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  • Making it GREAT! Oracle Partners Building Apps Workshop with UX and ADF in UK

    - by ultan o'broin
    Yes, making is what it's all about. This time, Oracle Partners in the UK were making great looking usable apps with the Oracle Applications Development Framework (ADF) and user experience (UX) toolkit. And what an energy-packed and productive event at the Oracle UK, Thames Valley Park, location it was. Partners learned the fundamentals of enterprise applications UX, why it's important, all about visual design, how to wireframe designs, and then how to build their already-proven designs in ADF. There was a whole day on mobile apps, learning about mobile design principles, free mobile UX and ADF resources from Oracle, and then trying it out. The workshop wrapped up with the latest Release 7 simplified UIs, Mobilytics, and other innovations from Oracle, and a live demo of a very neat ADF Mobile Android app built by an Oracle contractor. And, what a fun two days both Grant Ronald of ADF and myself had in running the workshop with such a great audience, too! I particularly enjoyed the wireframing and visual design sessions interaction; and seeing some outstanding work done by partners. Of note from the UK workshop were innovative design features not seen before and made me all the happier that developers were bringing their own ideas from the consumer IT world of mobility, simplicity, and social to the world of work apps in a smart way within an enterprise methodology too.  Partner wireframe exercise. Applying mobile design principles and UX design patterns means you've already productively making great usable apps! Next, over to Oracle ADF Mobile with it! One simple example from the design of a mobile field service app was that participants immediately saw how the UX and device functionality of the super UK-based app Hailo app could influence their designs (the London cabbie influence maybe?), as well as how we all use maps, cameras, barcode scanners and microphones on our phones could be used in work. And, of course, ADF Mobile has the device integration solutions there too! I wonder will U.S. workshops in Silicon Valley see an Uber UX influence (LOL)! That we also had partners experienced with Oracle Forms who could now offer a roadmap from Forms to Simplified UI and Mobile using ADF, and do it through through the cloud, really made this particular workshop go "ZING!" for me. Many thanks to the Oracle PartnerNetwork (OPN) team for organizing this event with us, and to the representatives of the Oracle Partners that showed and participated so well. That's what I love out this outreach. It's a two-way, solid value-add for all. Interested? Why would partners and developers with ADF skills sign up for this workshop? Here's why: Learn to use the Oracle Applications User Experience design patterns as the usability building blocks for applications development in Oracle Application Development Framework. The workshop enables attendees to build modern and visually compelling desktop and mobile applications that look and behave like Oracle Cloud Applications, and that can co-exist with partner integrations, new, or existing applications deployments. Partners learn to offer customers and clients more than just coded functionality; instead they can provide a complete user experience with a roadmap for continued ROI from applications that also creating more business and attracts the kudos and respect from other makers of apps as they're wowed by the results. So, if you're a partner and interested in attending one of these workshops and benefitting from such learning, as well as having a platform to show off some of your own work, stay well tuned to your OPN channels, to this blog, to the VoX blog, and to the @usableapps Twitter account too. Can't wait? For developers and partners, some key mobile resources to explore now Oracle ADF Mobile UX Patterns and Components Wiki Oracle ADF Academy (Mobile) Oracle ADF Insider Essentials Oracle Applications Mobile User Experience Design Patterns and Guidance

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  • Dependency Injection Introduction

