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  • UML Receptions and AcceptEventActions

    - by Silli
    What shall be the relationship between the receptions of a class (was classifier before Aadaam correction) and the AcceptEventActions in the activity describing the behavior of its instances? I understand the former is related to signals reception of the type while the latter is related to runtime ReceiveSignalEvent events of the class instances (objects). But it is not totally clear to me how to express consistency among these constructs.

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  • Need efficient way to keep enemy from getting hit multiple times by same source

    - by TenFour04
    My game's a simple 2D one, but this probably applies to many types of scenarios. Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies. While the sword is swinging, there is a duration where I am checking for the sword making contact with any enemy on every frame. But once an enemy is hit by that sword, I don't want him to continue getting hit over and over as the sword follows through. (I do want the sword to continue checking whether it is hitting other enemies.) I've thought of a couple different approaches (below), but they don't seem like good ones to me. I'm looking for a way that doesn't force cross-referencing (I don't want the enemy to have to send a message back to the sword/projectile). And I'd like to avoid generating/resetting multiple array lists with every attack. Each time the sword swings it generates a unique id (maybe by just incrementing a global static long). Every enemy keeps a list of id's of swipes or projectiles that have already hit them, so the enemy knows not to get hurt by something multiple times. Downside is that every enemy may have a big list to compare to. So projectiles and sword swipes would have to broadcast their end-of-life to all enemies and cause a search and remove on every enemy's array list. Seems kind of slow. Each sword swipe or projectile keeps its own list of enemies that it has already hit so it knows not to apply damage. Downsides: Have to generate a new list (probably pull from a pool and clear one) every time a sword is swung or a projectile shot. Also, this breaks down modularity, because now the sword has to send a message to the enemy, and the enemy has to send a message back to the sword. Seems to me that two-way streets like this are a great way to create very difficult-to-find bugs.

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  • RTS Game Style Application [closed]

    - by Daniel Wynand van Wyk
    My question may seem somewhat odd, but I hope that my specifications will clarify EXACTLY what it is that I am after. I need some help choosing the right tooling for a particular endeavour. My background is in desktop application development and large back-end systems. I have worked primarily on the Microsoft stack using C# and the .Net framework. My goal is to develop a 2D, RTS style, interactive office simulation. The simulation will model various office spaces, office equipment, employees and their interactions with one another. The idea is to abstract the concept of an office completely. Under the hood the application will do many things that are nothing like a game. This includes P2P networking, VPN tunnelling, streaming video, instant messaging, document collaboration, remote screen sharing, file-sharing, virus scanning, VOIP, document scanning, faxing, emailing, distributed computing, content management and much more! A somewhat similar thing has been attempted by IBM, where they created a virtual office in second life. If their attempt was a game, the game-play would be notably horrible, to say the least! The users/players will drive and control my application through the various objects modelled in the simulation. A single application capable of performing all of these various tasks would be a nightmare to navigate for even the most expert user. Using the concept of a game, I can easily separate functionality by assigning them to objects that relate 1-1 with their real world counter-parts. This can greatly simplify computing for novice users, with many added benefits in terms of visibility, transparency of process and centralized configuration. My hope is to make complex computing tasks accessible to all kinds of users and to greatly reduce the cognitive load associated with using the many different utilities and applications inside office settings. The complexity is therefore limited to the complexity of the space in which you find yourself. I want the application to target as many platforms as possible and run on computers that have no accelerated graphics capabilities. The simulation won't contain any of the fancy eye-candy you find in modern games, to the contrary, my "game" will purposefully be clean and simple. The closest thing I could imagine would be an old game like "Theme Hospital" or the first instalment of "The Sims". All the content will be pre-created and not user-generated like Second Life. New functionality will be added via a plugin system. Given my background and nature of my "game", I would like to spend most of my time writing code that does not have to do with the simulated office, as the "game" is really just a glorified application menu. I have done much reading about existing engines, frameworks and tools. I need the help of an experienced game developer who has tried and tested various products over the years who can guide me in the right direction given my very particular needs. I would appreciate any help I can get!

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  • NoSQL MongoDb Overview

    In the current software industry that works around design patterns and OOPs there is a constant battle in converting the data from the database into the objects in the object graph and vice versa. MongoDb is a NoSQL database.  read moreBy prim sDid 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.

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  • NoSQL MongoDb overview

    In the current software industry that works around design patterns and OOPs there is a constant battle in converting the data from the database into the objects in the object graph and vice versa. MongoDb is a NoSQL database.  read moreBy prim sDid 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.

