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  • Logarithmic spacing of FFT bins

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Game window systems and internal frames

    - by 2080
    I don't know if this is a valid question, but: What kind of window manager do games use which have internal frames (Frames inside frames)? Does this differ between the programming languages (Are e.g. in Java the AWT/Swing libraries used to manage these and other graphical elements, such as buttons,or is this to restrictive (speed, graphical possibilities?)) A special example would be EVE Online, where the client can use the ingame windows like on a normal desktop.

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  • Should all foreign table references use foreign key constraints

    - by TecBrat
    Closely related to: Foreign key restrictions -> yes or no? I asked a question on SO and it led me to ask this here. If I'm faced with a choice of having a circular reference or just not enforcing the restraint, which is the better choice? In my particular case I have customers and addresses. I want an address to have a reference to a customer and I want each customer to have a default billing address id and a default shipping address id. I might query for all addresses that have a certain customer ID or I might query for the address with the ID that matches the default shipping or billing address ids. I'm not sure yet how the constraints (or lack of) will effect the system as my application and it's data age.

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  • How to Detect Sprites in a SpriteSheet?

    - by IAE
    I'm currently writing a Sprite Sheet Unpacker such as Alferds Spritesheet Unpacker. Now, before this is sent to gamedev, this isn't necessarily about games. I would like to know how to detect a sprite within a spriitesheet, or more abstactly, a shape inside of an image. Given this sprite sheet: I want to detect and extract all individual sprites. I've followed the algorithm detailed in Alferd's Blog Post which goes like: Determine predominant color and dub it the BackgroundColor Iterate over each pixel and check ColorAtXY == BackgroundColor If false, we've found a sprite. Keep going right until we find a BackgroundColor again, backtrack one, go down and repeat until a BackgroundColor is reached. Create a box from location to ending location. Repeat this until all sprites are boxed up. Combined overlapping boxes (or within a very short distance) The resulting non-overlapping boxes should contain the sprite. This implementation is fine, especially for small sprite sheets. However, I find the performance too poor for larger sprite sheets and I would like to know what algorithms or techniques can be leveraged to increase the finding of sprites. A second implementation I considered, but have not tested yet, is to find the first pixel, then use a backtracking algorithm to find every connected pixel. This should find a contiguous sprite (breaks down if the sprite is something like an explosion where particles are no longer part of the main sprite). The cool thing is that I can immediately remove a detected sprite from the sprite sheet. Any other suggestions?

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  • How to expose game data in the game without a singelton?

    - by zardon
    I'm quite new to cocos2d and games programming, and am currently I am writing a game that is currently in Prototype stage. Everything is going okay, but I've realized a potentially big problem and I am not sure how to solve it. I am using a singelton to store a bunch of arrays for everything, a global list of planets, a global list of troops, a global list of products, etc. And only now I'm realizing that all of this will be in memory and this is the wrong way to do it. I am not storing files or anything on the disk just yet, with exception to a save/load state, which is a capture of everything. My game makes use of a map which allows you to select a planet, then it will give you a breakdown of that planets troops and resources, Lets use this scenario: My game has 20 planets. On which you can have 20 troops. Straight away that's an array of 400! This does not add the NPC, which is another 10. So, 20x10 = 200 So, now we have 600 all in arrays inside a Singelton. This is obviously very bad, and very wrong. Especially as the game scales in the amount of data. But I need to expose pretty much everything, especially on the map page, and I am not sure how else to do it. I've been told that I can use a controller for the map page which has the information I need for each planet, and other controllers for other items I require global display for. I've also thought about storing each planet's data in a save file, using initWithCoder however there could be a boatload of files on the user's device? I really don't want to use a database, mainly because I would need to translate NSObjects and non-NSObjects like CGRects and CGPoints and Colors into/from SQL. I am open to other ideas on how to store and read game data to prevent using a singelton to store everything, everywhere. Thanks for your time.