    - by MarkPearl
    I recently was going over a great book called “Dependency Injection in .Net” by Mark Seeman. So far I have really enjoyed the book and would recommend anyone looking to get into DI to give it a read. Today I thought I would blog about the first example Mark gives in his book to illustrate some of the benefits that DI provides. The ones he lists are Late binding Extensibility Parallel Development Maintainability Testability To illustrate some of these benefits he gives a HelloWorld example using DI that illustrates some of the basic principles. It goes something like this… class Program { static void Main(string[] args) { var writer = new ConsoleMessageWriter(); var salutation = new Salutation(writer); salutation.Exclaim(); Console.ReadLine(); } } public interface IMessageWriter { void Write(string message); } public class ConsoleMessageWriter : IMessageWriter { public void Write(string message) { Console.WriteLine(message); } } public class Salutation { private readonly IMessageWriter _writer; public Salutation(IMessageWriter writer) { _writer = writer; } public void Exclaim() { _writer.Write("Hello World"); } }   If you had asked me a few years ago if I had thought this was a good approach to solving the HelloWorld problem I would have resounded “No”. How could the above be better than the following…. class Program { static void Main(string[] args) { Console.WriteLine("Hello World"); Console.ReadLine(); } }  Today, my mind-set has changed because of the pain of past programs. So often we can look at a small snippet of code and make judgements when we need to keep in mind that we will most probably be implementing these patterns in projects with hundreds of thousands of lines of code and in projects that we have tests that we don’t want to break and that’s where the first solution outshines the latter. Let’s see if the first example achieves some of the outcomes that were listed as benefits of DI. Could I test the first solution easily? Yes… We could write something like the following using NUnit and RhinoMocks… [TestFixture] public class SalutationTests { [Test] public void ExclaimWillWriteCorrectMessageToMessageWriter() { var writerMock = MockRepository.GenerateMock<IMessageWriter>(); var sut = new Salutation(writerMock); sut.Exclaim(); writerMock.AssertWasCalled(x => x.Write("Hello World")); } }   This would test the existing code fine. Let’s say we then wanted to extend the original solution so that we had a secure message writer. We could write a class like the following… public class SecureMessageWriter : IMessageWriter { private readonly IMessageWriter _writer; private readonly string _secretPassword; public SecureMessageWriter(IMessageWriter writer, string secretPassword) { _writer = writer; _secretPassword = secretPassword; } public void Write(string message) { if (_secretPassword == "Mark") { _writer.Write(message); } else { _writer.Write("Unauthenticated"); } } }   And then extend our implementation of the program as follows… class Program { static void Main(string[] args) { var writer = new SecureMessageWriter(new ConsoleMessageWriter(), "Mark"); var salutation = new Salutation(writer); salutation.Exclaim(); Console.ReadLine(); } }   Our application has now been successfully extended and yet we did very little code change. In addition, our existing tests did not break and we would just need add tests for the extended functionality. Would this approach allow parallel development? Well, I am in two camps on parallel development but with some planning ahead of time it would allow for it as you would simply need to decide on the interface signature and could then have teams develop different sections programming to that interface. So,this was really just a quick intro to some of the basic concepts of DI that Mark introduces very successfully in his book. I am hoping to blog about this further as I continue through the book to list some of the more complex implementations of containers.

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  • Does *every* project benefit from written specifications?

    - by nikie
    I know this is holy war territory, so please read the question to the end before answering. There are many cases where written specifications make a lot of sense. For example, if you're a contractor and you want to get paid, you need written specs. If you're working in a team with 20 persons, you need written specs. If you're writing a programming language compiler or interpreter (and it's not perl), you'll usually write a formal specification. I don't doubt that there are many more cases where written specifications are a really good idea. I just think that there are cases where there's so little benefit in written specs, that it doesn't outweigh the costs of writing and maintaining them. EDIT: The close votes say that "it is difficult to say what is asked here", so let me clarify: The usefulness of written, detailed specifications is often claimed like a dogma. (If you want examples, look at the comments.) But I don't see the use of them for the kind of development I'm doing. So what is asked here is: How would written specifications help me? Background information: I work for a small company that's developing vertical market software. If our product is easier to use and has better performance than the competition, it sells. If it's harder to use, even if it behaves 100% as the specification says, it doesn't sell. So there are no "external forces" for having written specs. The advantage would have to be somewhere in the development process. Now, I can see how frozen specifications would make a developer's life easier. But we'll never have frozen specs. If we see in the middle of development that feature X is not intuitive to use the way it's specified, then we can only choose between changing the specification or developing a product that won't sell. You'll probably ask by now: How do you know when you're done? Well, we're continually improving our product. The competition does the same. So (hopefully) we're never done. We keep improving the software, and when we reach a point when the benefits of the improvements we've added since the last release outweigh the costs of an update, we create a new release that is then tested, localized, documented and deployed. This also means that there's rarely any schedule pressure. Nobody has to do overtime to make a deadline. If the feature isn't done by the time we want to release the next version, it'll simply go into the next version. The next question might be: How do your developers know what they're supposed to implement? The answer is: They have a lot of domain knowledge. They know the customers business well enough, so a high-level description of the feature (or even just the problem that the customer needs solved) is enough to implement it. If it's not clear, the developer creates a few fake screens to get feedback from marketing/management or customers, but this is nowhere near the level of detail of actual specifications. This might be inefficient for larger teams, but for a small team with low turnover it works quite well. It has the additional benefit that the developer in question often comes up with a better solution than the person writing the specs might have. This question is already getting very long, but let me address one last point: Testing. Like I said in the beginning, if our software behaves 100% like the spec says, it still can be crap. In fact, if it's so unintuitive that you need a spec to know how to test it, it probably is crap. It makes sense to have fixed, written tests for some core functionality and for regression bugs, but again, this is nowhere near a full written spec of how the software should behave when. The main test is: hand the software to a user who doesn't know it yet and tell him to use the new feature X. If she can figure out how to use it and it works, it works.

