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  • DataContractSerializer truncated string when used with MemoryStream,but works with StringWriter

    - by Michael Freidgeim
    We've used the following DataContractSerializeToXml method for a long time, but recently noticed, that it doesn't return full XML for a long object, but  truncated it and returns XML string with the length of  multiple-of-1024 , but the reminder is not included. internal static string DataContractSerializeToXml<T>(T obj) { string strXml = ""; Type type= obj.GetType();//typeof(T) DataContractSerializer serializer = new DataContractSerializer(type); System.IO.MemoryStream aMemStr = new System.IO.MemoryStream(); System.Xml.XmlTextWriter writer = new System.Xml.XmlTextWriter(aMemStr, null); serializer.WriteObject(writer, obj); strXml = System.Text.Encoding.UTF8.GetString(aMemStr.ToArray()); return strXml; }   I tried to debug and searched Google for similar problems, but didn't find explanation of the error. The most closed http://forums.codeguru.com/showthread.php?309479-MemoryStream-allocates-size-multiple-of-1024-( talking about incorrect length, but not about truncated string.fortunately replacing MemoryStream to StringWriter according to http://billrob.com/archive/2010/02/09/datacontractserializer-converting-objects-to-xml-string.aspxfixed the issue.   1: var serializer = new DataContractSerializer(tempData.GetType());   2: using (var backing = new System.IO.StringWriter())   3: using (var writer = new System.Xml.XmlTextWriter(backing))   4: {   5:     serializer.WriteObject(writer, tempData);   6:     data.XmlData = backing.ToString();   7: }v

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  • What should a domain object's validation cover?

    - by MarcoR88
    I'm trying to figure out how to do validation of domain objects that need external resources, such as data mappers/dao Firstly here's my code class User { const INVALID_ID = 1; const INVALID_NAME = 2; const INVALID_EMAIL = 4; int getID(); void setID(Int i); string getName(); void setName(String s); string getEmail(); void setEmail(String s); int getErrorsForInsert(); // returns a bitmask for INVALID_* constants int getErrorsForUpdate(); } My worries are about the uniqueness of the email, checking it would require the storage layer. Reading others' code seems that two solutions are equally accepted: both perform the unique validation in data mapper but some set an error state to the DO user.addError(User.INVALID_EMAIL) while others prefer to throw a totally different type of exception that covers only persistence, like: UserStorageException { const INVALID_EMAIL = 1; const INVALID_CITY = 2; } What are the pros and cons of these solutions?

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  • XPath & XML EDI B2B

    - by PearlFactory
    GoodToGo :) Best XML Editor is Altova XMLSpy 2011 http://www.torrenthound.com/hash/bfdbf55baa4ca6f8e93464c9a42cbd66450bb950/torrent-info/Altova-XMLSpy-Enterprise-Edition-SP1-2011-v13-0-1-0-h33t-com-Full For whatever reason Piratebay has trojans and other nasties..Search in torrent.eu for Altova XMLSpy Enterprise Edition SP1 2011 v13.0.1.0 Also if you like the product purchase it in a Commercial Enviroment Any well structured/complex XML can be parsed @ the speed of light using XPATH querys and not the C# objects XPathNodeIterator and others etc ....Never do loops  or Genirics or whatever highlevel language technology. Use the power of XPATH i.e Will use a Simple (Do while) as an example. We could have many different techs all achieveing the same result Instead of   xmlNI2 = xmlNav.Select("/p:BookShop")         if (xmlNI2.Count != 0)            {                                 while ((xmlNI2.MoveNext()))              string aNode =xmlNI2.SelectSingleNode('Book', nsmgr); if (aNode =="The Book I am after")       Console.WriteLine("Found My Book);   This lengthy cumbersome task can be achieved with a simple XPATH query Console.WriteLine((xmlNavg.SelectSingleNode("/p:BookShop/Book[.='The Book I am aFter ']", nsmgr)).Value.ToString()); Use the power of the parser and eliminate the middleman C#/MSIL/JIT etc etc Get Started Fast and use the parser as Outlined 1) Open XML and goto Grid Mode 2) Select XPATH tab on the bottom viewer/window as shown  From here you get intellisense and can quickly learn how to navigate/find the data using XPATH A key component to Navigation with XPATH is to use the "../ " command . This basically says from where I am now go up 1 level . With Xpath all commands are cumalative. i.e you can search for a book title @ the 2nd level of the XML and from there traverse 15 layers to paragraphs or words on a page with expression validation occuring throughout this process etc  (So in essence you may have arrived @ a node within the XML and have met 15 conditions along the way ) Given 1-2 days with XmlSpy and XPATH you unlock a technology that is super fast and simple to use. XML is a core component to what lays under the hood of so many techs. So it is no wonder that you want to be able to goto  the atomic level to achieve the result you want Justin P.S For a long time I saw XML as slow and a bit boring but now converted

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  • How do you keep SOA DRY?