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  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

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  • Merge two different API calls into One

    - by dhilipsiva
    I have two different apps in my django project. One is "comment" and an other one is "files". A comment might save some file attached to it. The current way of creating a comment with attachments is by making two API calls. First one creates an actual comment and replies with the comment ID which serves as foreign key for the Files. Then for each file, a new request is made with the comment ID. Please note that file is a generic app, that can be used with other apps too. What is the cleanest way of making this into one API call? I want to have this as a single API call because I am in a situation where I need to send user an email with all the files as attachment when a comment is made. I know Queueing is the ideal way to do it. But I don't have the liberty to add queing to our stack now. So this was the only way I could think of.

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  • Are factors such as Intellisense support and strong typing enough to justify the use of an 'Anaemic Domain Model'?

    - by David Osborne
    It's easy to accept that objects should be used in all layers except a layer nominated as a data layer. However, it's just as easy to end-up with an 'anaemic domain model' that is just an object representation of data with no real functionality ( http://martinfowler.com/bliki/AnemicDomainModel.html ). However, using objects in this fashion brings the benefit of factors such as Intellisense support, strong typing, readability, discoverability, etc. Are these factors strong arguments for an otherwise, anaemic domain model?

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  • Simple vs Complex (but performance efficient) solution - which one to choose and when?

    - by ManojGumber
    I have been programming for a couple of years and have often found myself at a dilemma. There are two solutions - one is simple one i.e. simple approach, easier to understand and maintain. It involves some redundancy, some extra work (extra IO, extra processing) and therefore is not the most optimal solution. but other uses a complex approach,difficult to implement, often involving interaction between lot of modules and is a performance efficient solution. Which solution should I strive for when I do not have hard performance SLA to meet and even the simple solution can meet the performance SLA? I have felt disdain among my fellow developers for simple solution. Is it good practice to come up with most optimal complex solution if your performance SLA can be met by a simple solution?

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  • How to Hide the code of HTML5 games [closed]

    - by jeyanthinath
    Possible Duplicate: HTML5 game obfuscation I am begin to develop games in HTML5 and I had doubt that , when we use the game in online its source can be visible to others even if we use complex code and reference to java-script files , then what is the use of HTML5 even everyone can be able to download the code and still use their updated version Is it possible to hide the code of HTML5 in web page games OR there some other way it can made it not visible to the users !!! If not what is the use of HTML5 as it is open to user as well !!!

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  • Help me select a "Simpler" target to create a new language: .NET, LLVM, Go, Own VM

    - by mamcx
    Lets define "Simple". This is my first language. I have no previous experience I will not dedicate +4 years to learn it properly. I'm a professional software [developer], but as an amateur in this area, I want instant gratification. If the idea shows a future, I could rewrite it. I don't want to do everything from scratch. In fact, if there exists a way to get GO (for example), change its syntax, add some sugar, give some extra functions and leave intact everything else, that would be perfect! From the example of coffescript/scala I think is better to build on top of some rich runtime like .NET/GO so I don't need to rewrite everything. HOWEVER, if is better other way, no problem for the first try! I want it in a week. I need it in a week so it will really take a month. Then it truly takes 3 months. But I don't want to put more that 3 months on this. I could reduce the scope of my language, but I hope the tools will help me a lot... I want to build a new language. Similar to python, but typed. I wonder what to build it on top of. I like the idea of building on top of GO. To get their sane (IMHO) OO paradigm (I plan to do the same, using interfaces, not inheritance), get goroutines and some other stuff. In my naive thinking I imagine that spit another language could help me to debug it more easily. However, look like everyone is building on top of something like .NET (don't like Java), LLVM or make it own VM. I read http://createyourproglang.com/ (great!) and the part of the VM look "easy" to me. So, what I need is the proper criteria and question I need to know in advance to have a fair shot at make this.

