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  • About shared (static) Members and its behavior

    - by Allende
    I just realized that I can access shared members from instances of classes (probably this is not correct, but compile and run), and also learn/discover that, I can modify shared members, then create a new instance and access the new value of the shared member. My question is, what happens to the shared members, when it comes back to the "default" value (class declaration), how dangerous is it do this ? is it totally bad ? is it valid in some cases ?. If you want to test my point here is the code (console project vb.net) that I used to test shared members, as you can see/compile/run, the shared member "x" of the class "Hello" has default value string "Default", but at runtime it changes it, and after creating a new object of that class, this object has the new value of the shared member. Module Module1 Public Class hello Public Shared x As String = "Default" Public Sub New() End Sub End Class Sub Main() Console.WriteLine("hello.x=" & hello.x) Dim obj As New hello() Console.WriteLine("obj.x=" & obj.x) obj.x = "Default shared memeber, modified in object" Console.WriteLine("obj.x=" & obj.x) hello.x = "Defaul shared member, modified in class" Console.WriteLine("hello.x=" & hello.x) Dim obj2 As New hello() Console.WriteLine("obj2.x=" & obj2.x) Console.ReadLine() End Sub End Module UPDATE: First at all, thanks to everyone, each answer give feedback, I suppose, by respect I should choose one as "the answer", I don't want to be offensive to anyone, so please don't take it so bad if I didn't choose you answer.

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  • System network service uncompatable after harddrive change and format

    - by NStephenH
    After changing out the hard drive in my dell optiplex 750, and reinstalling ubuntu, my computer tells me the system network services are not compatable. Because my cd drive does not work, I installed this by placing the hard drive in another computer an dusign the mini.iso to install it. I need networking capabilities becuase I want to use this computer as a web server. The on-board ethernet card is a intel 82566 something. If you need more information, and can tell me how to get it, just ask. Please help.

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  • How do I architect 2 plugins that share a common component?

    - by James
    I have an object that takes in data and spits out a transformed output, called IBaseItem. I also have two parsers, IParserA and IParserB. These parsers transform external data (in format dataA and dataB respectively) to a format usable by my IBaseItem (baseData). I want to create 2 systems, one that works with dataA and one that works with dataB. They will allow the user to enter data and match it to the right plugins/implementations and transform the data to outData. I want to write these traffic cops myself, but have other people provide the parsers and baseitem logic, and and as such am implementing these items as plugins (hence the use of interfaces). Other programmers can choose to implement 1 or both parsers. Q: How should I structure the way base items and parsers are associated, stored, and loaded into each of my programs? Class Relations: What I've Tried: Initially I though there should be a different dll for each of my 2 traffic cops, that each have a parser and baseitem in them. However, the duplication of baseitem logic doesn't seem right (especially if the base item logic changes). I then thought the base items could all have their own dll, and then somehow associate parsers and baseitems (guids?), but I don't know if implementing the overhead id/association is adding too much complexion.

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  • Is 2 lines of push/pop code for each pre-draw-state too many?

    - by Griffin
    I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 lines of code that look identical except for one being push() and the other being pop(). The goal is to eradicate this repetitiveness,and I hoped to do so by creating an interface in which a client can give class/struct refs in which he wants restored after the rendering calls. Also note that many beginner-programmers will be using this, so forcing lambda expressions or other advanced C# features to be used in client code is not a good idea. I attempted to accomplish my goal by using Daniel Earwicker's Ptr class: public class Ptr<T> { Func<T> getter; Action<T> setter; public Ptr(Func<T> g, Action<T> s) { getter = g; setter = s; } public T Deref { get { return getter(); } set { setter(value); } } } an extension method: //doesn't work for structs since this is just syntatic sugar public static Ptr<T> GetPtr <T> (this T obj) { return new Ptr<T>( ()=> obj, v=> obj=v ); } and a Push Function: //returns a Pop Action for later calling public static Action Push <T> (ref T structure) where T: struct { T pushedValue = structure; //copies the struct data Ptr<T> p = structure.GetPtr(); return new Action( ()=> {p.Deref = pushedValue;} ); } However this doesn't work as stated in the code. How might I accomplish my goal? Example of code to be refactored: protected override void RenderLocally (GraphicsDevice device) { if (!(bool)isCompiled) {Compile();} //TODO: make sure state settings don't implicitly delete any buffers/resources RasterizerState oldRasterState = device.RasterizerState; DepthFormat oldFormat = device.PresentationParameters.DepthStencilFormat; DepthStencilState oldBufferState = device.DepthStencilState; { //Rendering code } device.RasterizerState = oldRasterState; device.DepthStencilState = oldBufferState; device.PresentationParameters.DepthStencilFormat = oldFormat; }

