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  • Optimizing graphics for an iOS flash game

    - by 1GR3
    A friend of mine and myself are working on a flash developed iOS (and later Android) puzzle board game. He's a developer and I'm a designer/developer so (no surprise) we have different points of view. His method: make small tiles (100x100px) in Photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80's not in the good way). My method: precompose the whole board (960x640px+bleed) in Photoshop and than mask active and inactive areas in flash. What do you think?

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  • Obtaining In game Warcraft III data to program standalone AI

    - by Slav
    I am implementing common purpose behavioral algorithm and would like to test it under my lovely Warcraft III game and watch how it will fight against real players. The problem is how to obtain information about in game state (units, structures, environment, etc. ). Algorithm needs access to hard drive and possibly distributed computing, that's why JASS (WC3 Editor language) usage doesn't solve the issue. Direct 3D hooking is an approach, but it wasn't done for WC3 yet and significant drawback is inability to watch online at how AI performs since it uses the viewport to issue commands. How in game data can be obtained to a different process in a fastest and easiest way? Thank you.

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  • Integrating application ad-support - best practice

    - by Jarede
    Considering the review that came out in March: Researchers from Purdue University in collaboration with Microsoft claim that third-party advertising in free smartphone apps can be responsible for as much as 65 percent to 75 percent of an app's energy consumption. Is there a best practice for integrating advert support into mobile applications, so as to not drain user battery too much. When you fire up Angry Birds on your Android phone, the researchers found that the core gaming component only consumes about 18 percent of total app energy. The biggest battery suck comes from the software powering third-party ads and analytics accounting for 45 percent of total app energy, according to the study. Has anyone invoked better ways of keeping away from the "3G Tail", as the report puts it. Is it better/possible to download a large set of adverts that are cached for a few hours, and using them to populate your ad space, to avoid constant use of the wifi/3g radios. Are there any best practices for the inclusion of adverts in mobile apps?

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  • Inspiring a co-worker to adopt better coding practices?

    - by Aaronaught
    In the Handling my antiquated coworker question, various people discussed strategies for dealing with coworkers who are unwilling to integrate their workflow with the team's. I'd like, if possible, to learn some strategies for "teaching" a coworker who is merely ignorant of modern techniques and tools, and possibly a little apathetic. I've started working with a programmer who until recently has been working in relative isolation, in a different part of the company. He has extensive domain knowledge and most importantly he has demonstrated good problem-solving skills, something which many candidates seem to lack. However, the actual (C#) code I've seen is a throwback to the VB6 days. Procedural structure, Hungarian notation, global variables (abuse of static), no interfaces, no tests, non-use of Generics, throwing System.Exception... you get the idea. This programmer is a fair bit older than I am and, by first impressions at least, doesn't actively seek positive change. I'm not going to say resistant to change, because I think that is largely an issue of how the topic gets broached, and I want to be prepared. Programmers tend to be stubborn people, and going in with guns blazing and instituting rip-it-to-shreds code reviews and strictly-enforced policies is very likely not going to produce the end result that I want. If this were a new hire, a junior programmer, I wouldn't think twice about taking a "mentor" stance, but I'm extremely wary of treating an experienced employee as a clueless newbie (which he's not - he just hasn't kept pace with certain advancements in the field). How might I go about raising this developer's code quality standard the Dale Carnegie way, through gentle persuasion and non-material incentives? What would be the best strategy for effecting subtle, gradual changes, without creating an adversarial situation? Have other people - especially lead developers - been in this type of situation before? Which strategies were successful at stimulating interest and creating a positive group dynamic? Which strategies weren't successful and would be better to avoid? Clarifications: I really feel that several people are answering based on personal feelings without actually reading all of the details of the question. Please note the following, which should have been implied but I am now making explicit: This coworker is only my "senior" by virtue of age. I never said that his title, sphere of influence, or years at the organization exceed mine, and in fact, none of those things are true. He's a LOB programmer who's been absorbed into the main development shop. That's it. I am not a new hire, junior programmer, or other naïve idiot with grand plans to transform the company overnight. I am basically in charge of the software process, but as many who've worked as "leads" will know, responsibilities don't always correlate precisely with the org chart. I'm not asking people how to get my way, come hell or high water. I could do that if I wanted to, with the net result being that this person would become resentful and/or quit. Please try to understand that I am looking for a social, cooperative method of driving change. The mention of "...global variables... no tests... throwing System.Exception" was intended to demonstrate that the problems are not just superficial or aesthetic. Practices that may work for relatively small CRUD apps do not necessarily work for large enterprise apps, and in fact, none of the code so far has actually passed the integration tests. Please, try to take the question at face value, accept that I actually know what I'm talking about, and either answer the question that I actually asked or move on. P.S. My sincerest gratitude to those who -did- offer constructive advice rather than arguing with the premise. I'm going to leave this open for a while longer as I'm hoping to hear more in the way of real-world experiences.

