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  • design pattern for unit testing?

    - by Maddy.Shik
    I am beginner in developing test cases, and want to follow good patterns for developing test cases rather than following some person or company's specific ideas. Some people don't make test cases and just develop the way their senior have done in their projects. I am facing lot problems like object dependencies (when want to test method which persist A object i have to first persist B object since A is child of B). Please suggest some good books or sites preferably for learning design pattern for unit test cases. Or reference to some good source code or some discussion for Dos and Donts will do wonder. So that i can avoid doing mistakes be learning from experience of others.

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  • Studies on code documentation productivity gains/losses

    - by J T
    Hi everyone, After much searching, I have failed to answer a basic question pertaining to an assumed known in the software development world: WHAT IS KNOWN: Enforcing a strict policy on adequate code documentation (be it Doxygen tags, Javadoc, or simply an abundance of comments) adds over-head to the time required to develop code. BUT: Having thorough documentation (or even an API) brings with it productivity gains (one assumes) in new and seasoned developers when they are adding features, or fixing bugs down the road. THE QUESTION: Is the added development time required to guarantee such documentation offset by the gains in productivity down-the-road (in a strictly economical sense)? I am looking for case studies, or answers that can bring with them objective evidence supporting the conclusions that are drawn. Thanks in advance!

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  • Can you shade a specific section of a sprite? If so, how?

    - by l5p4ngl312
    I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between separate elevations when the camera is facing away from the slope because everything is the same shade. So my question is: can I shade just a specific section of a sprite? All of those blocks are just sprites, so if I shaded the entire image, it would shade the whole block. I am using LWJGL. Heres a link to a screenshot from the engine: http://i44.tinypic.com/qxqlix.jpg

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  • Registering as developer on Google Play store

    - by ChosenOne
    I am registering as a Developer to sell paid applications on the Google Play store and have run into a slight issue: After I paid, I clicked on "Setup merchant details" link. I filled out the business address section, but in the "Public contact" section, Google says this: How can your customers get in touch with you? This information will be made available to your customers when they make a purchase. I work from home. I do not want customers knowing my home address, nor do I want it displayed anywhere online or even accessible by anyone. Should I just enter NA in each of the following fields? Surely Google understands that we have a right to keep such things private? How can I get around this while not getting my account suspended or risk not being approved?

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  • Right multi object dependance design

    - by kenny
    I need some help with a correct design. I have a class called BufferManager. The push() method of this class reads data from a source and pushes it to a buffer repeatedly until there is no more data left in the source. There are also consumer threads that read data from this buffer, as soon as new data arrives. There is an option to sort the data before it comes to buffer. What I do right now is that BufferManager, instead of pushing data to the buffer, pushes it to another "sorting" buffer and starts a sorting thread. SorterManager class reads the data, sorts it in files and push()es the sorted data into the buffer. There will be a bottleneck (I use merge sort with files) but this is something I can't avoid. This is a bad design, because both BufferManager and SorterManager push data to a buffer (that consumers read from). I think only BufferManager should do it. How can I design it?

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  • Why does my int, booleans, doubles does not work?

    - by SystemNetworks
    As you see, my code does not work. When armor1 is true, it would add my life. goldA is another class. public void goldenArmor(GameContainer gc, StateBasedGame sbg, Graphics g) { if(armor1==true) { goldA.life = life; goldA.intelligence = intelligence; goldA.power = power; goldA.lifeLeft = lifeLeft; goldA.head(); goldA.body(); goldA.legs(); } } My other class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.Input; import org.newdawn.slick.SlickException; /* Note: Copyright(C)2012 System Networks | Square NET | Julius Bryan Gambe. You cannot copy the style, story of the game and gameplay! To programmers: The int,doubles,strings,booleans are properly sorted out. Please don't mess it up. */ /* NOTE: We have loops but not for programming. The loop is: 1.show the world to user 2.Obtain input from the user 3.Shows the update, repeat step 1 */ import org.newdawn.slick.*; import org.newdawn.slick.state.*; import org.lwjgl.input.Mouse; //contents: // public class GoldenArmor{ //get it from play public int life; public double intelligence; public int lifeLeft; public double power; public GoldenArmor() { // TODO Auto-generated constructor stub } //start here public void head() { life += 10; intelligence +=0.5; } public void body() { lifeLeft += 100; } public void legs() { power += 100; } } /* SYSTEM NETWORKS(C) 2012 NET FRONT */ The life, intelligence, power, lifeLeft are nothing but to use it as just reference to prevent stack overflow. And at my main class, it becomes my real booleans, int, doubles. How do I fix this? It does not add it to my normal int.

