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  • Considerations for accepting contributed code to an Open Source project

    - by Jason Holland
    I’m working on a "for fun" project in my spare time. I may end up making it Open Source and this makes me wonder what I need to think about if someone cares enough to contribute to it. Do I need to have some sort of legal mumbo jumbo about “if you give me yer code, it accepts the same license as the project, bla bla bla” (what is the norm here?) Is there a way to check contributed code to make sure it is not plagiarized or would that liability fall on the contributer? Are there any other gotchas, standard/common practices I should follow, recommendations, things I need to think about?

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  • Are Get-Set methods a violation of Encapsulation?

    - by Dipan Mehta
    In an Object oriented framework, one believes there must be strict encapsulation. Hence, internal variables are not to be exposed to outside applications. But in many codebases, we see tons of get/set methods which essentially open a formal window to modify internal variables that were originally intended to be strictly prohibited. Isn't it a clear violation of encapsulation? How broadly such a practice is seen and what to do about it? EDIT: I have seen some discussions where there are two opinions in extreme: on one hand people believe that because get/set interface is used to modify any parameter, it does qualifies not be violating encapsulation. On the other hand, there are people who believe it is does violate. Here is my point. Take a case of UDP server, with methods - get_URL(), set_URL(). The URL (to listen to) property is quite a parameter that application needs to be supplied and modified. However, in the same case, if the property like get_byte_buffer_length() and set_byte_buffer_length(), clearly points to values which are quite internal. Won't it imply that it does violate the encapsulation? In fact, even get_byte_buffer_length() which otherwise doesn't modify the object, still misses the point of encapsulation, because, certainly there is an App which knows i have an internal buffer! Tomorrow, if the internal buffer is replaced by something like a *packet_list* the method goes dysfunctional. Is there a universal yes/no towards get set method? Is there any strong guideline that tell programmers (specially the junior ones) as to when does it violate encapsulation and when does it not?

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  • Tellago Devlabs: A RESTful API for BizTalk Server Business Rules

    - by gsusx
    Tellago DevLabs keeps growing as the primary example of our commitment to open source! Today, we are very happy to announce the availability of the BizTalk Business Rules Data Service API which extends our existing BizTalk Data Services solution with an OData API for the BizTalk Server Business Rules engine. Tellago’s Vishal Mody led the implementation of this version of the API with some input from other members of our technical staff. The motivation The fundamental motivation behind the BRE Data...(read more)

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  • What should be contained in a game scene graph?

    - by Bunkai.Satori
    Would you help me to clarify, please, what what exactly should be contained within a game scene graph? See the following list, please: Game Actors? (obviously yes, all the objects changing state should be the major prart of the Scene Graph) Simple static game ojbects? (I mean ojects places in the background that do not get animated, neither do they collide) Game Triggers? Game Lights? Game Cameras? Weapon Bullets? Game Explosions and Special Effects? The above considered object types. Now to the coverage of the scene graph: Should a scene graph contain the whole game level map since the level start, or should it contain only the visible portion of the map? If the second is true, it would mean that scene graph would be continuously updated, by adding/removing game objects, as the player moves. However, containing only the visible are of the map obviously would be much faster to traverse and update.

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  • SQL Saturday is Coming to Nashville! Won't You?

    - by KKline
    How 'Bout a Little Context? Let me be direct with you. I love SQL Saturday . If it were a woman , I'd marry it. (Avoiding all extraneous thoughts of what my real wife would say, etc etc). Check out this fun Flickr Feed from the recent SQL Saturday in Chicago or these picks by Jorge Segara ( blog | twitter ) to see the sort of fun that's in store. But who can argue with a day of free SQL Server training and a chance to network with great presenters and a wide swath of your peers? Keynotes are more...(read more)

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  • Integration of routes that are not resources in an MVC REST style application