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  • Fix keyboard orientation in landscape iPad app (upside down keyboard)

    - by hjd
    I'm converting a landscape (UIInterfaceOrientationLandscapeRight) iPhone app to be a universal app. So far I've got the orientation working properly: the iPad version will launch with the right splash graphic and start in the right orientation (LandscapeLeft or LandscapeRight) depending on how the user is holding it. But: when I trigger the keyboard while the iPad is in LandscapeLeft, the keyboard appears upside down: I can't post images yet so you can see the error here: http://blog.durdle.com/images/ipad_keyboard.png That's a UIAlertView with a UITextField added to it. I guess the keyboard at this point is in the LandscapeRight orientation. If I rotate the device to LandscapeRight, the game view rotates to match the keyboard, then if I rotate the device back to LandscapeLeft the entire interface - game AND keyboard rotate together to appear correctly. So: how do I ensure it appears in the correct orientation?

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  • Silverlight 4 with WCF RIA architecture applying DDD

    - by doteneter
    Hello, In my ASP.NET MVC applications I use DDD and it works very well. I'm new to Silverlight development and would like to know how could I apply DDD to build a new architecture. I had a look on WCF RIA Services and what is exposed by default it's the simple CRUD methods. I would like to use MVVM pattern. I thought about general architecture and don't know if what I'm thinking about make sense in Silverlight development. I thought about creating Domain Model on the top of SVC. I would than expose by WCF RIA some operation that deals with aggreates in my Domain Model instead of simple CRUD. What I would aloso expose is the ViewModel entieties that could be used by the view. I don't know if it's make sense, if I'm going in a good direction or if applying DDD in Silverlight 4 development is a good practice. I didn't find much informations on Internet. I'll appreciate if you could point me to some interesting links or if you can give me some hints. Thanks for your help.

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  • Obtaining MFC Feature Pack GUI elements in .NET WinForms

    - by Cody Gray
    The MFC Feature Pack (and VS 2010) adds out-of-the-box support for several "modern" GUI elements (such as MDI with tabbed documents, the ribbon, and a Visual Studio-style interface with docking panels). These are a boon to those of us that have to support legacy MFC-based applications and want to update their look-and-feel, and a sign that Microsoft has not completely abandoned unmanaged C++ development. However, with the push so strongly in favor of .NET, WinForms, and managed code (and for plenty of good reasons), there seems little reason to develop new applications in unmanaged C++/MFC. The question then becomes how does one obtain these GUI elements in a WinForms application. Almost all of the add-ons and libraries I have found so far cost money, and introduce additional dependencies. I don't have a budget to buy third-party libraries, and the controls provided by Microsoft in MFC for free seem sufficient for our needs. But I still have reservations about learning MFC to develop a new application. Not only does the investment in time seem significant (by all accounts, MFC seems particularly difficult to learn, even for experienced .NET developers--although I am willing to try), but the question of MFC's lifespan is raised as well. Certainly, given the millions of lines of code and existing apps written in native C++, it will be around for some time, but the handwriting seems to be on the wall, so to speak, that it's no longer Microsoft's touted development platform. It seems like these features should be available by now in WinForms without the need for third-party add-ons, or devoting a lot of time and resources to custom-drawing EVERYTHING. Am I just missing something? I find very little online that compares these new features of MFC to what is available in WinForms, mainly because most everything written on MFC pre-dated its most recent update, before which it looked admitted "dated," and with its other flaws, was hardly an appealing platform for new development. With the very recent release of VS 2010, we have a while to wait before WinForms gets updated again. What routes are you guys taking for applications whose customers demand a modern-looking UI on a budget?