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  • What's wrong with JavaScript

    - by ts01
    There is a lot of buzz around Dart recently, often questioning Google motivations and utility of Dart as replacement for JavaScript. I was searching for rationale of creating Dart rather than investing more effort in ECMAScript. In well known leaked mail its author is saying that Javascript has historical baggage that cannot be solved without a clean break. But there is only one concrete example given (apart of performance concerns) of "fundamental language problems", which is an existence of a single Number primitive So, my questions are: How an existence of a single Number primitive can be a "fundamental problem"? Are there other known "fundamental problems" in JavaScript?

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  • Should I comment Tables or Columns in my database?

    - by jako
    I like to comment my code with various information, and I think most people nowadays do so while writing some code. But when it comes to database tables or columns, I have never seen anyone setting some comments, and, to be honest, I don't even think of looking for comments there. So I am wondering if some people are commenting their DB strcuture here, and if I should bother commenting, for instance when I create a new column to an existing table?

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance update: is for high performance, but isn't released yet. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Should the Joel Test be essential for every software company? [closed]

    - by Mahbubur R Aaman
    Joel Test has 12 steps for better code. They are: Do you use source control? Can you make a build in one step? Do you make daily builds? Do you have a bug database? Do you fix bugs before writing new code? Do you have an up-to-date schedule? Do you have a spec? Do programmers have quiet working conditions? Do you use the best tools money can buy? Do you have testers? Do new candidates write code during their interview? Do you do hallway usability testing? Should these steps mandatory for every software companies? While recruiting programmers, then programmers should ask the company, as they follow joel steps?

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  • Understanding normal maps on terrain

    - by JohnB
    I'm having trouble understanding some of the math behind normal map textures even though I've got it to work using borrowed code, I want to understand it. I have a terrain based on a heightmap. I'm generating a mesh of triangles at load time and rendering that mesh. Now for each vertex I need to calculate a normal, a tangent, and a bitangent. My understanding is as follows, have I got this right? normal is a unit vector facing outwards from the surface of the triangle. For a vertex I take the average of the normals of the triangles using that vertex. tangent is a unit vector in the direction of the 'u' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the x direction. So should be able to calculate this as simply the difference between vertices in the x direction to get a vector, (and normalize it). bitangent is a unit vector in the direction of the 'v' coordinates of the texture map. As my texture u,v coordinates follow the x and y coordinates of the terrain, then my understanding is that this vector is simply the vector along the surface in the y direction. So should be able to calculate this as simply the difference between vertices in the y direction to get a vector, (and normalize it). However the code I have borrowed seems much more complicated than this and takes into account the actual values of u, and v at each vertex which I don't understand the need for as they increase in exactly the same direction as x, and y. I implemented what I thought from above, and it simply doesn't work, the normals are clearly not working for lighting. Have I misunderstood something? Or can someone explain to me the physical meaning of the tangent and bitangent vectors when applied to a mesh generated from a hightmap like this, when u and v texture coordinates map along the x and y directions. Thanks for any help understanding this.

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  • Does relying on intellisense and documentation a lot while coding makes you a bad programmer? [duplicate]

    - by sharp12345
    This question already has an answer here: Forgetting basic language functions due to use of IDE, over reliance? [duplicate] 4 answers Is a programmer required to learn and memorize all syntax, or is it ok to keep handy some documentation? Would it affect the way that managers look at coders? What are the downside of depending on intellisense and auto-complete technologies and pdf documentation?

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  • How to concentrate on one project at a time. Divide and Conquer doesn't work for me [closed]

    - by refhat
    Possible Duplicate: Tips for staying focused and motivated on a project I have serious issues on concentrating on one project at a time. I cant even follow the Divide and Conquer Approach. Once I start a project, I try to get the things done as neatly as possible but very soon I end up messing so many components of it. I try to do divide and conquer, but my approach doesn't work smoothly, and then I then wonder here and there in other projects. Sometimes I try spending so many hours for some trivial issues, which in-fact are not even issues. How do I avoid this jargon and be a smooth developer and have a nice workflow around my projects. I tend to loose my concentration on the current project and wonder in another project.