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  • How to update off screen bitmap in a surfaceview thread

    - by DKDiveDude
    I have a Surfaceview thread and an off canvas texture bitmap that is being generated (changed), first row (line), every frame and then copied one position (line) down on regular surfaceview bitmap to make a scrolling effect, and I then continue to draw other things on top of that. Well that is what I really want, however I can't get it to work even though I am creating a separate canvas for off screen bitmap. It is just not scrolling at all. I other words I have a memory bitmap, same size as Surfaceview canvas, which I need to scroll (shift) down one line every frame, and then replace top line with new random texture, and then draw that on regular Surfaceview canvas. Here is what I thought would work; My surfaceChanged where I specify bitmap and canvasses and start thread: @Override public void surfaceCreated(SurfaceHolder holder) { intSurfaceWidth = mSurfaceView.getWidth(); intSurfaceHeight = mSurfaceView.getHeight(); memBitmap = Bitmap.createBitmap(intSurfaceWidth, intSurfaceHeight, Bitmap.Config.ARGB_8888); memCanvas = new Canvas(memCanvas); myThread = new MyThread(holder, this); myThread.setRunning(true); blnPause = false; myThread.start(); } My thread, only showing essential middle running part: @Override public void run() { while (running) { c = null; try { // Lock canvas for drawing c = myHolder.lockCanvas(null); synchronized (mSurfaceHolder) { // First draw off screen bitmap to off screen canvas one line down memCanvas.drawBitmap(memBitmap, 0, 1, null); // Create random one line(row) texture bitmap memTexture = Bitmap.createBitmap(imgTexture, 0, rnd.nextInt(intTextureImageHeight), intSurfaceWidth, 1); // Now add this texture bitmap to top of off screen canvas and hopefully bitmap memCanvas.drawBitmap(textureBitmap, intSurfaceWidth, 0, null); // Draw above updated off screen bitmap to regular canvas, at least I thought it would update (save changes) shifting down and add the texture line to off screen bitmap the off screen canvas was pointing to. c.drawBitmap(memBitmap, 0, 0, null); // Other drawing to canvas comes here } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { myHolder.unlockCanvasAndPost(c); } } } } For my game Tunnel Run. Right now I have a working solution where I instead have an array of bitmaps, size of surface height, that I populate with my random texture and then shift down in a loop for each frame. I get 50 frames per second, but I think I can do better by instead scrolling bitmap.

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  • How to do Cross Platform in own Engine? [on hold]

    - by Mineorbit
    At the Moment I finished the first game with my game engine(if I wanna call it like that) which is based in LWJGL. Now i'm worring if I could do crossplattforming in my engine. I build me a tool tool with a batch file to compile my project dir into an .exe . At first i'm looking to do it on Android with an comparable batch file. An link for an tutorial would be awesome! At next place there would be an renderer and audiosystem. If read that theres an OpenGL ES renderer, and I allready played a bit around with the Android SDK. But I use the Texture and Audio class in slick-util. So I thought about creating OOP classes that carry around the data and load it in an platform specific Buffer. A Link for an equaly easy-to-use Texture or Audio class would be awesome! Thats all for now! Answers would be awesome! Thanks, Mineorbit!

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  • Is it safe to convert Windows file paths to Unix file paths with a simple replace?