    - by TaylorOtwell
    In our organization, we've shifted to a more "service oriented architecture". To give an example, let's assume we need to retrieve a "Quote" object. This quote has a shipper, a consignee, phone numbers, contacts, email addresses, and other location information. In other words, a Quote object is made up of many other objects. So, it seems like it would make sense to make a "Quote Retrieval Service". In our situation, we've accomplished this by creating a .NET solution and writing the service. The service API looks something like this (in pseudo-code): Function GetQuote(String ID) Returns Quote So, so far so good. Now, when this service is consumed, to keep things "de-coupled", we are creating essentially a duplicate of the Quote object and mapping from the QuoteService version of the Quote into the consumer's version of the Quote. In many cases, these classes will have the exact same properties. So, if the Quote service is consumed by 5 other applications, we would have 6 definitions of what a "Quote" is. One for each consumer, and one for the service. This feels wrong. I thought code was supposed to be DRY, but it seems like our method of SOA is forcing us to create tons of duplicated class definitions. What are we doing wrong, or is the code duplication just a "necessary evil" of SOA?

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  • Reflective discovery of an inner class in an API

    - by wassup
    Let me ask you, as this bothers me for quite a while but appears to be subjectively the best solution for my problem, if reflective discovery of an inner class for API purposes is that bad idea? First, let me explain what I mean by saying "reflective discovery" and all that stuff. I am sketching an API for a Java database system, that'll be centered around block-based entities (don't ask me what that means - that's a long story), and those entities can be read and returned to the Java code as objects subclassed from the Entity class. I have an Entity.Factory class, that, by means of fluent interfaces, takes a Class<? extends Entity> argument and then, uses an instance of Section.Builder, Property.Builder, or whatever builder the entity has, to put it into the back-end storage. The idea about registering all entity types and their builders just doesn't appeal to me, so I thought that the closest solution to the problem that'd suffice my design needs would be to discover, using reflection, all inner classes of Entity classes and find one that's called Builder. Looking for some expert insight :) And if I missed some important design details (which could happen as I tried to make this question as concise as possible), just tell me and I'll add them.

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  • Red Samurai Performance Audit Tool – OOW 2013 release (v 1.1)

    - by JuergenKress
    We are running our Red Samurai Performance Audit tool and monitoring ADF performance in various projects already for about one year and the half. It helps us a lot to understand ADF performance bottlenecks and tune slow ADF BC View Objects or optimise large ADF BC fetches from DB. There is special update implemented for OOW'13 - advanced ADF BC statistics are collected directly from your application ADF BC runtime and later displayed as graphical information in the dashboard. I will be attending OOW'13 in San Francisco, feel free to stop me and ask about this tool - I will be happy to give it away and explain how to use it in your project. Original audit screen with ADF BC performance issues, this is part of our Audit console application: Audit console v1.1 is improved with one more tab - Statistics. This tab displays all SQL Selects statements produced by ADF BC over time, logged users, AM access load distribution and number of AM activations along with user sessions. Available graphs: Daily Queries  - total number of SQL selects per day Hourly Queries - Last 48 Hours Logged Users - total number of user sessions per day SQL Selects per Application Module - workload per Application Module Number of Activations and User sessions - last 48 hours - displays stress load Read the complete article here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Red Samurai,ADF performance,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Deferred rendering order?

    - by Nick Wiggill
    There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm thinking... The framebuffer objects: FBO 1 has a color attachment and a depth attachment. FBO 2 has a color attachment. The render passes: Render g-buffer: normals and depth (used by outline & DoF blur shaders); output to FBO no. 1. Render solid geometry, bold outlines (as in toon shader), and fog; output to FBO no. 2. (can all render via a single fragment shader -- I think.) (optional) DoF blur the scene; output to the default frame buffer OR ELSE render FBO2 directly to default frame buffer. (optional) Mesh wireframes; composite over what's already in the default framebuffer. Does this order seem viable? Any obvious mistakes?