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  • Storing Attendance Data in database

    - by Ali Abbas
    So i have to store daily attendance of employees of my organisation from my application . The part where I need some help is, the efficient way to store attendance data. After some research and brain storming I came up with some approaches . Could you point me out which one is the best and any unobvious ill effects of the mentioned approaches. The approaches are as follows Create a single table for whole organisation and store empid,date,presentstatus as a row for every employee everyday. Create a single table for whole organisation and store a single row for each day with a comma delimited string of empids which are absent. I will generate the string on my application. Create different tables for each department and follow the 1 method. Please share your views and do mention any other good methods

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  • Making an interactive 2D map

    - by Chad
    So recently I have been working on a Legend of Zelda: A Link to the Past clone, and I am wondering how I could handle certain map interactions (like cutting grass, lifting rocks, etc). The way I am currently doing the tilemap is with 2 PNGs. The first is the "tilemap" where each pixel represents a 16x16 tile and the (red, green) values are the (x, y) coords for the tile in the second PNG (the "tileset"). I am then using the blue channel to store collision data. Each tile is split into 4 8x8 tiles and represented by a 2 bit value (0 = empty, 1 = Jumpdown point, 2 = unused right now, 3 = blocking). 4 of these 2 bit values make up the full blue channel (1 byte). So collisions work great, and I am moving on to putting interactive units on the level; but I am not sure what a good way is to do it. I have experimented with spawning an entity for each grass and rock, but there are just WAY to many; FPS just dies even if I confine it to the current "zone" the user is in (for those who remember LTTP it had zones you moved between). It does make a difference that this is a browser-based JavaScript game. tl;dr: What is a good way to have an interactive map without using full blown entities for each interactive item?

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  • How can I separate the user interface from the business logic while still maintaining efficiency?

    - by Uri
    Let's say that I want to show a form that represents 10 different objects on a combobox. For example, I want the user to pick one hamburguer from 10 different ones that contain tomatoes. Since I want to separate UI and logic, I'd have to pass the form a string representation of the hamburguers in order to display them on the combobox. Otherwise, the UI would have to dig into the objects fields. Then the user would pick a hamburguer from the combobox, and submit it back to the controller. Now the controller would have to find again said hamburguer based on the string representation used by the form (maybe an ID?). Isn't that incredibly inefficient? You already had the objects you wanted to pick one from. If you submited to the form the whole objects, and then returned a specific object, you wouldn't have to refind it later on since the form already returned a reference to that object. Moreover, if I'm wrong and you actually should send the whole object to the form, how can I isolate UI from logic?

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  • Good university for computer science with plans for game development

    - by DukeYore
    I am starting my computer science degree at a local community college in programming using C++. However, I will be transferring to a 4-year university. Does anyone have any insight on university programs? I know Cal State Fullerton has a degree with a minor in Game Development. however, is that as important as getting a degree from a really great school? If I could shoot for something like Cal Poly would that be better? Or even Stanford or SF State being so close to so many gaming companies up there in the Bay area? Thank you in advance for any guidance.

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  • How to evaluate a user against optimal performance?

    - by Alex K
    I have trouble coming up with a system of assigning a rating to player's performance. Well, technically there is is a trivial rating system, but I don't like it because it would mean assigning negative scores, which I think most players will be discouraged by. The problem is that I only know the ideal number of actions to get the desired result. The worst case is infinite number of actions, so there is no obvious scale. The trivial way I referred to above is to take score = (#optimal-moves - #players-moves), with ideal score being zero. However, psychologically people like big numbers. No one wants to win by getting a mark of 0. I wonder if there is a system that someone else has come up with before to solve this problem? Essentially I wish to score the players based on: How close they've come to the ideal solution. Different challenges will have different optimal number of actions, so the scoring system needs to take that into account, e.g. Challenge 1 - max 10 points, Challenge 2 - max 20 points. I don't mind giving the players negative scores if they've performed exceptionally badly, I just don't want all scores to be <=0

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  • Bachelor in Game Development [on hold]

    - by vandamon taigi
    At this moment, I'm in year 11 in Romania. I have started thinking about an university to go to and I am not really sure which should be my choice. I want it to be game development, but I also want it to be good and fun university.Thing is, I don't want to pay 30 grands a year or so for Cambridge or something like that. I am looking for a decent university at a decent price. I have in my hometown a University that is ranked 1613 world-wide which has a software development category. I need some advices and some possible options for decent universities ( Personal experience is greatly appreciated )

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  • Is extensive documentation a code smell?