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  • correct pattern to handle a lot of entities in a game

    - by lezebulon
    In my game I usually have every NPC / items etc being derived from a base class "entity". Then they all basically have a virtual method called "update" that I would class for each entity in my game at every frame. I am assuming that this is a pattern that has a lot of downsides. What are some other ways to manage different "game objects" throughout the game? Are there other well-known patterns for this? My game is a RPG if that changes anything

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  • Configuring Oracle as a Data Source for SQL Server

    Discover what happens within SQL Server during and after configuring Oracle as a data source. Quite a few objects are created, including a system-level database, numerous jobs running under the SQL Server agent, and flat files created on the file system. Read on to learn more.

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  • Strategy for avoiding duplicate object ids for data shared across devices using iCloud

    - by rmaddy
    I have a data intensive iOS app that is not using CoreData nor does it support iCloud synching (yet). All of my objects are created with unique keys. I use a simple long long initialized with the current time. Then as I need a new key I increment the value by 1. This has all worked well for a few years with the app running isolated on a single device. Now I want to add support for automatic data sync across devices using iCloud. As my app is written, there is the possibility that two objects created on two different devices could end up with the same key. I need to avoid this possibility. I'm looking for ideas for solving this issue. I have a few requirements that the solution must meet: 1) The key needs to remain a single integral data type. Converting all existing keys to a compound key or to a string or other type would affect the entire code base and likely result in more bugs than it's worth. 2) The solution can't depend on an Internet connection. A user must be able to run the app and add data even with no Internet connection. The data should still resolve properly later when the data syncs through iCloud once a connection is available. I'll accept one exception to this rule. If no other option is available, I may be open to requiring an Internet connection the first time the app's data is initialized. One idea I have been toying around with in my head is logically splitting the integer key into two parts. The high 4 or 5 bits could be used as some sort of device id while the rest represents the actual key. The fuzzy part is figuring out how to come up with non-conflicting device ids that fit in a few bits. This should be viable since I don't need to deal will millions of devices. I just need to deal with the few devices that would be shared by a given iCloud account. I'm open to suggestions. Thanks.

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  • Does mdadm allow to mix sata drives and USB -> sata drives ?

    - by marc
    Welcome, I have question, i have working array md5 of 5 drives. We are running out of space. Server don't have big usage but it have to be online. We can't add another controller. I got idea to buy a USB drive case ? Does mdadm allow to mix array created on sata drives by controller and virtual usb ? (we don't boot from mdadm) But im not sure is this will work ? Is usb drives are configurated before mdadm demon start ? Regards

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  • Checking for collisions on a 3D heightmap

    - by Piku
    I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are wound together to form a triangle, two triangles to make a quad. To stop the whole mesh being tiny I scale this by a certain amount called 'gridsize'. This produces a fairly nice and lumpy, angular terrain kind of similar to something you'd see in old Atari/Amiga or DOS '3D' games (think Virus/Zarch on the Atari ST). I'm now trying to work out how to do collision with the terrain, testing to see if the player is about to collide with a piece of scenery sticking upwards or fall into a hole. At the moment I am simply dividing the player's co-ordinates by the gridsize to find which vertex the player is on top of and it works well when the player is exactly over the corner of a triangle piece of terrain. However... How can I make it more accurate for the bits between the vertices? I get confused since they don't exist in my heightmap data, they're a product of the GPU trying to draw a triangle between three points. I can calculate the height of the point closest to the player, but not the space between them. I.e if the player is hovering over the centre of one of these 'quads', rather than over the corner vertex of one, how do I work out the height of the terrain below them? Later on I may want the player to slide down the slopes in the terrain.

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  • Database Export Wizard for ASP.net and SQL Server

    A step wizard for ASP.net to export database objects to CSV, TXT, HTML, XML, or SQL....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.

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  • Does LINQ require significantly more processing cycles and memory than lower-level data iteration techniques?

    - by Matthew Patrick Cashatt
    Background I am recently in the process of enduring grueling tech interviews for positions that use the .NET stack, some of which include silly questions like this one, and some questions that are more valid. I recently came across an issue that may be valid but I want to check with the community here to be sure. When asked by an interviewer how I would count the frequency of words in a text document and rank the results, I answered that I would Use a stream object put the text file in memory as a string. Split the string into an array on spaces while ignoring punctuation. Use LINQ against the array to .GroupBy() and .Count(), then OrderBy() said count. I got this answer wrong for two reasons: Streaming an entire text file into memory could be disasterous. What if it was an entire encyclopedia? Instead I should stream one block at a time and begin building a hash table. LINQ is too expensive and requires too many processing cycles. I should have built a hash table instead and, for each iteration, only added a word to the hash table if it didn't otherwise exist and then increment it's count. The first reason seems, well, reasonable. But the second gives me more pause. I thought that one of the selling points of LINQ is that it simply abstracts away lower-level operations like hash tables but that, under the veil, it is still the same implementation. Question Aside from a few additional processing cycles to call any abstracted methods, does LINQ require significantly more processing cycles to accomplish a given data iteration task than a lower-level task (such as building a hash table) would?