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  • Learning a new language using broken unit tests

    - by Brian MacKay
    I was listening to a dot net rocks the other day where they mentioned, almost in passing, a really intriguing tool for learning new languages -- I think they were specifically talking about F#. It's a solution you open up and there are a bunch of broken unit tests. Fixing them walks you through the steps of learning the language. I want to check it out, but I was driving in my car and I have no idea what the name of the project is or which dot net rocks episode it was. Google hasn't helped much. Any idea?

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  • Why was Python's popularity so sudden? [closed]

    - by Eric Wilson
    Python first appeared in 1991, but it was somewhat unknown until 2004, if the TIOBE rankings quantify anything meaningful. What happened? What caused the interest in this 13 year old language to go through the roof? Is there a reason that Python wasn't considered a real competitor to Perl in its first decade of existence? Is there a reason that Python didn't continue in relative obscurity for another ten years? I personally think that Python is a very nice language, and I'm glad that I'm not the only one. But it doesn't have corporate backing or a killer feature that would explain a sudden rise to relevance. Does anyone know the story?

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  • How you return to a code when you don't remember what you were doing?

    - by speeder
    Well, I have some problems with procrastination and whatnot, but those get infinitely worse, when I cannot remember what I should be doing. I mean, I know my project, I wrote 100% of the code so far, and I knew more or less what I was doing, but I don't remember exactly what, I don't remember what file I was editing and why. How I get back on track? (because right now my technique of opening the source code and staring at it is not working)

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  • T-SQL Tuesday #006: "What About BLOB?"

    - by Mike C
    Invitation for T-SQL Tuesday #006: "What About BLOB?" It's getting warm outside just in time for the May T-SQL Tuesday blog party. I’ll be your host this month--and the secret word for this T-SQL Tuesday is "Large Object (LOB) Data" . What’s T-SQL Tuesday? About 6 months ago Adam Machanic (Twitter: @AdamMachanic ) decided to throw a worldwide blog party. Every month Adam picks a host to post the topic and the rules. Everyone who wants to participate publishes a blog entry on the topic of the day,...(read more)

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  • Extending WikiPlex with Scope Augmenters

    - by mhawley
    [In addition to blogging, I am also using Twitter. Follow me: @matthawley] Another extension point with WikiPlex is Scope Augmenters. Scope Augmenters allow you to post process the collection of scopes to further augment, or insert/remove, new scopes prior to being rendered. WikiPlex comes with 3 out-of-the-box Scope Augmenters that it uses for indentation, tables, and lists. For reference, I'll be explaining… (read more)

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  • Resources for improving your comprehension of recursion?

    - by Andrew M
    I know what recursion is (when a patten reoccurs within itself, typically a function that calls itself on one of its lines, after a breakout conditional... right?), and I can understand recursive functions if I study them closely. My problem is, when I see new examples, I'm always initially confused. If I see a loop, or a mapping, zipping, nesting, polymorphic calling, and so on, I know what's going just by looking at it. When I see recursive code, my thought process is usually 'wtf is this?' followed by 'oh it's recursive' followed by 'I guess it must work, if they say it does.' So do you have any tips/plans/resources for building up your skills in this area? Recursion is kind of a wierd concept so I'm thinking the way to tackle it may be equally wierd and inobvious.

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  • How to Export Flash Animation Data

    - by charliep
    I'd love for my partner, the artist, to be able to animate using flash movieclips and timelines. Then I, the programmer, would like to read the raw Flash info and re-program it into my engine of choice (which happens to be Torque2D). The data I'd want is the bitmap images that were used in Flash, like the head and body the links between the images, like where the head connects to the body the motion data from the flash animation, like move, rotate (at what speed), shear, etc. for the head or arms or whatever. Is there any way to get this data? Here's what I know so far. There are tools like SWFSheet and Spriteloq that convert the entire flash animation into a frame by frame sprite animation (in a sprite sheet). This would take too much space in my case, so I'd like to avoid that. Re-animating on the fly would take much less texture memory. There is a PDF that describes the SWF file format but NOT the individual components like the movieclips. So anyone know of a library I can use, or how I can learn more about the movieclip components and whatnot? (more better tags: transform, export, convert)

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  • 2D graphics - why use spritesheets?