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  • From a DDD perspective is a report generating service a domain service or an infrastructure service?

    - by Songo
    Let assume we have the following service whose responsibility is to generate Excel reports: class ExcelReportService{ public String generateReport(String fileFormatFilePath, ResultSet data){ ReportFormat reportFormat = new ReportFormat(fileFormatFilePath); ExcelDataFormatterService excelDataFormatterService = new ExcelDataFormatterService(); FormattedData formattedData = excelDataFormatterService.format(data); ExcelFileService excelFileService = new ExcelFileService(); String reportPath= excelFileService.generateReport(reportFormat,formattedData); return reportPath; } } This is pseudo code for the service I want to design where: fileFormatFilePath: path to a configuration file where I'll keep the format of my excel file (headers, column widths, number of columns,..etc) data: the actual records returned from the database. This data can't be used directly coz I might need to make further calculations to the data before inserting them to the excel file. ReportFormat: Value object to hold the report format, has methods like getHeaders(), getColumnWidth(),...etc. ExcelDataFormatterService: a service to hold any logic that need to be applied to the data returned from the database before inserting it to the file. FormattedData: Value object the represents the formatted data to be inserted. ExcelFileService: a wrapper top the 3rd party library that generates the excel file. Now how do you determine whether a service is an infrastructure or domain service? I have the following 3 services here: ExcelReportService, ExcelDataFormatterService and ExcelFileService?

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  • How to prevent system to generate log file

    - by shantanu
    My Question is little bit surprising, but i need it. I am using a slow processor laptop, now i found that HDD has some bad sectors and HDD response becomes slow. But disk health is ok(according to smart tools). I can not change my HDD right now. So decide to reduce disk operation. How do i prevent system to generate log file or any other file which are used to keep history? I know LOG file is very important but i don't care it right now. Please help.

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  • xmpp flow -server, client and library

    - by Him
    My complete requirement is development of a chat engine - including server, clients etc. Currently I am working on things at my desktop only but once done, I have to host it; basically incorporate it with in a site for chatting purpose. So, now my problem is: I am not clear about how the actual data flow is? I have googled and read about xmpp (a book by Peter Andre) also but I am not clear about the flow and what are the actual requirements to do the above mentioned task. What I currently know is: 1) I need a server - so selected ejabberd 2) I need client - still not sure which one to use and one other doubt is how this client thing will work when deployed on some website for chatting purpose. 3) Some library - don't know which one and what is the purpose? Can anyone guide me?

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  • Service Layer - how broad should it be, and should it be used also on the local application?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • Multi-Threaded Pipelined Game Engine Data Synchronization Questions

    - by Douglas
    Let's say I'm setting up a worker pool based game engine with pipelining. Let's say I have 4 stages in my pipeline as such: Stage 1: Physics Stage 2: AI/Input Stage 3: Game Logic Stage 4: Rendering Now let's say that the physics detects a collision between a bullet and a character in stage 1. Two frames later the game logic may choose to remove that bullet from the simulation, however none of the other copies of the data for the other pipeline stages will get this information. How is this sort of thing and other things like it get handled? Do you generally make changes like this to every pipeline stage's data at the end of a frame?

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  • Structuring game world entities and their rendering objects

    - by keithjgrant
    I'm putting together a simple 2d tile-based game. I'm finding myself spinning circles on some design decisions, and I think I'm in danger of over-engineering. After all, the game is simple enough that I had a working prototype inside of four hours with fewer than ten classes, it just wasn't scalable or flexible enough for a polished game. My question is about how to structure flow of control between game entity objects and their rendering objects. Should each renderer have a reference to their entity or vice-versa? Or both? Should the entity be in control of calling the render() method, or be completely oblivious? I know there are several valid approaches here, but I'm kind of feeling decision paralysis. What are the pros and cons of each approach?