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  • Database Export Wizard for ASP.net and SQL Server

    A step wizard for ASP.net to export database objects to CSV, TXT, HTML, XML, or SQL....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.

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

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  • Working With Outlook from Access

    Last month we discussed how to get data from Microsoft Access into Outlook objects, such as in the creation of new appointments, tasks, contacts and emails. This month we perform the reverse operation: get data out of Outlook into Microsoft Access.

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  • June 2013 release of SSDT contains a minor bug that you should be aware of

    - by jamiet
    I have discovered what seems, to me, like a bug in the June 2013 release of SSDT and given the problems that it created yesterday on my current gig I thought it prudent to write this blog post to inform people of it. I’ve built a very simple SSDT project to reproduce the problem that has just two tables, [Table1] and [Table2], and also a procedure [Procedure1]: The two tables have exactly the same definition, both a have a single column called [Id] of type integer. CREATE TABLE [dbo].[Table1] (     [Id] INT NOT NULL PRIMARY KEY ) My stored procedure simply joins the two together, orders them by the column used in the join predicate, and returns the results: CREATE PROCEDURE [dbo].[Procedure1] AS     SELECT t1.*     FROM    Table1 t1     INNER JOIN Table2 t2         ON    t1.Id = t2.Id     ORDER BY Id Now if I create those three objects manually and then execute the stored procedure, it works fine: So we know that the code works. Unfortunately, SSDT thinks that there is an error here: The text of that error is: Procedure: [dbo].[Procedure1] contains an unresolved reference to an object. Either the object does not exist or the reference is ambiguous because it could refer to any of the following objects: [dbo].[Table1].[Id] or [dbo].[Table2].[Id]. Its complaining that the [Id] field in the ORDER BY clause is ambiguous. Now you may well be thinking at this point “OK, just stick a table alias into the ORDER BY predicate and everything will be fine!” Well that’s true, but there’s a bigger problem here. One of the developers at my current client installed this drop of SSDT and all of a sudden all the builds started failing on his machine – he had errors left right and centre because, as it transpires, we have a fair bit of code that exhibits this scenario.  Worse, previous installations of SSDT do not flag this code as erroneous and therein lies the rub. We immediately had a mass panic where we had to run around the department to our developers (of which there are many) ensuring that none of them should upgrade their SSDT installation if they wanted to carry on being productive for the rest of the day. Also bear in mind that as soon as a new drop of SSDT comes out then the previous version is instantly unavailable so rolling back is going to be impossible unless you have created an administrative install of SSDT for that previous version. Just thought you should know! In the grand schema of things this isn’t a big deal as the bug can be worked around with a simple code modification but forewarned is forearmed so they say! Last thing to say, if you want to know which version of SSDT you are running check my blog post Which version of SSDT Database Projects do I have installed? @Jamiet

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  • Winter4Net

    - by csharp-source.net
    Winter.NET is a lightweight Spring-like inversion of control (IoC) container for .NET platform. Its main features: - XML-based objects graph configuration - compact: implements conceptually full and minimum-required features of Spring-compatible XML configuration (assembly size is less than 50kb). - fast: optimized for huge component graph configurations and small memory consumption - .NET integration: supports System.ComponentModel interfaces

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  • 7 drived classes with one common base class

    - by user144905
    i have written the following code, //main.cpp #include<iostream> #include<string> #include"human.h" #include"computer.h" #include"referee.h" #include"RandomComputer.h" #include"Avalanche.h" #include"Bureaucrat.h" #include"Toolbox.h" #include"Crescendo.h" #include"PaperDoll.h" #include"FistfullODollors.h" using namespace std; int main() { Avalanche pla1; Avalanche pla2; referee f; pla1.disp(); for (int i=0;i<5;i++) { cout<<pla2.mov[i]; } return 0; } in this program all included classes except referee.h and human.h are drived from computer.h. each drived calls has a char array variable which is initialized when a member of a drived class is declared. the problem is that when i declare tow diffrent drived class memebers lets say Avalache and ToolBox. upon printing the char array for one of them using for loop it prints nothing. However if i declare only one of them in main.cpp the it works properly. and the file for computer.h is as such: #ifndef COMPUTER_H #define COMPUTER_H class computer { public: int nump; char mov[]; void disp(); }; #endif ToolBox.h is like this: #ifndef TOOLBOX_H #define TOOLBOX_H #include"computer.h" class Toolbox: public computer { public: Toolbox(); }; #endif finally Avalanche.h is as following: #ifndef AVALANCHE_H #define AVALANCHE_H #include"computer.h" class Avalanche: public computer { public: Avalanche(); }; #endif

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  • If most of team can't follow the architecture, what do you do?

