Search Results

Search found 5597 results on 224 pages for 'restful architecture'.

Page 44/224 | < Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >

  • What techniques would you use for a next generation java web application?

    - by jakob
    I'm working at a site similar to Foursquare and Yelp, with approximately 100000 unique requests each week that generates content, growing steadily. We are currently using: Seam as Java web framework. MySQL as DB Hibernate as ORM Hibernate Search as Index EhCache for Caching. Since our site is slowly growing out of the current setup and has a lot of legacy code, it is time for us to start thinking about a major refactoring/changing setup. Web framework We are not ready to change the language but we are leaning towards Spring Web Framework, since: Seam is no more. Almost all of us have worked with Spring and liked it. DB and ORM We have done a little research and we are thinking about MongoDB. Index Do we need to have a separate Index if we use MongoDB? Cache ? So my question is basically: If you take Spring Web Framework and MongoDB into consideration, how would a good setup be for a web application that is growing and handles a lot of logged in users generating input and performing searches?

    Read the article

  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

    Read the article

  • implementing match-making & community system for multiplayer games

    - by kamziro
    These days, games often have multiplayer portals with chat channels & match making system for the multiplayer aspects of the game. An example would be battle.net, magic the gathering online's chat rooms, halo etc. Now, for the rest of us indie gamers that probably won't be able to spend much development effort on creating those back-ends from scratch, what options do we have? I was thinking of something along the line of using IRC as the backbone of the system. From there, the "community" aspect and implement player tracking, game tracking and match making on top of that. It seems to be what the old battle.net (brood war era) used to be. The question is, is this easy to do? What does it take to run an irc server, and I suppose this also requires writing an IRC client (which seems to have been done a lot these days?)? If there are other ways as well (say, an open framework for this stuff), let's hear them too.

    Read the article

  • What tools, libraries, or framework is needed to create a completely offline Javascript application?

    - by makerofthings7
    I am interested in creating a HTML application that can run as disconnected from the server as possible. Two examples of this include OWA in Exchange 2013 and to a lesser extent and the client available at www.ripple.com With the focus on OWA in Exchange 2013, what is needed to replicate the offline functionality available in a different application? A list technologies, frameworks, etc would be immensely helpful

    Read the article

  • When to use SOAP over REST

    So, how does REST based services differ from SOAP based services, and when should you use SOAP? Representational State Transfer (REST) implements the standard HTTP/HTTPS as an interface allowing clients to obtain access to resources based on requested URIs. An example of a URI may look like this http://mydomain.com/service/method?parameter=var1&parameter=var2. It is important to note that REST based services are stateless because http/https is natively stateless. One of the many benefits for implementing HTTP/HTTPS as an interface is can be found in caching. Caching can be done on a web service much like caching is done on requested web pages. Caching allows for reduced web server processing and increased response times because content is already processed and stored for immediate access. Typical actions performed by REST based services include generic CRUD (Create, Read, Update, and Delete) operations and operations that do not require state. Simple Object Access Protocol (SOAP) on the other hand uses a generic interface in order to transport messages. Unlike REST, SOAP can use HTTP/HTTPS, SMTP, JMS, or any other standard transport protocols. Furthermore, SOAP utilizes XML in the following ways: Define a message Defines how a message is to be processed Defines the encoding of a message Lays out procedure calls and responses As REST aligns more with a Resource View, SOAP aligns more with a Method View in that business logic is exposed as methods typically through SOAP web service because they can retain state. In addition, SOAP requests are not cached therefore every request will be processed by the server. As stated before Soap does retain state and this gives it a special advantage over REST for services that need to preform transactions where multiple calls to a service are need in order to complete a task. Additionally, SOAP is more ideal for enterprise level services that implement standard exchange formats in the form of contracts due to the fact that REST does not currently support this. A real world example of where SOAP is preferred over REST can be seen in the banking industry where money is transferred from one account to another. SOAP would allow a bank to perform a transaction on an account and if the transaction failed, SOAP would automatically retry the transaction ensuring that the request was completed. Unfortunately, with REST, failed service calls must be handled manually by the requesting application. References: Francia, S. (2010). SOAP vs. REST. Retrieved 11 20, 2011, from spf13: http://spf13.com/post/soap-vs-rest Rozlog, M. (2010). REST and SOAP: When Should I Use Each (or Both)? Retrieved 11 20, 2011, from Infoq.com: http://www.infoq.com/articles/rest-soap-when-to-use-each