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  • Program received signal: “0”. warning: check_safe_call: could not restore current frame

    - by Kaushik
    Require urgent help!:( i m developing a game and i m dealing with around 20 images at the same time. As per my knowledge, i m allocating and deallocating the images at right places. Game runs for around 15 min fine but quits with an error message: "Program received signal: “0”. warning: check_safe_call: could not restore current frame" i also tried debugging with memory leak tools provided in Xcode but could not find any issue with memory management or any increase in memory size on simulator it works fine but not on the device. i m confused wht can be the issue. Any help is appreciated. Thanx in advance

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  • iPhone Gameloop render update from a separate thread

    - by Rich
    Hi, I'm new to iPhone development. I have a game loop setup as follows. (void)CreateGameTick:(NSTimeInterval) in_time { [NSThread detachNewThreadSelector:@selector(GameTick) toTarget:self withObject:nil]; } My basic game tick/render looks like this (void)GameTick { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; CGRect wrect = [self bounds]; while( m_running ) { [self drawRect: wrect]; } [pool release]; } My render function gets called. However nothing gets drawn (I am using Core Graphics to draw some lines on a derived UIView). If I call my update via a timer then all is well and good. Can you tell me why the render fails when done via threads? And is it possible to make it work via threads? Thanks Rich

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  • Pathfinding Algorithm For Pacman

    - by user280454
    Hi, I wanted to implement the game Pacman. For the AI, I was thinking of using the A* algorithm, having seen it on numerous forums. However, I implemented the Breadth First Search for some simple pathfinding (going from point a to point b with certain obstacles in between) and found it gave the optimum path always. I guess it might be because in a game like pacman which uses simple pathfinding, there is no notion of costs in the graph. So, will it be OK if I use BFS instead of A* for pathfinding in Pacman?

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  • football manager facebook application

    - by jeansymolanza
    hey guys i'm about to begin a football manager inspired facebook application in php/mysql and had a couple of questions: 1) where would be the best place to host the database? any services offered within great britain would be excellent! 2) does anyone have any ideas on how i could use player statistics as part of the in-game match engine? how would php accomodate this? i would like to make the matches as realistic as possible? 3) lastly i wanted to know whether php/mysql would be the best language to code this game in. i am quite confident within this language and can pick up new skills relatively quickly. but i am worried once again (in reference to number 2) about how i would simulate matches using the data from php. i'd appreciate any pointers. thanks for the help guys!

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  • Webservice Connection Refused

    - by sidcom
    I have developed a web app using a webservice. Everything works fine in the development environment. I have moved the webservice to the production server in a test folder behind my main website. I can browse to the published service localy on the production server and i can access the remote service from my development machine. If I run my web app in my development environment I can use the remote webservice no problem. If I move the web application to the production environment the browser outputs this error when the application performs the ajax login method. The following javascript error is output to the browser Error: Sys.WebForms.PageRequestManagerServerErrorException: An unknown error occurred while processing the request on the server. The status code returned from the server was: 500 Source File: www.grav80.com/clients/callswharf/Redshift/Telerik.Web.UI.WebResource.axd?_TSM_HiddenField_=RadScriptManager1_HiddenField&compress=1&_TSM_CombinedScripts_=%3b%3bSystem.Web.Extensions%2c+Version%3d3.5.0.0%2c+Culture%3dneutral%2c+PublicKeyToken%3d31bf3856ad364e35%3aen-US%3a1247b7d8-6b6c-419f-a45f-8ff264c90734%3aea597d4b%3ab25378d2%3bTelerik.Web.UI%2c+Version%3d2009.2.826.35%2c+Culture%3dneutral%2c+PublicKeyToken%3d121fae78165ba3d4%3aen-US%3ad2d891f5-3533-469c-b9a2-ac7d16eb23ff%3a16e4e7cd%3a86526ba7%3aed16cbdc%3ab7778d6c Line: 15 The Following error appears in the event log Exception information: Exception type: WebException Exception message: Unable to connect to the remote server Request information: Request URL: www.grav80.com/clients/callswharf/redshift/login.aspx Request path: /clients/callswharf/redshift/login.aspx User host address: 77.68.58.231 User: Is authenticated: False Authentication Type: Thread account name: NT AUTHORITY\NETWORK SERVICE You can view the behaviour in the test environment here. http://www.grav80.com/clients/callswharf/redshift/ You can view the service here http://www.grav80.com/clients/callswharf/redshift/service/g80cms.asmx I hope some on can shine some light on this for me.