    - by Chris
    Hi all, I'm working on a greenfields project with two other developers. We're all contractors, and myself and one other just started working on the project while the orginal one has been doing most of the basic framework coding. In the past month, my fellow programmer and I have been just frustrated by the design descisions done by our co-worker. Here's a little background information: The application at face value appeared to be your standard n-layered web application using C# on the 3.5 framework. We have a data layer, business layer and a web interface. But as we got deeper into the project we found some very interesting things that have caused us some troubles. There is a custom data access sqlHelper type base which only accepts dictionary key/valued entries and returns only data tables. There are no entity objects, but there are some massive objects which do everything and then are tossed into session for persitance. The general idea is that the pages (.aspx) don't do anything, while the controls (.ascx) do everything. The general flow is that a client clicks on a button, which goes to a user control base which passes a process request to the 'BLL' class which goes to the page processor, which then goes to a getControlProcessor, which at last actually processes the request. The request itself is made up of a dictionary which is passing a string valued method name, stored procedure name, a control name and possibly a value. All switching of the processing is done by comparing the string values of the control names and method names. Pages are linked together via a common header control that uses a combination of javascript and tables to create a hyperlink effect. And as I found out yesterday, a simple hyperlink between one page and another does not work because of the need to have quite a bit of information in session to determine which control to display on a page. My fellow programmer and I both believe that this is a strange and uncommon approach to web application development. Both of us have been in this business for over five years and neither of us have seen this approach. My question is this, how would we approach our co-worker and voice our concerns and what should we do if he does not want to accept the criteic? We both do not want to insult the work that has been done, but feel that going forward will create a nightmare for development. Thanks for your comments.

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  • Download LINQPad to learn LINQ

    - by Editor
    LINQPad lets you interactively query SQL databases in a modern query language: LINQ. Say goodbye to SQL Management Studio.LINQPad supports everything in C# 3.0 and Framework 3.5: LINQ to SQL LINQ to Objects LINQ to XML LINQPad is also a great way to learn LINQ: it comes preloaded with 200 examples from the book, C# [...]

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  • how to fully unit test functions and their internal validation

    - by Patrick
    I am just now getting into formal unit testing and have come across an issue in testing separate internal parts of functions. I have created a base class of data manipulation (i.e.- moving files, chmodding file, etc) and in moveFile() I have multiple levels of validation to pinpoint when a moveFile() fails (i.e.- source file not readable, destination not writeable). I can't seem to figure out how to force a couple particular validations to fail while not tripping the previous validations. Example: I want the copying of a file to fail, but by the time I've gotten to the actual copying, I've checked for everything that can go wrong before copying. Code Snippit: (Bad code on the fifth line...) // if the change permissions is set, change the file permissions if($chmod !== null) { $mod_result = chmod($destination_directory.DIRECTORY_SEPARATOR.$new_filename, $chmod); if($mod_result === false || $source_directory.DIRECTORY_SEPARATOR.$source_filename == '/home/k...../file_chmod_failed.qif') { DataMan::logRawMessage('File permissions update failed on moveFile [ERR0009] - ['.$destination_directory.DIRECTORY_SEPARATOR.$new_filename.' - '.$chmod.']', sfLogger::ALERT); return array('success' => false, 'type' => 'Internal Server Error [ERR0009]'); } } So how do I simulate the copy failing. My stop-gap measure was to perform a validation on the filename being copied and if it's absolute path matched my testing file, force the failure. I know this is very bad to put testing code into the actual code that will be used to run on the production server but I'm not sure how else to do it. Note: I am on PHP 5.2, symfony, using lime_test(). EDIT I am testing the chmodding and ensuring that the array('success' = false, 'type' = ..) is returned

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  • What is the recommended library for using Lua from C++?

    - by DevilWithin
    I am currently planning how to integrate Lua scripting in my 2D Game Engine, and i would like to go straight to the most adequate solution for having C++ classes and objects exposed. I've read this (if it helps you help): http://lua-users.org/wiki/BindingCodeToLua If you have a better scripting language to recomend, go for it ;D All help is welcome, i need to pickup the best solution to start implementing Thanks

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  • How to detect collisions between sprite and a user generated shape of some sort?

    - by Huwell
    How to detect a collision between a sprite and a user generated shape of some sort. For example. There are some objects on the screen. The user takes their finger and draws an circle shape around a object (The selection rule is painting circle around the sprite, but the painting shapes may be various). I need to detect which object selected, which just like: (demo images) http://i52.tinypic.com/28h0t1g.png

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