    - by MxyL
    So for example say I had it so that all of my files will be transferred from a windows machine to a unix machine as such: C:\test\myFile.txt to {somewhere}/test/myFile.txt (drive letter is irrelevant at this point). Currently, our utility library that we wrote ourselves provides a method that does a simple replace of all back slashes with forward slashes: public String normalizePath(String path) { return path.replaceAll("\\", "/"); } Slashes are reserved and cannot be part of a file name, so the directory structure should be preserved. However, I'm not sure if there are other complications between windows and unix paths that I may need to worry about (eg: non-ascii names, etc)

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  • API Class with intensive network requests

    - by Marco Acierno
    I'm working an API which works as "intermediary" between a REST API and the developer. In this way, when the programmer do something like this: User user = client.getUser(nickname); it will execute a network request to download from the service the data about the user and then the programmer can use the data by doing things like user.getLocation(); user.getDisplayName(); and so on. Now there are some methods like getFollowers() which execute another network request and i could do it in two ways: Download all the data in the getUser method (and not only the most important) but in this way the request time could be very long since it should execute the request to various urls Download the data when the user calls the method, it looks like the best way and to improve it i could cache the result so the next call to getFollowers returns immediately with the data already download instead of execute again the request. What is the best way? And i should let methods like getUser and getFollowers stop the code execution until the data is ready or i should implement a callback so when the data is ready the callback gets fired? (this looks like Javascript)

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  • libgdx arrays onTouch() method and delays for objects

    - by johnny-b
    i am trying to create random bullets but it is not working for some reason. also how can i make a delay so the bullets come every 30 seconds or 1 minute???? also the onTouch method does not work and it is not taking the bullet away???? shall i put the array in the GameRender class? thanks public class GameWorld { public static Ball ball; private Bullet bullet1; private ScrollHandler scroller; private Array<Bullet> bullets = new Array<Bullet>(); public GameWorld() { ball = new Ball(280, 273, 32, 32); bullet = new Bullet(-300, 200); scroller = new ScrollHandler(0); bullets.add(new Bullet(bullet.getX(), bullet.getY())); bullets = new Array<Bullet>(); Bullet bullet = null; float bulletX = 0.0f; float bulletY = 0.0f; for (int i=0; i < 10; i++) { bulletX = MathUtils.random(-10, 10); bulletY = MathUtils.random(-10, 10); bullet = new Bullet(bulletX, bulletY); bullets.add(bullet); } } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet1() { return bullet1; } } i also tried this and it is not working, i used this in the GameRender class Array<Bullet> enemies=new Array<Bullet>(); //in the constructor of the class enemies.add(new Bullet(bullet.getX(), bullet.getY())); // this throws an exception for some reason??? this is in the render method for(int i=0; i<bullet.size; i++) bullet.get(i).draw(batcher); //this i am using in any method that will allow me from the constructor to update to render for(int i=0; i<bullet.size; i++) bullet.get(i).update(delta); this is not taking the bullet out @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { for(int i=0; i<bullet.size; i++) if(bullet.get(i).getBounds().contains(screenX,screenY)) bullet.removeIndex(i--); return false; } thanks for the help anyone.

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  • libgdx actors and instant actions

    - by vaati
    I'm having trouble with actors and actions. I have a list of actors, they all have either no action, or 1 sequence action This sequence action has either : a couple of actions (some are instant, some have duration 0) a couple of actions followed by a parallel action. My problem is the following: some of the instant actions are used to set the position and the alpha of the actor. So when one of the action is "move to x,y and set alpha to 0" the actor is visible for one frame at position 0,0 , move instantly to x,y for the next frame, and then disappears. Though this behaviours is to be expected, I want to avoid it. How can I achieve that? I tried to intercept the actions before I put actors in the stage but I need the stage width/height for some actions. So something like : Action actionSequence = actor.getActions().get(0); Array<Action> actions = ((SequenceAction) actionSequence).getActions(); for(Action act : actions){ if(act.act(0)) System.out.println("action " + act.toString() + " successfully run"); else System.out.println("action " + act.toString() + " wasn't instant"); } won't work. It gets even more complicated when an actor can also have a repeat action in stead of the sequence action (because you have to only run the actions that have duration 0 once without repeat, and then start the repeat). Any help is appreciated.

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  • How do programers balance the upper or lower case style to name file or folder between work and life?