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  • Object Oriented Design Questions

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

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  • From actionscript to google's datastore through java.

    - by Jonathan
    I'm working on a flash game written in pure actionscript 3.0 in Flex. I've just finished implementing replays for the game, but want to store the top 10 hiscores' replay data on my google-app-engine'd website. I'm using Java for the app-engine stuff in Eclipse in java but I have no idea how to deal with communicating to my java code from my actionscript code. I'll need to both read and write from actionscript - java - datastore. Does anyone have any experience with this? For note, I'm horribly noob with anything to do with web development. I hear you can pass arguments to a URL when calling it, comparable to command-line arguments on a desktop executable and if so then sending all the data as a large string would be doable... The question then would be how to call a url from AS3 code with additional data and then how to catch that on the java side. Thanks to anyone who can help. Jono

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  • Web-based clients vs thick/rich clients?

    - by rudolfv
    My company is a software solutions provider to a major telecommunications company. The environment is currently IBM WebSphere-based with front-end IBM Portal servers talking to a cluster of back-end WebSphere Application Servers providing EJB services. Some of the portlets use our own home-grown MVC-pattern and some are written in JSF. Recently we did a proof-of-concept rich/thick-client application that communicates directly with the EJB's on the back-end servers. It was written in NetBeans Platform and uses the WebSphere application client library to establish communication with the EJB's. The really painful bit was getting the client to use secure JAAS/SSL communications. But, after that was resolved, we've found that the rich client has a number of advantages over the web-based portal client applications we've become accustomed to: Enormous performance advantage (CORBA vs. HTTP, cut out the Portal Server middle man) Development is simplified and faster due to use of NetBeans' visual designer and Swing's generally robust architecture The debug cycle is shortened by not having to deploy your client application to a test server No mishmash of technologies as with web-based development (Struts, JSF, JQuery, HTML, JSTL etc., etc.) After enduring the pain of web-based development (even JSF) for a while now, I've come to the following conclusion: Rich clients aren't right for every situation, but when you're developing an in-house intranet-based solution, then you'd be crazy not to consider NetBeans Platform or Eclipse RCP. Any comments/experiences with rich clients vs. web clients?

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  • GameKit and GKPeerPicker on 1st Gen iPhone and iPod Touch

    - by Reese McLean
    This is my current set up for my multiplayer game: A view that gives connection tips and warns the user that multiplayer will not work on the 1st Gen iPhone or ipod Touch. There is a "connect" button that pushes the game view and starts the GKPeerPicker. Unfortunately, I don't have a 1st Gen iPhone or iPod Touch to test what happens if they press the connect button. The view will be pushed, but I don't know what will happen when the PeerPicker tries to show. So the Question(s): Is there anyway to tell if the user will not be able to use GameKit so that I can disable the "connect" button? What will happen if they do press the connect button and GameKit is not available?

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  • Making the domain-model of tic tac toe

    - by devoured elysium
    I am trying to make the domain model of a Tic Tac Toe game. I'll try then to go on through the various steps of the Unified Process and later implement it in some language (C# or Java). I'd like to have some feedback if I'm going on the right path: I've defined the game with two actors, Player O and Player X. I'm not sure about defining both a Tile and a Tile State. Maybe I should only define a Tile and have the 3 possible states specialize from it? I'm not sure what is best: to have both Player O and Player X be associations with Tic Tac Toe or have them inherit from Player that is associated with Tic Tac Toe. Following the design shown on the pic, in theory we could have a Tic Tac Toe concept with 2 Player O's, which wouldn't be correct. What is your opinion on this? Also, am I missing something in the diagram? Although I can't see any other actors for Tic Tac Toe, should I have any other? Thanks

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  • How to Increment Visual Studio build number using C++?