    - by Emil Lerch
    I would like to keep my application relatively REST-pure for the sake of consistency, but I'm struggling philosophically with the relatively few views (maybe just one) that I'll need to build that don't relate to resources directly, and therefore do not fit into a REST style. As an example, take the home page. Ruby on rails seems to bail on their otherwise RESTful approach for this very basic need of all web sites. The home page appears special: You can get it, but a get at the resource level is supposed to give you a collection of elements. I can imagine this being the list of routes maybe, but that seems a stretch, and doesn't address anything else. Getting the home page by id doesn't seem to make a whole lot of sense - what's the element of a home collection? Again, maybe routes, but a get on a route would do what? Redirect? This feels odd. You can't delete it (arguably you could allow this for administrators) Adding a second one doesn't make sense except possibly if the elements were routes Updating it might make sense for administrators, but AFAIK REST doesn't describe updates on the resource directly, only elements of the resource (this article explicitly says "UNUSED" for PUTS on the resource) Is the "right" thing to do just to special case these types of things? At the end of the day, I can wrap my head around most of applications being gathered around resources...I can't think of another good example other than a home page, but since that's the start of an application, I think it warrants some thought.

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  • Best approach for a database of long strings

    - by gsingh2011
    I need to store questions and answers in a database. The questions will be one to two sentences, but the answers will be long, at least a paragraph, likely more. The only way I know about to do this right now is an SQL database. However, I don't feel like this is a good solution because as far as I've seen, these databases aren't used for data of this type or size. Is this the correct way to go or is there a better way to store this data? Is there a better way than storing raw strings?

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  • What is the best practice to move sprites using mouse order in Tile games?

    - by Robin-Hood
    I am trying to make my first Tile-game using XNA. I have no problem drawing the map layers using TiledLib from codeplex, but, now I want to give sprite an (order) to move to a specific position on map, by selecting the sprite (left mouse click) and then right mouse click somewhere on the map to specify the target position. I don’t know what is the best practice to move sprite this way, considering that there may be collision objects in the direct path. what is the best practice to do this? Is there any demo covering this issue? thanks. BTW: I couldn’t upload snapshot because of my low score :(

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  • A talk about observer pattern

    - by Martin
    As part of a university course I'm taking, I have to hold a 10 minute talk about the observer pattern. So far these are my points: What is it? (defenition) Polling is an alternative Polling VS Observer When Observer is better When Polling is better (taken from here) A statement that Mediator pattern is worth checking out. (I won't have time to cover it in 10 minutes) I would be happy to hear about: Any suggestions to add something? Another alternative (if exists)

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  • What are the best resources for learning about concurrency and multi-threaded applications?

    - by Zepee
    I realised I have a massive knowledge gap when it comes to multi-threaded applications and concurrent programming. I've covered some basics in the past, but most of it seems to be gone from my mind, and it is definitely a field that I want, and need, to be more knowledgeable about. What are the best resources for learning about building concurrent applications? I'm a very practical oriented person, so if said book contains concrete examples the better, but I'm open to suggestions. I personally prefer to work in pseudocode or C++, and a slant toward game development would be best, but not required.

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  • Securing iOS or Android Backend API

    - by El Guapo
    I have an application that I am writing for both iOS and Android; this application will be served by a ReSTFUL API running on a cluster of servers on "the internets". I am curious how the rest of the world is going about securing their APIs so only specific applications running on iOS or Android can use these APIs. I could go the same route as other OAuth providers by providing a key/secret combination (2-legged OAuth), however, what do I do if I ever have to change these keys??? Do I create a new key/secret for every person that downloads the app???

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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  • Is there a market for a Text-based empire-building game?

    - by Vishnu
    I am working on building a text-based in-browser empire building game. The screen will be split into a console and an EXTREMELY rough vector map of your empire (just squares in a bigger square). Commands such as building and expanding would be typed into the console and automatically reflected in the map. Would there be any market for such a game? Would anyone want to play? To clarify, it would be online and everyone's empire would be in the same 'world'.