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  • Problem graphics with ATI Radeon x1270 (RS690M) on Ubuntu 12.04

    - by Giuseppe Della Corte
    I'm Italian and so I apologize for my English! I'm a beginner to Ubuntu and I tried it on my desktop PC and it's fantastic, fast and fun! I decided to try it on my netbook Packard Bell DOT M/A and this is the configuration: AMD Athlon L110 1.2GHz 2GB of RAM ATI Radeon x1270 (RS690M) 150GB Hard Disk I installed Ubuntu 12.04 with Wubi (dualboot Windows 7 + Ubuntu 12.04), because the netbook does not have a DVD player! During the installation everything is OK, after it was installed I see mistakes in the graphical display! I see objects that are seen in different colors and moving (buttons, mouse pointer, text bar ... etc ...) At one point came not to see anything, such as this screenshot: The drivers are open, that is already installed in Ubuntu. Windows 7 video card runs fine, can run well Aero (transparent window effects), I can watch movies in HD and play some games with the Catalyst drivers from AMD. Now I ask a favor, you can help me solve this problem? Is there a fix for this driver or drivers different on the Internet? Thanks for your attention, good bye!

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  • How to perform game object smoothing in multiplayer games

    - by spaceOwl
    We're developing an infrastructure to support multiplayer games for our game engine. In simple terms, each client (player) engine sends some pieces of data regarding the relevant game objects at a given time interval. On the receiving end, we step the incoming data to current time (to compensate for latency), followed by a smoothing step (which is the subject of this question). I was wondering how smoothing should be performed ? Currently the algorithm is similar to this: Receive incoming state for an object (position, velocity, acceleration, rotation, custom data like visual properties, etc). Calculate a diff between local object position and the position we have after previous prediction steps. If diff doesn't exceed some threshold value, start a smoothing step: Mark the object's CURRENT POSITION and the TARGET POSITION. Linear interpolate between these values for 0.3 seconds. I wonder if this scheme is any good, or if there is any other common implementation or algorithm that should be used? (For example - should i only smooth out the position? or other values, such as speed, etc) any help will be appreciated.

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  • What is the best approach to solve a factory method problem which has to be an instance?

    - by Iago
    I have to add new funcionality in a web service legacy project and I'm thinking what is the best approach for a concrete situation. The web service is simple: It receives a XML file, unmarshalling, generates response's objects, marshalling and finally it sends the response as a XML file. For every XML files received, the web service always responds with the same XML structure. What I have to do is to generate a different XML file according to the XML received. So I have a controller class which has all marshalling/unmarshalling operations, but this controller class has to be an instance. Depending on XML received I need some marshalling methods or others. Trying to make few changes on legacy source, what is the best approach? My first approach was to do a factory method pattern with the controller class, but this class has to be an instance. I want to keep, as far as it goes, this structure: classController.doMarshalling(); I think this one is a bit smelly: if(XMLReceived.isTypeOne()) classController.doMarshallingOne(); else if(XMLReceived.isTypeTwo()) classController.doMarshallingTwo(); else if(XMLReceived.isTypeThree()) classController.doMarshallingThree(); else if ... I hope my question is well understood

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  • OOP implementation of BUFFS and Stats. Suggestion

    - by Mattia Manzo Manzati
    I am developing an MMORPG server using NodeJS. I am not sure how to implement Buffs, i mean, equipped objects or used skills have effects on the Player() which has many Stats(), some of them have a max cap... Effects can change the Stat value, increasing or decreasing it by a value, a percentage or completly rewrite the value of the stat. After a while I have decided to create a base class for buffs, which can be hidden (if they are casted from an equipped object) or shown if they came from an ability (Spell). Anyway I need suggestion how to implement it, use an array for all active buffs for a stat and have a function calculate the value of the stat affected by buffs each time I need the value of the stat or...? Other more OOP's ways to do it? I have read this What's a way to implement a flexible buff/debuff system? but this implements only a percentage system, which buffs can only say "+10%, +20%, etc...", but I would love to have an hybrid system, which can have percentage values or static values (like WoW does), and using modifiers it's hard to implement, because modifiers refers to the current value of stat :/ Thanks for suggestions :)

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  • How to manage many mobile device users at server side?