    - by Brock Woolf
    I have a Visual Studio 2008 project that produces a file called: "Game-Release.exe". This was configured under Project Properties - C/C++ - Linker - General: $(OutDir)\$(ProjectName)-Release.exe I would like to take this a bit further by have an incrementing build number so I would have something which says: Game-Release-Build-1002.exe The number on the end should be an incrementing integer. I will be storing the build exe's on subversion so I think i would find this useful (although not necessary). Perhaps there is a built in macro in Visual Studio that could handle this. Quite possibly I was thinking I could have a text file with the build number in it and have the compiler read, use and increment the number in the file each time the project is built. My goal is however to make the process as automated as possible. What is the best way to accomplish this? If you offer an opinion, please also provide the code we can all share. Thnx.

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  • Another design-related C++ question

    - by Kotti
    Hi! I am trying to find some optimal solutions in C++ coding patterns, and this is one of my game engine - related questions. Take a look at the game object declaration (I removed almost everything, that has no connection with the question). // Abstract representation of a game object class Object : public Entity, IRenderable, ISerializable { // Object parameters // Other not really important stuff public: // @note Rendering template will never change while // the object 'lives' Object(RenderTemplate& render_template, /* params */) : /*...*/ { } private: // Object rendering template RenderTemplate render_template; public: /** * Default object render method * Draws rendering template data at (X, Y) with (Width, Height) dimensions * * @note If no appropriate rendering method overload is specified * for any derived class, this method is called * * @param Backend & b * @return void * @see */ virtual void Render(Backend& backend) const { // Render sprite from object's // rendering template structure backend.RenderFromTemplate( render_template, x, y, width, height ); } }; Here is also the IRenderable interface declaration: // Objects that can be rendered interface IRenderable { /** * Abstract method to render current object * * @param Backend & b * @return void * @see */ virtual void Render(Backend& b) const = 0; } and a sample of a real object that is derived from Object (with severe simplifications :) // Ball object class Ball : public Object { // Ball params public: virtual void Render(Backend& b) const { b.RenderEllipse(/*params*/); } }; What I wanted to get is the ability to have some sort of standard function, that would draw sprite for an object (this is Object::Render) if there is no appropriate overload. So, one can have objects without Render(...) method, and if you try to render them, this default sprite-rendering stuff is invoked. And, one can have specialized objects, that define their own way of being rendered. I think, this way of doing things is quite good, but what I can't figure out - is there any way to split the objects' "normal" methods (like Resize(...) or Rotate(...)) implementation from their rendering implementation? Because if everything is done the way described earlier, a common .cpp file, that implements any type of object would generally mix the Resize(...), etc methods implementation and this virtual Render(...) method and this seems to be a mess. I actually want to have rendering procedures for the objects in one place and their "logic implementation" - in another. Is there a way this can be done (maybe alternative pattern or trick or hint) or this is where all this polymorphic and virtual stuff sucks in terms of code placement?

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  • Parsing SGF files in C#

    - by mafutrct
    The text-based Smart Game Format has become the sole file format for exchanging Go game records by now. I stared with disbelieve that there are almost no parsers available. Google yielded a few results in antique Java and Python, but no modern implementations. I am curious if I have to write my own parser. Do you know of a modern implementation in C# or Java? In case there really are no parsers available, how should I implement one? Are there general guidelines or tools (in a C# environment) I should know of? This is an example file: (;GM[1]FF[4]CA[UTF-8]AP[CGoban:3]ST[2] RU[Japanese]SZ[19]KM[6.50] PW[White]PB[Black] ;B[pd] ;W[dc] ;B[dq] ;W[pp] ;B[ce] (;W[ed] ;B[ci] ;W[kc]) (;W[do] ;B[dl] ;W[gp] ;B[eo] ;W[en] ;B[fo]))

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  • What AMF Servers Support Remote Shared Objects?

    - by GrayB
    Greetings. I'm planning on building a Flex based multiplayer game, and I'm researching what will be required for the server end. I have PHP experience, so I started looking at ZendAMF. Now in this game, I'll need the concept of rooms, and real time updates to clients in those rooms, so it looks like I'll be using remote shared objects (correct, yes?). I'm not seeing where ZendAMF can support this. So I found this page: http://arunbluebrain.wordpress.com/2009/03/04/flex-frameworks-httpcorlanorg/ It seems to indicate that ZendAMF isn't going to do what I want. WebORB for PHP seems to be the only PHP based solution that does messaging, but on that page it doesn't mention "real-time" next to it like the Java based ones below it do. What should I be looking at for the server piece with my requirements? Do I need to make the jump to something like BlazeDS and try to pick up a bit of Java knowledge? Thanks.