    Read the article

  • Reuse the data CRUD methods in data access layer, but they are updated too quickly

    - by ValidfroM
    I agree that we should put CRUD methods in a data access layer, However, in my current project I have some issues. It is a legacy system, and there are quite a lot CRUD methods in some concrete manager classes. People including me seem to just add new methods to it, rather than reuse the existing methods. Because We don't know whether the existing method is what we need Even if we have source code, do we really need read other's code then make decision? It is updated too quickly. Do not have time get familiar with the DAO API. Back to the question, how do you solve that in your project? If we say "reuse", it really needs to be reusable rather than just an excuse.

    Read the article

  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

    Read the article

  • How to manage security of these self hosted web apis, to ensure that the request coming for accessing data is authenticated?

    - by Husrat Mehmood
    Let's pretend I am going to work on an enterprise application. Say I have 11 modules in the application and I would have to develop Dashboards for every role in the organization for whom I are going to develop application. We Decided to use Asp.Net Web Api and return json data from our apis. We are going to include 11 Self hosted web apis projects in our application (one self hosted web api) for every module. All 11 modules are connected to one Sql server 2012 Database. Then once api is ready we would have to create Business Dashboards (Based upon roles in Organization). So Now my web api client is Asp.Net Mvc application.Asp.Net mvc will consume those web apis. Here is the part for whom all explanation is done. How should I manage Security of all 11 self hosted web apis? How should I only authenticated request is coming? If I authenticate user by login and password and then redirect user to appropriate Dashboard designed for the role that user have and load data by consuming web apis. How should I ensure that the request coming for accessing data is authenticated?

    Read the article

  • Examples of limitations in IT due to different bit length by design

    - by Alaudo
    I am teaching the course "Introduction in Programming" for the first-year students and would like to find interesting examples where the datatype size in bits, chosen by design, led to certain known restrictions or important values. Here are some examples: Due to the fact that the Bell teleprinter used 7-bit-code (later accepted as ASCII) until now have we often to encode attachments in electronic messages to contain only 7 bit data. Classical limitation of 32-bit address space leads to the 4Gb maximal RAM size available for 32-bit systems and 4Gb maximal file size in FAT32. Do you know some other interesting examples how the choice of the data type (and especially its binary length) influenced the modern IT world. Added after some discussion in comments: I am not going to teach how to overcome limitations. I just want them to know that 1 byte can hold the values from -127..0..+127 o 0..255, 2 bytes cover the range 0..65535 etc by proving examples they know from other sources, like the above-mentioned base64 encoding etc. We are just learning the basic datatypes and I am trying to find a good reference for "how large" these types are.

    Read the article

  • How to design a character animation system?

    - by Andrea Benedetti
    I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and in strict contact with the logic of the game. It's for a sports title, so the question is not easy. Edit: What I'm searching for are suggestions and resources about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

    Read the article

  • Leveraging Code 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?

    Read the article

  • When using membership provider, do you use the user ID or the username?

    - by Chris
    I've come across this is in a couple of different applications that I've worked on. They all used the ASP.NET Membership Provider for user accounts and controlling access to certain areas, but when we've gotten down into the code I've noticed that in one we're passing around the string based user name, like "Ralph Waters", or we're passing around the Guid based user ID from the membership table. Now both seem to work. You can make methods which get by username, or get by user ID, but both have felt somewhat "funny". When you pass a string like "Ralph Waters" you're passing essentially two separate words that make up a unique identifier. And with a Guid, you're passing around a string/number combination which can be cast and made unique. So my question is this; when using Membership Provider, which do you use, the username or the user ID to get back to the user? Thanks all!