    - by Rami
    I built a social Android application in which users can see other users around them by GPS location. At the beginning thing went well as I had low number of users, but now that I have increasing number of users (about 1500 +100 every day) it has revealed a major problem in my design. In my Google App Engine servlet I have static HashMap that holds all the users profiles objects, currently 1500 and this number will increase as more users register. Why I'm doing it? Every user that requests for the users around him compares his GPS with other users and checks if they are in his 10km radius. This happens every five minutes on average. Consequently, I can't get the users from db every time because GAE read/write operation quota will tear me apart. The problem with this design is? As the number of users increases, the Hashmap turns to null every 4-6 hours, I think that this time is getting shorter, but I'm not sure. I'm fixing this by reloading the users from the db every time I detect that it becomes null, but this causes DOS to my users for 30 sec, so I'm looking for better solution. I'm guessing that it happens because the size of the hashmap. Am I right? I have been advised to use a spatial database, but that means that I can't work with GAE any more and it means that I need to build my big server all over again and lose my existing DB. Is there something I can do with the existing tools? Thanks.

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  • I've been told that Exceptions should only be used in exceptional cases. How do I know if my case is exceptional?

    - by tieTYT
    My specific case here is that the user can pass in a string into the application, the application parses it and assigns it to structured objects. Sometimes the user may type in something invalid. For example, their input may describe a person but they may say their age is "apple". Correct behavior in that case is roll back the transaction and to tell the user an error occurred and they'll have to try again. There may be a requirement to report on every error we can find in the input, not just the first. In this case, I argued we should throw an exception. He disagreed, saying, "Exceptions should be exceptional: It's expected that the user may input invalid data, so this isn't an exceptional case" I didn't really know how to argue that point, because by definition of the word, he seems to be right. But, it's my understanding that this is why Exceptions were invented in the first place. It used to be you had to inspect the result to see if an error occurred. If you failed to check, bad things could happen without you noticing. Without exceptions every level of the stack needs to check the result of the methods they call and if a programmer forgets to check in one of these levels, the code could accidentally proceed and save invalid data (for example). Seems more error prone that way. Anyway, feel free to correct anything I've said here. My main question is if someone says Exceptions should be exceptional, how do I know if my case is exceptional?

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  • Using visitor pattern with large object hierarchy

    - by T. Fabre
    Context I've been using with a hierarchy of objects (an expression tree) a "pseudo" visitor pattern (pseudo, as in it does not use double dispatch) : public interface MyInterface { void Accept(SomeClass operationClass); } public class MyImpl : MyInterface { public void Accept(SomeClass operationClass) { operationClass.DoSomething(); operationClass.DoSomethingElse(); // ... and so on ... } } This design was, however questionnable, pretty comfortable since the number of implementations of MyInterface is significant (~50 or more) and I didn't need to add extra operations. Each implementation is unique (it's a different expression or operator), and some are composites (ie, operator nodes that will contain other operator/leaf nodes). Traversal is currently performed by calling the Accept operation on the root node of the tree, which in turns calls Accept on each of its child nodes, which in turn... and so on... But the time has come where I need to add a new operation, such as pretty printing : public class MyImpl : MyInterface { // Property does not come from MyInterface public string SomeProperty { get; set; } public void Accept(SomeClass operationClass) { operationClass.DoSomething(); operationClass.DoSomethingElse(); // ... and so on ... } public void Accept(SomePrettyPrinter printer) { printer.PrettyPrint(this.SomeProperty); } } I basically see two options : Keep the same design, adding a new method for my operation to each derived class, at the expense of maintainibility (not an option, IMHO) Use the "true" Visitor pattern, at the expense of extensibility (not an option, as I expect to have more implementations coming along the way...), with about 50+ overloads of the Visit method, each one matching a specific implementation ? Question Would you recommand using the Visitor pattern ? Is there any other pattern that could help solve this issue ?

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  • SQL language drawbacks, The Third Manifesto

    - by David Portabella
    Sometime ago I read about SQL language drawbacks (the basic language specification, not vendor specific), and one of the drawbacks was that the language does not allow to create a set of tuples that don't come from a table. For instance, SELECT firstName, lastName from people; this creates a set of tuples coming from the table people. Now, if I don't have this table people, and I want to return a constant, I'd need something like this to return a set of two tuples (this would not require to have a table): SELECT VALUES('james', 'dean'), ('tom', 'cruisse'); Why I would need that? Because of the same reasons that we can define constants (not only basic types, but objects and arrays also) in any advanced programming language. Workarounds, Yes, I could create a temporal table, fill the data, and SELECT from that table. This is a hack, to overcome the drawbacks of the poor SQL language. I think that I read about this somewhere in "The Third Manifesto", but I don't find the paragraph/example talking about this concrete drawback anymore. Do you know a reference about it?