    - by sojyq
    I am a programmer from China. And I like to use English words to name my files and folders Whether it is for work or life. For example, suck as Movie, Work, QtProjects, Music and so on.And I keep the habit of initial the first letter for file name or folder name in Windows. But now I work on Ubuntu, and I found that all file name and folder name are lowercase in addition to the default folder such as Music, Movie and so on. And then I realize that in Linux world, most peoloe like to use all lowercase to name their files and folders for two reasons (1. Linux is Case sensitive. 2. It is fast for shell command.). And after work, when I switch from Linux to Windows, I confuse to use all lowercase or the first letter uppercase style to name my files in Windows. I'm caught in a dilemma. I think that all lowercase is more efficiency but the first letter uppercase is more readable. I thought for a long time and want to come up with a good answer to blance the two style name conversion. But I failed. I want to ask you that how you balance the uppercase or lowercase habbit in Windows, Mac, Linux between work and personal life style? Thank you very much! (My current solution is that when I am in Linux, I use all lowercase for files and folders, but when I am in Windows and Mac OS X, I couldn't find a good reason to convince me to use all lowercase ( I think in Windows and Mac OS X, the first letter uppercase style for me is more readable and beautiful).

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  • Need advice on framework design: how to make extending easy

    - by beginner_
    I'm creating a framework/library for a rather specific use-case (data type). It uses diverse spring components, including spring-data. The library has a set of entity classes properly set up and according service and dao layers. The main work or main benefit of the framework lies in the dao and service layer. Developers using the framework should be able to extend my entity classes to add additional fields they require. Therefore I made dao and service layer generic so it can be used by such extended entity classes. I now face an issue in the IO part of the framework. It must be able to import the according "special data type" into the database. In this part I need to create a new entity instance and hence need the actual class used. My current solution is to configure in spring a bean of the actual class used. The problem with this is that an application using the framework could only use 1 implementation of the entity (the original one from me or exactly 1 subclass but not 2 different classes of the same hierarchy. I'm looking for suggestions / desgins for solving this issue. Any ideas?

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  • In which object should I implement wait()/notify()?

    - by Christopher Francisco
    I'm working in an Android project with multithreading. Basically I have to wait to the server to respond before sending more data. The data sending task is delimited by the flag boolean hasServerResponded so the Thread will loop infinitely without doing anything until the flag becomes true. Since this boolean isn't declared as volatile (yet), and also looping without doing anything wastes resources, I thought maybe I should use AtomicBoolean and also implement wait() / notify() mechanism. Should I use the AtomicBoolean object notify() and wait() methods or should I create a lock Object?

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  • Should I use JavaFx properties?

    - by Mike G
    I'm usually very careful to keep my Model, View, and Controller code separate. The thing is JavaFx properties are so convenient to bind them all together. The issue is that it makes my entire code design dependent on JavaFx, which I feel I should not being doing. I should be able to change the view without changing too much of the model and controller. So should I ignore the convenience of JavaFx properties, or should I embrace them and the fact that it reduces my codes flexibility.

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  • Building an web/ mobile app like instagram [on hold]

    - by John
    I would like to build an app like instagram or twitter. User can upload photo, type a few words, hashtag, share their location. And there will be a page like newsfeed showing updates. User can login with oauth. How do I store those data especially photos? (In those cloud thins? like Google cloud? I don't know how those cloud works) and what is the cost of it (if can compress user uploaded photos?). I currently only knows php, javascript and mysql.

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  • Independent projects as a student to show off abilities

    - by tufcat
    I'm an inexperienced student (having learned up to data structures and algorithms through various online resources) of computer science, and I'm hoping to get a job as a developer some time after I've gotten a few independent projects done. My question is, how should I choose which projects to work on? I've been looking around stackoverflow-- people usually say to pick whatever you're interested in, but I don't have enough experience to even know what specifically I'm interested in, and possibly more importantly, I don't know what some common beginner project types are. Essentially, I'm at the gap between course work (and the projects entailed in those classes) and real programming, and I don't quite know how to start. If any of you have any ideas, I'd really appreciate it.

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  • How do I make this rendering thread run together with the main one?