    - by Griffin
    Every library, open-source project, and SDK/API I've ever come across has come packaged with a (usually large) documentation file, and this seems contradictory to the wide-spread belief that good code needs little to no comments. What separates documentation from this programming methodology? a one to two page overview of a package seems reasonable, but elegant code combined with standard intelisense should have theoretically deprecated the practice of documentation by now IMO. I feel like companies only create detailed documentation and tutorials because its what they've always done. Why should developers have to constantly be searching through online documentation in order to learn how to do things when such information should be intrinsic to the classes, methods and namespaces?

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  • Collision Resolution

    - by ultifinitus
    Hey all, I'm making a simple side-scrolling game, and I would appreciate some input! My collision detection system is a simple bounding box detection, so it's really easy to implement. However my collision resolution is ridiculous! Currently I have a little formula like this: if (colliding(firstObject,secondObject)) firstObject.resolve_collision(yAxisOffset); if (colliding(firstObject,secondObject)) firstObject.resolve_collision(xAxisOffset); where yAxisOffset is only set if the first object's previous y position was outside the second object's collision frame, respectively xAxisOffset as well. Now this is working great, in general. However there is a single problem. When I have a stack of objects and I push the first object against that stack, the first object get's "stuck," on the stack. What's I think is happening is the object's collision system checks and resolves for collisions based on creation time, so If I check one axis, then the other, the object will "sink" object directly along the checking axis. This sinking action causes the collision detection routine to think there's a gap between our position and the other object's position, and when I finally check the object that I've already sunk into, my object's position is resolved to it's original position... All this is great, and I'm sure if I bang my head against a wall long enough i'll come up with a working algorithm, but I'd rather not =). So what in the heck do you think I should do? How could I change my collision resolution system to fix this? Here's the program (temporary link, not sure how long it'll last) (notes: arrow keys to navigate, click to drop block, x to jump) I'd appreciate any help you can offer!

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  • Best approach to accessing multiple data source in a web application

    - by ced
    I've a base web application developed with .net technologies (asp.net) used into our LAN by 30 users simultanousley. From this web application I've developed two verticalization used from online users. In future i expect hundreds users simultanousley. Our company has different locations. Each site use its own database. The web application needs to retrieve information from all existing databases. Currently there are 3 database, but it's not excluded in the future expansion of new offices. My question then is: What is the best strategy for a web application to retrieve information from different databases (which have the same schema) whereas the main objective performance data access and high fault tolerance? There are case studies in the literature that I can take as an example? Do you know some good documents to study? Do you have any tips to implement this task so efficient? Intuitively I would say that two possible strategy are: perform queries from different sources in real time and aggregate data on the fly; create a repository that contains the union of the entities of interest and perform queries directly on repository;

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  • Java EE 6: How to get module name and app name

