems like I would have to have a special case to guarantee all of the main object's containers had empty objects of their own. Seems like this could get ugly with multiple layers of nesting.

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  • What is the use of Association, Aggregation and Composition (Encapsulation) in Classes

    - by SahilMahajanMj
    I have gone through lots of theories about what is encapsulation and the three techniques of implementing it, which are Association, Aggregation and Composition. What i found is, Encapsulation Encapsulation is the technique of making the fields in a class private and providing access to the fields via public methods. If a field is declared private, it cannot be accessed by anyone outside the class, thereby hiding the fields within the class. For this reason, encapsulation is also referred to as data hiding. Encapsulation can be described as a protective barrier that prevents the code and data being randomly accessed by other code defined outside the class. Access to the data and code is tightly controlled by an interface. The main benefit of encapsulation is the ability to modify our implemented code without breaking the code of others who use our code. With this feature Encapsulation gives maintainability, flexibility and extensibility to our code. Association Association is a relationship where all object have their own lifecycle and there is no owner. Let’s take an example of Teacher and Student. Multiple students can associate with single teacher and single student can associate with multiple teachers but there is no ownership between the objects and both have their own lifecycle. Both can create and delete independently. Aggregation Aggregation is a specialize form of Association where all object have their own lifecycle but there is ownership and child object can not belongs to another parent object. Let’s take an example of Department and teacher. A single teacher can not belongs to multiple departments, but if we delete the department teacher object will not destroy. We can think about “has-a” relationship. Composition Composition is again specialize form of Aggregation and we can call this as a “death” relationship. It is a strong type of Aggregation. Child object dose not have their lifecycle and if parent object deletes all child object will also be deleted. Let’s take again an example of relationship between House and rooms. House can contain multiple rooms there is no independent life of room and any room can not belongs to two different house if we delete the house room will automatically delete. The question is: Now these all are real world examples. I am looking for some description about how to use these techniques in actual class code. I mean what is the point for using three different techniques for encapsulation, How these techniques could be implemented and How to choose which technique is applicable at time.

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  • Validation and Error Generation when using the Data Mapper Pattern

    - by AndyPerlitch
    I am working on saving state of an object to a database using the data mapper pattern, but I am looking for suggestions/guidance on the validation and error message generation step (step 4 below). Here are the general steps as I see them for doing this: (1) The data mapper is used to get current info (assoc array) about the object in db: +=====================================================+ | person_id | name | favorite_color | age | +=====================================================+ | 1 | Andy | Green | 24 | +-----------------------------------------------------+ mapper returns associative array, eg. Person_Mapper::getPersonById($id) : $person_row = array( 'person_id' => 1, 'name' => 'Andy', 'favorite_color' => 'Green', 'age' => '24', ); (2) the Person object constructor takes this array as an argument, populating its fields. class Person { protected $person_id; protected $name; protected $favorite_color; protected $age; function __construct(array $person_row) { $this->person_id = $person_row['person_id']; $this->name = $person_row['name']; $this->favorite_color = $person_row['favorite_color']; $this->age = $person_row['age']; } // getters and setters... public function toArray() { return array( 'person_id' => $this->person_id, 'name' => $this->name, 'favorite_color' => $this->favorite_color, 'age' => $this->age, ); } } (3a) (GET request) Inputs of an HTML form that is used to change info about the person is populated using Person::getters <form> <input type="text" name="name" value="<?=$person->getName()?>" /> <input type="text" name="favorite_color" value="<?=$person->getFavColor()?>" /> <input type="text" name="age" value="<?=$person->getAge()?>" /> </form> (3b) (POST request) Person object is altered with the POST data using Person::setters $person->setName($_POST['name']); $person->setFavColor($_POST['favorite_color']); $person->setAge($_POST['age']); *(4) Validation and error message generation on a per-field basis - Should this take place in the person object or the person mapper object? - Should data be validated BEFORE being placed into fields of the person object? (5) Data mapper saves the person object (updates row in the database): $person_mapper->savePerson($person); // the savePerson method uses $person->toArray() // to get data in a more digestible format for the // db gateway used by person_mapper Any guidance, suggestions, criticism, or name-calling would be greatly appreciated.