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  • Remove enemy when bullet hits enemy

    - by jordi12100
    For my education I have to make a basic game in HTML5 canvas. The game is a shooter game. When you can move left - right and space is shoot. When I shoot the bullets will move up. The enemy moves down. When the bullet hits the enemy the enemy has to dissapear and it will gain +1 score. But the enemy will dissapear after it comes up the screen. Demo: http://jordikroon.nl/test.html space = shoot + enemy shows up This is my code: for (i=0;i<enemyX.length;i++) { if(enemyX[i] > canvas.height) { enemyY.splice(i,1); enemyX.splice(i,1); } else { enemyY[i] += 5; moveEnemy(enemyX[i],enemyY[i]); } } for (i=0;i<bulletX.length;i++) { if(bulletY[i] < 0) { bulletY.splice(i,1); bulletX.splice(i,1); } else { bulletY[i] -= 5; moveBullet(bulletX[i],bulletY[i]); for (ib=0;ib<enemyX.length;ib++) { if(bulletX[i] + 50 < enemyX[ib] || enemyX[ib] + 50 < bulletX[i] || bulletY[i] + 50 < enemyY[ib] || enemyY[ib] + 50 < bulletY[i]) { ++score; enemyY.splice(i,1); enemyX.splice(i,1); } } } } Objects: function moveBullet(posX,posY) { //console.log(posY); ctx.arc(posX, (posY-150), 10, 0 , 2 * Math.PI, false); } function moveEnemy(posX,posY) { ctx.rect(posX, posY, 50, 50); ctx.fillStyle = '#ffffff'; ctx.fill(); }

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  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

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  • Must all AI states be able to react to any event?

    - by Prog
    FSMs implemented with the State design pattern are a common way to design AI agents. I am familiar with the State design pattern and know how to implement it. How is this used in games to design AI agents? Consider a simplified class Monster, representing an AI agent: class Monster { State state; // other fields omitted public void update(){ // called every game-loop cycle state.execute(this); } public void setState(State state){ this.state = state; } // irrelevant stuff omitted } There are several State subclasses implementing execute() differently. So far, classic State pattern. AI agents are subject to environmental effects and other objects communicating with them. For example, an AI agent might tell another AI agent to attack (i.e. agent.attack()). Or a fireball might tell an AI agent to fall down. This means that the agent must have methods such as attack() and fallDown(), or commonly some message receiving mechanism to understand such messages. With an FSM, the current State of the agent should be the one taking care of such method calls - i.e. the agent delegates to the current state upon every event. Is this correct? If correct, how is this done? Are all states obligated by their superclass to implement methods such as attack(), fallDown() etc., so the agent can always delegate to them on almost every event? Or is it done in some other way?

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  • How can I replicate the look and limitations of the Super NES?

    - by Mikalichov
    I am looking to produce graphics with the same limitations / look that in the Super Nes era. I am specifically looking for graphics similar to Chrono Trigger / FF6. It would be a lot easier to do if I had an idea of the resolution / dpi I am supposed to use. I found that the technical specs for the SNES are: Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239 Interlaced: 512 × 448, 512 × 478 But even by using these resolutions, it is pointless if I set it at 72dpi, as I will still have possibly very detailed graphics (that is the main thing, I don't want detailed graphics, I want to go pixelated). I figured it might be related to the sprite size limit, i.e.: Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line. This would work for sprites (characters, objects), but what about maps? Are they built entirely from 8x8 tiles? And then, at what resolution is the end result displayed? It might seem like I am giving the question and answers at the same time, but all of these are suppositions I am making, so could someone confirm or correct them?

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  • Correct way to use Farseer Physics in XNA

    - by user1640602
    I am using Farseer Physics for my 2D sidescroller game and I'm not sure how to proceed with it. I currently have a Sprite class (handles nothing but graphics), a GameObject class (contains specific object info like hit points), a World object which contains the list of Bodies, and a Level object which contains all of these objects. Originally I was trying to keep track of the Sprites, GameObjects, and Bodies separately because I felt that would provide loose coupling but it quickly became a headache. So my new idea was to add a Sprite member to the GameObject class but I'm still not sure how to maintain the Bodies because they have to communicate with GameObject. Specifically, my issue is this: The position of the Body is used to draw the Sprite inside of the Level. In order to do that I would have to maintain a link between GameObjects and Bodies. Is this correct or is there a better way to architect my game? If any of this is unclear please ask and I'll try to clarify. Thank you in advance for any help.