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  • Issue with distinguishing levels in isometric game

    - by Konrad
    I'm working on an isometric game however I am having trouble visually distinguishing between levels in the game. Take the example below, the first image shows concrete blocks at ground level and the following images show an attempt to build a few blocks a level above. As you can see the level above is visually swallowed the one below. I've tried shading to make lower levels darker with respect to camera, but this doesn't work that well.. any ideas?

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  • Bayes Misclassification error and plot : pattern recognition [closed]

    - by user1214586
    Below is a Matlab code for Bayes classifier which classifies arbitrary numbers into their classes. training = [3;5;17;19;24;27;31;38;45;48;52;56;66;69;73;78;84;88]; target_class = [0;0;10;10;20;20;30;30;40;40;50;50;60;60;70;70;80;80]; test = [1:2:90]'; class = classify(test,training, target_class, 'diaglinear'); % Naive Bayes classifier [test class] If someone could provide code snippets for calculating the Bayes error for misclassification and accuracy.Also, is it possible to plot a scatter plot and histogram indicating the number of data points belonging to different classes? Thank you.

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  • S#arp Architecture 1.5.2 released

    - by AlecWhittington
    It has been a few weeks since S#arp Architecture 1.5 RTM has been released. While it was a major success a few issues were found that needed to be addressed. These mostly involved the Visual Studio templates. What's new in S#arp Architecture 1.5.2? Merged the SharpArch.* assemblies into a single assembly (SharpArch.dll) Updated both VS 2008 and 2010 templates to reflect the use of the merged assembly Updated SharpArch.build with custom script that allows the merging of the assemblies. Copys new merged...(read more)

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  • Handling player logoff and logon in a persistent world without breaking immersion

    - by Boreal
    One problem I've never seen fixed in any persistent online game is how to handle player logon and logoff without the characters just popping in and out of the world. My first thought is to simply make a player's offline state as their character being asleep, but that doesn't make sense in the event of a disconnect and not an intentional logoff. How would you fix this, if you would even bother fixing it at all?

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  • genetic algorithm for leveling/build test

    - by Renan Malke Stigliani
    I'm starting o build a online PVP (duel like, one-to-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I never did anything like that, I'm still thinking about the maths behind the level/skill/special balances. So I thought good way of testing the best/combo builds would implement a Genetic Algorith. It'd be like that: Generate a big portion of random characters Make them fight, level them up accordingly to the victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try to make even best characters Add some more random chars, emulating new players Repeat the process for some time, or util find some chars who can beat everyone butts So I could play with the math and try to find the balance where the top x% chars would be a mix of various build types. So, is it a good idea, or there are some other easier method to do the balance? PS: I like this also, because it sounds funny

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  • Low coupling processing big quantities of data

    - by vitalik
    Usually I achieve low coupling by creating classes that exchange lists, sets, and maps between them. Now I am developing a batch application and I can't put all the data inside a data structure because there isn't enough memory. I have to read and process one chunk of data and then going to the next one. So having low coupling is much more difficult because I have to check somewhere if there is still data to read, etc. What I am using now is: Source - Process - Persist The classes that process have to ask to the Source classes if there are more rows to read. What are the best practices and or useful patterns in such situations? I hope I am explaining myself, if not tell me.

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  • Procedural landscape generation but not just fractals

    - by Richard Fabian
    In large procedural landscape games, the land seems dull, but that's probably because the real world is largely dull, with only limited places where the scenery is dramatic or tactical. Looking at world generation from this point of view, a landscape generator for a game needs to not follow the rules of landscaping, but instead some rules married to the expectations of the gamer. For example, there could be a choke point / route generator that creates hills ravines, rivers and mountains between cities, rather than cities plotted on the land based on the resources or conditions generated by the mountains and rainfall patterns. Is there any existing work being done like this? Start with cities or population centres and then add in terrain afterwards?