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  • Basic game architechture best practices in Cocos2D on iOS

    - by MrDatabase
    Consider the following simple game: 20 squares floating around an iPhone's screen. Tapping a square causes that square to disappear. What's the "best practices" way to set this up in Cocos2D? Here's my plan so far: One Objective-c GameState singleton class (maintains list of active squares) One CCScene (since there's no menus etc) One CCLayer (child node of the scene) Many CCSprite nodes (one for each square, all child nodes of the layer) Each sprite listens for a tap on itself. Receive tap = remove from GameState Since I'm relatively new to Cocos2D I'd like some feedback on this design. For example I'm unsure of the GameState singleton. Perhaps it's unnecessary.

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  • Techniques for separating game model from presentation

    - by liortal
    I am creating a simple 2D game using XNA. The elements that make up the game world are what i refer to as the "model". For instance, in a board game, i would have a GameBoard class that stores information about the board. This information could be things such as: Location Size Details about cells on the board (occupied/not occupied) etc This object should either know how to draw itself, or describe how to draw itself to some other entity (renderer) in order to be displayed. I believe that since the board only contains the data+logic for things regarding it or cells on it, it should not provide the logic of how to draw things (separation of concerns). How can i achieve a good partitioning and easily allow some other entity to draw it properly? My motivations for doing so are: Allow multiple "implementations" of presentation for a single game entity Easier porting to other environments where the presentation code is not available (for example - porting my code to Unity or other game technology that does not rely on XNA).

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  • Writing Game Engine from scratch with OpenGL [on hold]

    - by Wazery
    I want to start writing my game engine from scratch for learning purpose, what is the prerequisites and how to do that, what programming languages and things you recommend me? Also if you have good articles and books on that it will be great. Thanks in advance! My Programming languages and tools are: C/C++ is it good to use only C? Python OpenGL Git GDB What I want to learn from it: Core Game Engine Rendering / Graphics Game Play/Rules Input (keyboard/mouse/controllers, etc) In Rendering/Graphics: 3D Shading Lighting Texturing

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  • (initramfs) unable to find a live medium containing a live file system Toshiba

    - by Filkor
    When I try to boot from my USB it says: (initramfs) unable to find a live medium containing a live file system I know of lots of questions here about this problem... I've tried every solution but nothing worked. I just ask if anyone here who got a Toshiba Sattelite Pro c650 and found the solution, because I simply cant install Ubuntu 10.04 because of this :((( Other spec: - I have USB 2.0 - Changed all possible settings in BIOS. (AHCI..) - ISO is not corrupted (boot is succesful on my other HP Laptop) Thanks. Edit: But XUbuntu works :/

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  • How to design a separated tutorial mode?

    - by Sylpheed
    I'm working on a "social" game that's about 90% completion. One of the remaining features is the tutorial mode. Basically, the tutorial mode will restrict the user to access some parts of UI and limit the features (like store items). The tutorial will only progress if a certain event is triggered, specifically following the tutorial. The code is ready and we already have an "almost" working game. The problem is I haven't foreseen the tutorial mode while I was doing those 90%. My requirement is there shouldn't be any loading/transition from tutorial mode to normal mode. This means I have to pick up the progress from the tutorial (no re-rendering of assets and stuff). How should I design this in a way where I won't touch anything from my old code? I want it to be as easy as just plugging it in. I don't want to jam the tutorial in my old code since this will lead to many bugs.