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  • How to keep track of previous scenes and return to them in libgdx

    - by MxyL
    I have three scenes: SceneTitle, SceneMenu, SceneLoad. (The difference between the title scene and the menu scene is that the title scene is what you see when you first turn on the game, and the menu scene is what you can access during the game. During the game, meaning, after you've hit "play!" in the title scene.) I provide the ability to save progress and consequently load a particular game. An issue that I've run into is being able to easily keep track of the previous scene. For example, if you enter the load scene and then decide to change your mind, the game needs to go back to where you were before; this isn't something that can be hardcoded. Now, an easy solution off the top of my head is to simply maintain a scene stack, which basically keeps track of history for me. A simple transaction would be as follows I'm currently in the menu scene, so the top of the stack is SceneMenu I go to the load scene, so the game pushes SceneLoad onto the stack. When I return from the load scene, the game pops SceneLoad off the stack and initializes the scene that's currently at the top, which is SceneMenu I'm coding in Java, so I can't simply pass around Classes as if they were objects, so I've decided implemented as enum for eac scene and put that on the stack and then have my scene managing class go through a list of if conditions to return the appropriate instance of the class. How can I implement my scene stack without having to do too much work maintaining it?

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  • Moving characters on a grid [on hold]

    - by madmax1
    i am developing my first game with C++. My game uses a grid of rectangles. I have a class Board which manages the grid as a whole, initializes the terrain, places/removes characters, etc. It has a 2D vector of a class Field, which handles the Structure of the field, contained Objects, Characters, etc. Field again contains a vector of class Character, which are positioned on the field. Now i want to implement the functionality to move a character on the board, however dont know which is best practice to do so. Should i implement a moveCharacter(character, offset) function in Board, make it search for the character and move it? Or should i implement a function move(offset) in Character? This sure would be nicest, however makes characters necessary to know the board they are on, or the field which in turn knows the board. On the one hand i feel like i should avoid inclusion between classes as much as possible e.g. to increase portability of classes for different projects, on the other hand i think the character.move() functionality is most comfortable for further development. Im pretty new to "bigger" C++ projects and these kind of design questions pop up more and more often lately and i have troubles deciding. Thanks a lot for any advice!

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  • Photoshop alternative with same keyboard shorcuts

    - by user292254
    tldr; Is there a program with the same keyboard shortcuts and/or user interface as PS. I know the "photoshop alternative" question has been asked so many times, but I feel this variant is worth the time to ask. I am a web designer and have been using PS daily on a windows or mac machine for about 10 years, but I do most of my development in linux. The only thing that has been keeping me from the full switch to linux is PS. I have tried many alternatives, including GIMP, but I feel the barrier to entry is too high for one reason and one reason only, the keyboard shortcuts. Over the years I have become very adept and quick in the use of PS because of keyboard shortcuts and muscle memory. I realize that many shortcuts can be customized, but many actions are just too different from PS. So my question is what programs are out there that are the closest to PS in keyboard shortcuts and interface. I don't care if I have to do a bunch of customization to get it as close as possible, but I just can't take too much time to learn a completely new workflow. Of course I realize that any software will take time and effort, I just want to make that time/effort as minimal as possible. Thanks in advance for your responses. edit I should tell you the most important features and workflow I use on a daily basis are, Smart objects, linked documents, save for web and devises.

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  • C++ and SDL Trouble Creating a STL Vector of a Game Object

    - by Jackson Blades
    I am trying to create a Space Invaders clone using C++ and SDL. The problem I am having is in trying to create Waves of Enemies. I am trying to model this by making my Waves a vector of 8 Enemy objects. My Enemy constructor takes two arguments, an x and y offset. My Wave constructor also takes two arguments, an x and y offset. What I am trying to do is have my Wave constructor initialize a vector of Enemies, and have each enemy given a different x offset so that they are spaced out appropriately. Enemy::Enemy(int x, int y) { box.x = x; box.y = y; box.w = ENEMY_WIDTH; box.h = ENEMY_HEIGHT; xVel = ENEMY_WIDTH / 2; } Wave::Wave(int x, int y) { box.x = x; box.y = y; box.w = WAVE_WIDTH; box.y = WAVE_HEIGHT; xVel = (-1)*ENEMY_WIDTH; yVel = 0; std::vector<Enemy> enemyWave; for (int i = 0; i < enemyWave.size(); i++) { Enemy temp(box.x + ((ENEMY_WIDTH + 16) * i), box.y); enemyWave.push_back(temp); } } I guess what I am asking is if there is a cleaner, more elegant way to do this sort of initialization with vectors, or if this is right at all. Any help is greatly appreciated.

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