    - by Columbo
    I have seen many examples of how to render sprites from a spritesheet but I havent grasped why it is the most common way of dealing with sprites in 2d games. I have started out with 2d sprite rendering in the few demo applications I've made by dealing with each animation frame for any given sprite type as its own texture - and this collection of textures is stored in a dictionary. This seems to work for me, and suits my workflow pretty well, as I tend to make my animations as gif/mng files and then extract the frames to individual pngs. Is there a noticeable performance advantage to rendering from a single sheet rather than from individual textures? With modern hardware that is capable of drawing millions of polygons to the screen a hundred times a second, does it even matter for my 2d games which just deal with a few dozen 50x100px rectangles? The implementation details of loading a texture into graphics memory and displaying it in XNA seems pretty abstracted. All I know is that textures are bound to the graphics device when they are loaded, then during the game loop, the textures get rendered in batches. So it's not clear to me whether my choice affects performance. I suspect that there are some very good reasons most 2d game developers seem to be using them, I just don't understand why.

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • What's the better user experience: Waiting once at startup for a long time or waiting frequently for a short time?

    - by Roflcoptr
    I'm currently design an application that involves a lot of calculation. Now I have generally two possibilities which I have both tested: 1) During startup of the application I calculated only the most important values and these values that consume a lot of time. So the user has to wait approximately 15 seconds during startup. But on the other hand a lot of user interactions require recalculation so that the user often has to wait 2-3 seconds after clicking somewhere until the application has calculated and loaded all values 2) I load everything during startup. This takes from 90 to 120 seconds... This is quite a long time, but the big advantage is that all the user interactions are executed immediately. So what would you generally consider the better approach? Loading all time-consuming operations during startup or when needed?

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  • Developing Web Portal

    - by Ya Basha
    I'm php, Ruby on Rails and HTML5 developer I need some advises and suggestions for a web portal project that I will build from scratch. This is my first time to build a web portal, Which developing scripting language you prefer and why? and how I should start planing my project as it will contains many modules. I'm excited to start building this project and I want to build it in the right way with planing, if you know some web resources that help me decide and plan my project please give them to me. Best Regards,

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  • Functional Methods on Collections

    - by GlenPeterson
    I'm learning Scala and am a little bewildered by all the methods (higher-order functions) available on the collections. Which ones produce more results than the original collection, which ones produce less, and which are most appropriate for a given problem? Though I'm studying Scala, I think this would pertain to most modern functional languages (Clojure, Haskell) and also to Java 8 which introduces these methods on Java collections. Specifically, right now I'm wondering about map with filter vs. fold/reduce. I was delighted that using foldRight() can yield the same result as a map(...).filter(...) with only one traversal of the underlying collection. But a friend pointed out that foldRight() may force sequential processing while map() is friendlier to being processed by multiple processors in parallel. Maybe this is why mapReduce() is so popular? More generally, I'm still sometimes surprised when I chain several of these methods together to get back a List(List()) or to pass a List(List()) and get back just a List(). For instance, when would I use: collection.map(a => a.map(b => ...)) vs. collection.map(a => ...).map(b => ...) The for/yield command does nothing to help this confusion. Am I asking about the difference between a "fold" and "unfold" operation? Am I trying to jam too many questions into one? I think there may be an underlying concept that, if I understood it, might answer all these questions, or at least tie the answers together.

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  • Why there is perception that VB.NET is good for small to medium size application and not for enterprise class project?

    - by Gens
    I love VB.NET very much. Coding VB.NET with Visual Studio is just like typing messages. Smooth, fast and simple. Any error will be notified instantly. The OO capability of VB.NET is good enough. But often in any .Net languages discussion, there is perception that VB.NET is good for small to medium size application and not for large scale project? Why there is such perception? Or am I missing anything regarding to VB.NET?

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  • Testing loses its effectiveness if all programmers don't use them

    - by Jeff O
    Let's assume you are convinced that the extra time spent unit testing has merit and improves production. Does that still hold up when everyone working on the same code doesn't use them? This question makes me wonder if fixing tests that everyone doesn't use is a waste of time. If you correct a test so the new code will pass, you're assuming the new code is correct. The person updating the test better have a firm understanding of the reasoning behind the code change and decide if the test or the new code needs to be fixed. This much inconsistency in a team when it comes to testing is probably an indication of other problems as well. There is a certain amount of risk involved that someone else on the team will alter code that is covered by testing. Is this the point where testing becomes counter-productive?

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