    - by funk
    I'm developing an Android game and need to show an animation of an exploding bomb. It's a spritesheet with 1 row and 13 different images. Each image should be displayed in sequence, 200 ms apart. There is one Thread running for the entire game: package com.android.testgame; import android.graphics.Canvas; public class GameLoopThread extends Thread { static final long FPS = 10; // 10 Frames per Second private final GameView view; private boolean running = false; public GameLoopThread(GameView view) { this.view = view; } public void setRunning(boolean run) { running = run; } @Override public void run() { long ticksPS = 1000 / FPS; long startTime; long sleepTime; while (running) { Canvas c = null; startTime = System.currentTimeMillis(); try { c = view.getHolder().lockCanvas(); synchronized (view.getHolder()) { view.onDraw(c); } } finally { if (c != null) { view.getHolder().unlockCanvasAndPost(c); } } sleepTime = ticksPS - (System.currentTimeMillis() - startTime); try { if (sleepTime > 0) { sleep(sleepTime); } else { sleep(10); } } catch (Exception e) {} } } } As far as I know I would have to create a second Thread for the bomb. package com.android.testgame; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Bomb { private final Bitmap bmp; private final int width; private final int height; private int currentFrame = 0; private static final int BMPROWS = 1; private static final int BMPCOLUMNS = 13; private int x = 0; private int y = 0; public Bomb(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMPCOLUMNS; this.height = bmp.getHeight() / BMPROWS; this.bmp = bmp; x = 250; y = 250; } private void update() { currentFrame++; new BombThread().start(); } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } class BombThread extends Thread { @Override public void run() { try { sleep(200); } catch(InterruptedException e){ } } } } The Threads would then have to run simultaneously. How do I do this?

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  • Collision Error

    - by Manji
    I am having trouble with collision detection part of the game. I am using touch events to fire the gun as you will see in the video. Note, the android icon is a temporary graphic for the bullets When ever the user touches (represented by clicks in the video)the bullet appears and kills random sprites. As you can see it never touches the sprites it kills or kill the sprites it does touch. My Question is How do I fix it, so that the sprite dies when the bullet hits it? Collision Code snippet: //Handles Collision private void CheckCollisions(){ synchronized(mSurfaceHolder){ for (int i = sprites.size() - 1; i >= 0; i--){ Sprite sprite = sprites.get(i); if(sprite.isCollision(bullet)){ sprites.remove(sprite); mScore++; if(sprites.size() == 0){ mLevel = mLevel +1; currentLevel++; initLevel(); } break; } } } } Sprite Class Code Snippet: //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } EDIT 1: Sprite Class: public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private HitmanView gameView; private Bitmap bmp; private int x; private int y; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Sprite(HitmanView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollision(float x2, float y2){ return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } } Bullet Class: public class Bullet { int mX; int mY; private Bitmap mBitmap; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Bullet (Bitmap mBitmap){ this.mBitmap = mBitmap; } public void draw(Canvas canvas, int mX, int mY) { this.mX = mX; this.mY = mY; canvas.drawBitmap(mBitmap, mX, mY, null); } }

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  • Algorithm for perfect non-binary graph layout

    - by mariki
    I have a complex non-binary graph model. Each tree node can have multiple children&parents (a node can also have a connection to it's "brother"). A node is represented as square on screen with lines to the connected nodes. For that I want to use Draw2D and GEF libraries. The problem I am facing is the graph layout. I need a nice algorithm that can reposition the square nodes and the connections with minimum intersections and also make it symmetric as possible.

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  • In MVC , DAO should be called from Controller or Model

    - by tito
    I have seen various arguments against the DAO being called from the Controller class directly and also the DAO from the Model class.Infact I personally feel that if we are following the MVC pattern , the controller should not coupled with the DAO , but the Model class should invoke the DAO from within and controller should invoke the model class.Why because , we can decouple the model class apart from a webapplication and expose the functionalities for various ways like for a REST service to use our model class. If we write the DAO invocation in the controller , it would not be possible for a REST service to reuse the functionality right ? I have summarized both the approaches below. Approach #1 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); new CustomerDAO().save(customer); } } Approach #2 public class CustomerController extends HttpServlet { proctected void doPost(....) { Customer customer = new Customer("xxxxx","23",1); customer.save(customer); } } public class Customer { ........... private void save(Customer customer){ new CustomerDAO().save(customer); } } Note- Here is what a definition of Model is : Model: The model manages the behavior and data of the application domain, responds to requests for information about its state (usually from the view), and responds to instructions to change state (usually from the controller). In event-driven systems, the model notifies observers (usually views) when the information changes so that they can react. I would need an expert opinion on this because I find many using #1 or #2 , So which one is it ?