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  • Databinding to an Entity Framework in WPF

    - by King Chan
    Is it good to use databinding to Entity Framework's Entity in WPF? I created a singleton entity framework context: To have only one connection and it won't open and close all the time. So I can pass the Entity around to any class, and can modify the Entity and make changes to the database. All ViewModels getting the entity out from the same Context and databinding to the View saves me time from mapping new object, but now I imagine there is problem in not using the newest Context: A ViewModel databinding to a Entity, then someone else updated the data. The ViewModel will still display the old data, because the Context is never being dispose to refresh. I always create new Context and then dispose of it. If I want to pass the Entity around, then there will be conflicts between Context and Entity. What is the suggested way of doing this ?

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  • SQL in the City (Charlotte) Wrap Up

    - by drsql
    Ok, it has been quite a while since the event, two weeks and a day to be exact, but I needed a rest before hitting Windows Live Writer again. Speaking is exhausting, traveling is exhausting, and well, I replaced my laptop and had to get all of my software back together. (Between Windows 8.1 sync features, Dropbox and Skydrive, it has never been easier…but I digress.) There are plenty of great vendors out there, but one of my favorites has always been Red-Gate. I have written half of a book with them,...(read more)

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  • Generic and type safe I/O model in any language

    - by Eduardo León
    I am looking for an I/O model, in any programming language, that is generic and type safe. By genericity, I mean there should not be separate functions for performing the same operations on different devices (read_file, read_socket, read_terminal). Instead, a single read operation works on all read-able devices, a single write operation works on all write-able devices, and so on. By type safety, I mean operations that do not make sense should not even be expressible in first place. Using the read operation on a non-read-able device ought to cause a type error at compile time, similarly for using the write operation on a non-write-able device, and so on. Is there any generic and type safe I/O model?

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  • Dapper and object validation/business rules enforcement

    - by Eugene
    This isn't really Dapper-specific, actually, as it relates to any XML-serializeable object.. but it came up when I was storing an object using Dapper. Anyways, say I have a user class. Normally, I'd do something like this: class User { public string SIN {get; private set;} public string DisplayName {get;set;} public User(string sin) { if (string.IsNullOrWhiteSpace(sin)) throw new ArgumentException("SIN must be specified"); this.SIN = sin; } } Since a SIN is required, I'd just create a constructor with a sin parameter, and make it read-only. However, with a Dapper (and probably any other ORM), I need to provide a parameterless constructor, and make all properties writeable. So now I have this: class User: IValidatableObject { public int Id { get; set; } public string SIN { get; set; } public string DisplayName { get; set; } public IEnumerable<ValidationResult> Validate(ValidationContext validationContext) { // implementation } } This seems.. can't really pick the word, a bad smell? A) I'm allowing to change properties that should not be changed ever after an object has been created (SIN, userid) B) Now I have to implement IValidatableObject or something like that to test those properties before updating them to db. So how do you go about it ?

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  • Circular dependency and object creation when attempting DDD

    - by Matthew
    I have a domain where an Organization has People. Organization Entity public class Organization { private readonly List<Person> _people = new List<Person>(); public Person CreatePerson(string name) { var person = new Person(organization, name); _people.Add(person); return person; } public IEnumerable<Person> People { get { return _people; } } } Person Entity public class Person { public Person(Organization organization, string name) { if (organization == null) { throw new ArgumentNullException("organization"); } Organization = organization; Name = name; } public Organization { get; private set; } public Name { get; private set; } } The rule for this relationship is that a Person must belong to exactly one Organization. The invariants I want to guarantee are: A person must have an organization this is enforced via the Person's constuctor An organization must know of its people this is why the Organization has a CreatePerson method A person must belong to only one organization this is why the organization's people list is not publicly mutable (ignoring the casting to List, maybe ToEnumerable can enforce that, not too concerned about it though) What I want out of this is that if a person is created, that the organization knows about its creation. However, the problem with the model currently is that you are able to create a person without ever adding it to the organizations collection. Here's a failing unit-test to describe my problem [Test] public void AnOrganizationMustKnowOfItsPeople() { var organization = new Organization(); var person = new Person(organization, "Steve McQueen"); CollectionAssert.Contains(organization.People, person); } What is the most idiomatic way to enforce the invariants and the circular relationship?

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