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  • Leveraging Code Across Platforms in Ever Bigger Games

    - by ashes999
    Summary: The same way that I continually build complex engines and libraries within a single platform and technology to allow me to build increasingly bigger and better games, how to continue this when development crosses into different platforms? If I switch platforms, how do I leverage past code and experiences? Games are hard to build. Big games are even harder to build. I've decided that to be able to make big games, I need to start building smaller games, and building up an asset base of code, assets (graphics, sounds), tools, and most importantly, game engines, so that I can eventually get there. One game at a time. Let me give an analogy. To build an MMO 3D RPG, I would approach this by building and releasing small games with increasingly more features. This could entail, for example: A simple 2D game A tile-based game A game with RPG elements (items, equipment, monsters, battle) A full-fledged RPG A 3D RPG The problem now is if I have to change platforms or tools, I don't know how to leverage past code-bases (and experience) to start with a mature product. Right now, I'm writing Silverlight (FlatRedBall) games. Let's say I stick with this for ten years, and then suddenly decide to write a PS6 game, which is in a different programming language entirely. Granted, I have ten years of game-development experience (and correspondingly ten years of professional software development experience from my day job) to back me up. But I would still like some way to transplant that 2D RPG engine into the new programming language, or else leverage it somehow. Is this even possible? What are my options?

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  • MQTT, GWT, ActiveMQ stack to bring jms to the browser

    - by scphantm
    I am in the preliminary stages of architecting a legacy replacement project. They already have sub half second performance on their green screens and they want the same on their web app. We have a 390 mainframe that can handle anything we throw at it but they don't have a good jvm for it, so we have two tiers of websphere servers between the mainframe and the browser, The ui server, and the bl server. For the ui, I'm leaning towards GWT. But one thing that I think would seal the deal is to add messaging capabilities to the browser. The idea is say you click on a link that displays a second panel of information, instead of the classic GWT where it triggers a GWT-RPC call to the ui server, the ui server routs it to the bl server, the bl sends it to the mainframe and back out, it drops an MQTT message directly to the bl server or directly to the mainframe. Say writes go to the bl, reads go to the mainframe. This is an easy enough thing in classic jms because you can issue a message that has an expected response. Then have your callback ready to get the resonse. But from what I'm reading so far. It looks like mqtt doesn't have that. It looks like it's strictly fire and forget, which would make it really tough to come up with a way to get a response back to the workstation that called it. Am I right here? Has anyone tried this stack before with gwt.

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  • Develop for Desktop and mobile use?

    - by ran2
    I am in the very beginning of developing an app / desktop program. I want it to be cross-platform and possibly also as a tablet version (preferably Android Icecream sandwich). Note that I need to run it offline. I thought about the following approaches: ADOBE Air, since I do not need much performance. Plus I did some web programming in the past which might be of some use. Afaik it would run on OS X and Windows and should run on mobile OSes, too. Qt. Found some nice Qt based desktop recently and read it also works on android. Plus I like the SDK. HTML5 / JS. Again my web background should help me here. I wont need no sever side scripts, thus it should work without installing anything but a browser. How easy could this be converted into an Android app? There might be a plethora of other (better) ways to do it, but I haven't thought of them yet. Can you help out? How would you create such an application. Would it be better to do some pure desktop client and then create tablet versions? Would you rather start to create a website and worry later on how to turn into an app?

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  • How to keep a generic process unique?

    - by Steve Van Opstal
    I'm currently working on a project that makes connection between different banks which send us information on which that project replies. A part of that project configures the different protocols that are used (not every bank uses the same protocol), this runs on a separate server. These processes all have unique id's which are stored in a database. But to save time and money on configurations and new processes, we want to make a generic protocol that banks can use. Because of PCI requirements we have to make a separate process for every bank we connect to. But the generic process has only 1 unique identifier and therefor we cannot keep them apart. Giving every copy of that process a different identifier is as I see it impossible because they run entirely separate. So how do I keep my generic process unique?

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  • Know Thy Operating System?

    - by AdityaGameProgrammer
    As developers how much time, or do you spend time, In learning the hidden features tricks of your operating system ? How important do you feel is this for productivity in day to day programming? tasks. What do you mean when you list knowledge of an OS in your resume? What are your favorite hidden -less known features For example: A common problem of How can i open the cmd window in a specific location a do it yourself solution in say xp and what to do if something breaks Are these something you look into as and when you find the need to do so?