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  • When am I ready for contracting work?

    - by Kirk Broadhurst
    What skills are required to work on a temp / contracting basis, and how does a developer know when they are ready to work in these circumstances? I have some colleagues who are suggesting contracting work is 'the way to go'; the pay is significantly better. It appears that when a permanent position pays (X times $10k) per year, the corresponding contract position pays almost $X per hour - which is close to twice as much. I look forward to doing this type of work as an experienced expert, but worry that by doing so right now I'd be turning away learning and development opportunities. My assumptions about contract work are the following: less / zero money invested on training and development less concern for job satisfaction and learning ("they won't be here in 12 months") possibly less concern about the overall quality of the project ("we won't be here in 12 months") There are similar questions on stack overflow at the moment but what I've really looking for is: What does the developer give up by moving to contract work? Is it preferable to have structured learning in a permanent position rather than seat-of-the-pants learning in a contract position? What skill leve should the contractor have before making the move? Is there still the same kind of growth in contracting that there is in permanent positions? Rightly or wrongly, I see this as a choice between $ (contracting) and learning / development (permanent). Is this fair?

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  • Please help me decide how to figure out XNA's ContentPipeline

    - by DDTmanSP
    I have read this link : http://msdn.microsoft.com/en-us/library/bb464156.aspx They said : "... the XNA Framework Redistributable file does not contain the Content Pipeline Build Runtime. Building content at run time is supported only when XNA Game Studio has been installed on the Windows-based development computer." Actually, before I know of that, I have already used a lot of content pipeline to help me read out my game's assets. And because of that, I am now very headache to confront the publish's problem "The application requires that the assemblies Microsoft.Xna.Framework.Content.Pipeline 3.1.0.0 be installed ....." So I would like to find some ways that can help me solve this without convertion of my pipelines. So that I don't need to rewrite it all in new classes that manually load assets for me. Regard, DDTmanSP

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  • Simple way to implement computer-go board in Java

    - by codingbear
    I want to make a simple Go board to design an Computer Go game. In a go game, you lie a "stone" (white or black) on a position where horizontal and vertical lines intersect. What are some simple ways to restrict users from placing their stones in other locations? Maybe I'm just not seeing a simple solution. EDIT I guess I should rephrase my question better: I want to know how to do the background image of Go board, so that I can lie my stones on the intersection of the horizontal and the vertical lines. I was thinking about getting a just regular Go board image, and when I'm actually rendering stones, I find right position of pixels to lie stones. However, that solution did not seem to be the best solution, since I need to worry about size of stone images and think about proportionality when I either expand or shrink the board window.

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  • iPhone: Switching from a map screen to a battle screen without the map progress being reset

    - by user298261
    Hello! I'm trying to make a role-playing game, and I want the game to work so that it transitions to the battle NIB for battles, then returns back to the map NIB afterward, yet still retain all the progress the player has made exploring the dungeon. I've tried proto-typing this with just a view-switcher, where one view creates content, and then switches to the other view, and then coming back from the other view. However, once the view goes back to the original, the original view is reset. How to make the data persistent so that it doesn't reset after every "battle"? Thanks!

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  • CCSprite following a sequence of CGPoints

    - by pgb
    I'm developing a line drawing game, similar to Flight Control, Harbor Master, and others in the appstore, using Cocos2D. For this game, I need a CCSprite to follow a line that the user has drawn. I'm storing a sequence of CGPoint structs in an NSArray, based on the points I get in the touchesBegin and touchesMoved messages. I now have the problem of how to make my sprite follow them. I have a tick method, that is called at the framerate speed. In that tick method, based on the speed and current position of the sprite, I need to calculate its next position. Is there any standard way to achieve this? My current approach is calculate the line between the last "reference point" and the next one, and calculate the next point in that line. The problem I have is when the sprite "turns" (moves from one segment of the line to another). Any hint will be greatly appreciated.

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