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  • iphone Rendering 3-D Object rendering

    - by Yoon Lee
    Hello, I'm a beginner 3-D Quartz thing but knows how to create application. I was looking over sample of GLGravity Source code given by apple today, I was wondering teapot.h file contains all contents of array file such as indices, vertices. Do you guys think this code has been provided by human or, program? if it so, any auto generate program exist written in c based? (cause teapot.h seemed to me obvious native c code) thanks.

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  • Object Oriented Design Questions

    - by Robert
    Hello there. I am going to develop a Tic-Tac-Toe game using Java(or maybe other OO Languages).Now I have a picture in my mind about the general design. Interface: Player ,then I will be able to implement a couple of Player classes,based on how I want the opponent to be,for example,random player,intelligent player. Classes: Board class,with a two-dimensional array of integers,0 indicates open,1 indicates me,-1 indicates opponent.The evaluation function will be in here as well,to return the next best move based on the current board arrangement and whose turn it is. Refree class,which will create instance of the Board and two player instances,then get the game begin. This is a rough idea of my OO design,could anybody give me any critiques please,I find this is really beneficial,thank you very much.

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  • Class Design - Returning a List<Object> From <Object>

    - by Mike
    Given a simple class: public class Person { public string FirstName; public string LastName; public string GetFullName() { return FirstName + LastName; } } The user of this class will populate a List<Person> object by reading an Xml file or some other data source. Should the logic for populating the List be in the Person class or should it just remain in the calling class? In other words, should there be a public List<Persons> GetPersons() method in the Person class or in the calling class? Or should the data accessor be in another class altogether? I know this is a rather simplistic question but I'm just curious how others typically do it.

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  • Object.Watch with disabled attribute

    - by Benjamin Fleming
    <html> <head> <script type="text/javascript"> window.onload = function() { var btn = document.getElementById("button"); var tog = document.getElementById("toggle"); tog.onclick = function() { if(btn.disabled) { btn.disabled = false; } else { btn.disabled = true; } }; //btn.watch("disabled", function(prop, val, newval) { }); }; </script> </head> <body> <input type="button" value="Button" id="button" /> <input type="button" value="Toggle" id="toggle" /> </body> </html> If you test this code, the Toggle button will successfully enable and disable the other button. However, un-commenting the btn.watch() line will somehow always set the disabled tag to true. Any ideas?

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  • WPF ComboBox Object Binding - not updating DataContext Object

    - by Jaysen
    Hello, I have the following scenario: 1 class called 'Widget' with the properties: ID, Code, Description 1 class called 'MyWidget' with a property: m_Widget As Widget 1 ComboBox The ComboBox has a List(Of Widget) set as the ItemSource. I create an instance of 'MyWidget' named MyWidget1 and I set the property values of the m_Widget to match one of the items in the 'ComboBox List(Of Widget)'. I then set the DataContext of the ComboBox to MyWidget1.Widget. When I change the ComboBox selected item, only the ID property of 'MyWidget1.Widget' gets updated... How do I get the object 'Widget' on 'MyWidget1' to be updated instead of just 'MyWidget1.Widget.ID'? Here is a link to a sample project demonstrating this scenario: http://www.webpersona.com/ObjectBinding.zip Thanks in advance for any help :)

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  • How to determine whether a dependency object implements a given dependency property (C# / WPF)

    - by Tim Coulter
    I am working with the classes in the System.Windows.Documents namespace, trying to write some generic code that will conditionally set the value of certain dependency properties, depending on whether these properties exist on a given class. For example, the following method assigns an arbitrary value to the Padding property of the passed FrameworkContentElement: void SetElementPadding(FrameworkContentElement element) { element.SetValue(Block.PaddingProperty, new Thickness(155d)); } However, not all concrete implementations of FrameworkContentElement have a Padding property (Paragraph does but Span does not) so I would expect the property assignment to succeed for types that implement this property and to be silently ignored for types that do not. But it seems that the above property assignment succeeds for instances of all derivatives of FrameworkContentElement, regardless of whether they implement the Padding property. I make this assumption because I have always been able to read back the assigned value. I assume there is some flaw in the way I am assigning property values. What should I do to ensure that a given dependency property assignment is ignored by classes that do not implement that property? Many thanks for your advice. Tim

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