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  • Microsoft and Application Architectures

    Microsoft has dealt with several kinds of application architectures to include but not limited to desktop applications, web applications, operating systems, relational database systems, windows services, and web services. Because of the size and market share of Microsoft, virtually every modern language works with or around a Microsoft product. Some of the languages include: Visual Basic, VB.Net, C#, C++, C, ASP.net, ASP, HTML, CSS, JavaScript, Java and XML. From my experience, Microsoft strives to maintain an n-tier application standard where an application is comprised of multiple layers that perform specific functions, for example: presentation layer, business layer, data access layer are three general layers that just about every formally structured application contains. The presentation layer contains anything to do with displaying information to the screen and how it appears on the screen. The business layer is the middle man between the presentation layer and data access layer and transforms data from the data access layer in to useable information to be stored later or sent to an output device through the presentation layer. The data access layer does as its name implies, it allows the business layer to access data from a data source like MS SQL Server, XML, or another data source. One of my favorite technologies that Microsoft has come out with recently is the .Net Framework. This framework allows developers to code an application in multiple languages and compiles them in to one intermediate language called the Common Language Runtime (CLR). This allows VB and C# developers to work seamlessly together as if they were working in the same project. The only real disadvantage to using the .Net Framework is that it only natively runs on Microsoft operating systems. However, Microsoft does control a majority of the operating systems currently installed on modern computers and servers, especially with personal home computers. Given that the Microsoft .Net Framework is so flexible it is an ideal for business to develop applications around it as long as they wanted to commit to using Microsoft technologies and operating systems in the future. I have been a professional developer for about 9+ years now and have seen the .net framework work flawlessly in just about every instance I have used it. In addition, I have used it to develop web applications, mobile phone applications, desktop applications, web service applications, and windows service applications to name a few.

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  • How would you represent an object that can be of multiple types, when storing it as a document in MongoDB?

    - by blueberryfields
    Somewhat related to this question, say that I have an object category which, depending on which type of object I have, has different restrictions on what it contains. (if you can reword the previous sentence to make more sense I'd appreciate it) For example var SomeSchema = new Schema({ _id: ObjectID, [... large number of common fields ...] type: //Restricted somehow to members of a fixed array data: //depending on type, this might be restricted - sometimes an integer, sometimes array, etc... }); What's the idiosyncratic method for defining this type of schema? Is it appropriate to define a single schema, and handle the types inside of it's members, or am I better off with separate schema for each type?

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  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

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  • Do you leverage the benefits of the open-closed principle?

    - by Kaleb Pederson
    The open-closed principle (OCP) states that an object should be open for extension but closed for modification. I believe I understand it and use it in conjunction with SRP to create classes that do only one thing. And, I try to create many small methods that make it possible to extract out all the behavior controls into methods that may be extended or overridden in some subclass. Thus, I end up with classes that have many extension points, be it through: dependency injection and composition, events, delegation, etc. Consider the following a simple, extendable class: class PaycheckCalculator { // ... protected decimal GetOvertimeFactor() { return 2.0M; } } Now say, for example, that the OvertimeFactor changes to 1.5. Since the above class was designed to be extended, I can easily subclass and return a different OvertimeFactor. But... despite the class being designed for extension and adhering to OCP, I'll modify the single method in question, rather than subclassing and overridding the method in question and then re-wiring my objects in my IoC container. As a result I've violated part of what OCP attempts to accomplish. It feels like I'm just being lazy because the above is a bit easier. Am I misunderstanding OCP? Should I really be doing something different? Do you leverage the benefits of OCP differently? Update: based on the answers it looks like this contrived example is a poor one for a number of different reasons. The main intent of the example was to demonstrate that the class was designed to be extended by providing methods that when overridden would alter the behavior of public methods without the need for changing internal or private code. Still, I definitely misunderstood OCP.

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  • Mobile Multiplayer games and coping with high latency

    - by spaceOwl
    I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/consoles). I'd like to know if there are ways to overcome this or minimize the issues of high latency? The model i'll be using is peer-to-peer (using Photon cloud to broadcast messages to all other players). How do i deal with a scenario where a message about a local object's state at time t will only get to other players at *t + HUGE_LAG* ?

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