    - by user12798506
    Java EE 6??????????????????????????????????????????????? ???????????????[1] ?????????????JNDI???????????????????"java:module/ModuleName"?????? ?????"java:app/AppName"???????? InitialContext ctx = new InitialContext(); String moduleName = ctx.lookup("java:module/ModuleName"); // ?????? String appName = ctx.lookup("java:app/AppName"); // ????????? ???@Resource?????????????????????????????????????????? @Resource(lookup="java:module/ModuleName") String moduleName; // ?????????????????? @Resource(lookup="java:app/AppName") String appName; // ????????????????????? ???EAR???????Web????????EJB??????????????????AppName???????????????? ?????????GlassFish V3 (3.1.2.2)?WebLogic 12c (12.1.1)?JBoss AS 7 (7.1.1)?????????? ????????????????AppName???ModuleName??????????????? ?????????Web Profile??????????????????(GlassFish?JBoss?????Web Profile ?????)?????Apache TomEE (1.5.0)????????ModuleName???"localhost/<Web?????? >"?????????????????????????????????????? Java EE 6??????????????????????????????????????????????? ??????????????????????????????????????????????????? ???????????????????????????????????????????????????? ???????? ???Apache Tomcat 7.0?Servlet 3.0??????????????????????????????·??? ???????JNDI???????????????????????? ??:?Tomcat????????Java EE?????????????????????? [1] Java EE 6????(JSR 316)????????????? (pp.122-123): EE.5.15 Application Name and Module Name References A component may access the name of the current application using the pre-defined JNDI name java:app/AppName. A component may access the name of the current module using the pre-defined JNDI name java:module/ModuleName. Both of these names are represented by String objects.

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  • What is the diffference between "data hiding" and "encapsulation"?

    - by john smith optional
    I'm reading "Java concurrency in practice" and there is said: "Fortunately, the same object-oriented techniques that help you write well-organized, maintainable classes - such as encapsulation and data hiding -can also help you crate thread-safe classes." The problem #1 - I never heard about data hiding and don't know what it is. The problem #2 - I always thought that encapsulation is using private vs public, and is actually the data hiding. Can you please explain what data hiding is and how it differs from encapsulation?

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  • Has anyone else read "Programming video games for the Evil Genius"

    - by Martin
    I bought this book called "Programming Video Games for the Evil Genius" by Ian Cinnamon. If there is anyone who has read or is familiar with this book I am wondering if they think it is worth reading. I am interested in making video games. I have already taken intro courses in C++, Java and Python and got through okay. I've been going through this book for about a month now(SLOWLY). All I have to do is type the code exactly in the book, BUT a lot of the code is not clearly explained. I do some research online but I usually still have some trouble answering my questions. Then I found stack overflow. It's been a ton of help. Right now I am trying to make a racing game right out of this book and I got to a point where the author left a bunch of errors in his code. One of the members of this website fixed it up for me, but added some stuff that I'm having trouble understanding. I spend more time trying to figure out the authors errors and fix them or get someone to help me fix them than I actually do learning code. I REALLY want to learn how to do this and I am ready and willing to put in the time, but I'm not sure if my time would be better spent learning from a different source. Are there any veterans out there that are familiar with this book and think it's worth it/not worth it? Should I try to move onto another book? Any advice for a fresh start for someone who wants to learn some video game programming?

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  • Use adapter pattern for coupled classes

    - by kaiseroskilo
    I need (for unit testing purposes) to create adapters for external library classes.ExchangeService and ContactsFolder are Microsoft's implementations in its' EWS library. So I created my adapters that implement my interfaces, but it seems that contactsFolder has a dependency for ExchangeService in its' constructor. The problem is that I cannot instantiate ContactsFolderAdapter without somehow accessing the actual ExchangeService instance (I see only ExchangeServiceAdapter in scope). Is there a better pattern for this that retains the adapter classes? Or should I "infect" ExchangeServiceAdapter with some kind of GetActualObject method?

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  • Help me classify this type of software architecture

    - by Alex Burtsev
    I read some books about software architecture as we are using it in our project but I can't classify the architecture properly. It's some kind of Enterprise Architecture, but what exactly... SOA, ESB (Enterprise Service Bus), Message Bus, Event Driven SOA, there are so many terms in Enterprise software.... The system is based on custom XML messages exchanges between services. (it's not SOAP, nor any other XML based standard, just plain XML). These messages represent notifications (state changes) that are applied to the Domain model, (it's not like CRUD when you serialize the whole domain object, and pass it to service for persistence). The system is centralized, and system participants use different programming languages and frameworks (c++, c#, java). Also, messages are not processed at the moment they are received as they are stored first and the treatment begins on demand. It's called SOA+EDA -:)

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