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  • Spring + JSR 303 Validation group is ignored [closed]

    - by nsideras
    we have a simple bean with JSR annotations public class CustomerDTO { private static final long serialVersionUID = 1L; private Integer id; @NotEmpty(message = "{customer.firstname.empty}") private String firstName; @NotEmpty(message = "{customer.lastname.empty}") private String lastName; @NotEmpty(groups={PasswordChange.class}, message="{password.empty}") private String password; @NotEmpty(groups={PasswordChange.class}, message="{confirmation.password.empty}") private String password2; } and we have a Spring Controller @RequestMapping(value="/changePassword", method = RequestMethod.POST) public String changePassword(@Validated({ PasswordChange.class }) @ModelAttribute("customerdto") CustomerDTO customerDTO, BindingResult result, Locale locale) { logger.debug("Change Password was submitted with information: " + customerDTO.toString()); try { passwordStrengthPolicy.checkPasswordStrength(locale, customerDTO.getPassword()); if (result.hasErrors()) { return "changePassword"; } logger.debug("Calling customer service changePassword: " + customerDTO); customerOnlineNewService.changePassword(customerDTO); } catch (PasswordNotChangedException e) { logger.error("Could not change password PasswordNotChangedException: " + customerDTO.toString()); return "changePassword"; } catch (PasswordNotSecureException e) { return "changePassword"; } return createRedirectViewPath("changePassword"); } Our problem is that when changePassword is invoked the validator ignores the group(PasswordChange.class) and validates only firstName and lastName which are not in the group. Any idea? Thank you very much for your time.

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  • What is causing these visual artifacts on my OpenGL sprites?

    - by Amplify91
    What could be the cause of the defects in my characters sprite? I am using OpenGL ES 2.0. I draw my sprites in a sprite batch that uses UV coordinates from one large texture atlas. If you look around the character' edges, you'll see two noticeable problems: The invisible alpha background is not invisible, but shows a strange static-like background. There are unwanted streaks where the character nears the edge of the frame (but only in some frames of the animation, this happened to be one of them). Any idea what could be causing these? I will provide related code if asked for, but I'll try to avoid just dumping the entire project and expecting someone to look through it all. EDIT: Here's a bit of code: This is how I generate my UV coordinates: private float[] createFrameUV(int frameWidth, int frameHeight, int x, int y){ float[] uv = new float[4]; if(numberOfFrames>1){ float width = (float)frameWidth / (float)mBitmap.getWidth(); float height = (float)frameHeight / (float)mBitmap.getHeight(); float u = (float)x / (float)mBitmap.getWidth(); float v = (float)y / (float)mBitmap.getHeight(); uv[0] = u; uv[1] = v; uv[2] = u + width; uv[3] = v + height; }else{ uv[0] = 0f; uv[1] = 0f; uv[2] = 1f; uv[3] = 1f; } return uv; } These are some OpenGL settings: GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

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  • Sprite transparency not effected libGDX

    - by Aon GoltzCrank
    I am making a game using libGDX and Tween Universal Engine. My problem is as follows: I have 2 screens so fars, a splash screen with the logo, and a second one which is the main menu. In the splash screen I use a SpriteBatch and a Sprite with the Texture of the image I want (which goes through some scaling.) Now I use the Tween engine, along with a created SpriteAccessor to control the alpha of the sprite. I fade the picture in, then fade it out, then change it to the next screen. In the next screen I have a single sprite, and a single, 3 slot, sprite array. In this screen I also use the tween engine, I fade the single sprite into the screen (it's the background image) then I try to, using the same method, (Tween.to) to change the alpah of the sprite array (each sprite by itself.), I first set it to 0 using Tween.set, then using the method I change it. This didn't work, after some tests I tried setting the alpha of a single sprite from the array to 0, and that didn't work. It's like the program is ignoring the alpha value, I even printed out the alpha value, it saying 0, but the sprite is visible. How can I fix this, or why might it be caused?

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