    Read the article

  • Data transfer between "main" site and secured virtual subsite

    - by Emma Burrows
    I am currently working on a C# ASP.Net 3.5 website I wrote some years ago which consists of a "main" public site, and a sub-site which is our customer management application, using forms-based authentication. The sub-site is set up as a virtual folder in IIS and though it's a subfolder of "main", it functions as a separate web app which handles CRUD access to our customer database and is only accessible by our staff. The main site currently includes a form for new leads to fill in, which generates an email to our sales staff so they can contact them and convince them to become customers. If that process is successful, the staff manually enter the information from the email into the database. Not surprisingly, I now have a new requirement to feed the data from the new lead form directly into the database so staff can just check a box for instance to turn the lead into a customer. My question therefore is how to go about doing this? Possible options I've thought of: Move the new lead form into the customer database subsite (with authentication turned off). Add database handling code to the main site. (No, not seriously considering this duplication of effort! :) Design some mechanism (via REST?) so a webpage outside the customer database subsite can feed data into the customer database How to organise the code for this situation, preferably with extensibility in mind, and particularly are there any options I haven't thought of?

    Read the article

  • SceneManagers as systems in entity system or as a core class used by a system?

    - by Hatoru Hansou
    It seems entity systems are really popular here. Links posted by other users convinced me of the power of such system and I decided to try it. (Well, that and my original code getting messy) In my project, I originally had a SceneManager class that maintained needed logic and structures to organize the scene (QuadTree, 2D game). Before rendering I call selectRect() and pass the x,y of the camera and the width and height of the screen and then obtain a minimized list containing only visible entities ordered from back to front. Now with Systems, originally in my first attempt my Render system required to get added all entities it should handle. This may sound like the correct approach but I realized this was not efficient. Trying to optimize It I reused the SceneManager class internally in the Renderer system, but then I realized I needed methods such as selectRect() in others systems too (AI principally) and make the SceneManager accessible globally again. Currently I converted SceneManager to a system, and ended up with the following interface (only relevant methods): /// Base system interface class System { public: virtual void tick (double delta_time) = 0; // (methods to add and remove entities) }; typedef std::vector<Entity*> EntitiesVector; /// Specialized system interface to allow query the scene class SceneManager: public System { public: virtual EntitiesVector& cull () = 0; /// Sets the entity to be used as the camera and replaces previous ones. virtual void setCamera (Entity* entity) = 0; }; class SceneRenderer // Not a system { vitual void render (EntitiesVector& entities) = 0; }; Also I could not guess how to convert renderers to systems. My game separates logic updates from screen updates, my main class have a tick() method and a render() method that may not be called the same times. In my first attempt renderers were systems but they was saved in a separated manager, updated only in render() and not in tick() like all other systems. I realized that was silly and simply created a SceneRenderer interface and give up about converting them to systems, but that may be for another question. Then... something does not feel right, isn't it? If I understood correctly a system should not depend on another or even count with another system exposing an specific interface. Each system should care only about its entities, or nodes (as optimization, so they have direct references to relevant components without having to constantly call the component() or getComponent() method of the entity).

    Read the article

  • Use of Service Bus in a Pub-Sub Engine

    - by JoseK
    In one of our projects, we've built a Publisher - Subscriber Engine on Oracle Service Bus. The functionality being a series of events are published and subscribers (JMS queues) receive these whenever a new event is published. We are facing some technical issues now, performance-wise and hence an architectural review is underway. Now for my questions: Architecturally the ESB has to publish events into a DB and read from the DB which users wish to be notified, then push the event onto their respective queues. There is a high amount of DB interaction and the question is whether ESB should be having such high amount of interaction with the DB in the first place? Or should there have been some alternate component responsible for doing this. Alternately is there any non-DB approach in which we can store the events and subscribers? Where else can this application data be held within the ESB context?

    Read the article

  • Using an actor model versus a producer-consumer model?

    - by hewhocutsdown
    I'm doing some early-stage research towards architecting a new software application. Concurrency and multithreading will likely play a significant part, so I've been reading up on the various topics. The producer-consumer model, at least how it is expressed in Java, has some surface similarities but appears to be deeply dissimilar to the actor model in use with languages such as Erlang and Scala. I'm having trouble finding any good comparative data, or specific reasons to use or avoid the one or the other. Is the actor model even possible with Java or C#, or do you have do use one of the languages built for the purpose? Is there a third way?

    Read the article

  • Reuse Business Logic between Web and API

    - by fesja
    We have a website and two mobile apps that connect through an API. All the platforms do the exactly same things. Right now the structure is the following: Website. It manages models, controllers, views for the website. It also executes all background tasks. So if a user create a place, everything is executed in this code. API. It manages models, controllers and return a JSON. If a user creates a place on the mobile app, the place is created here. After, we add a background task to update other fields. This background task is executed by the Website. We are redoing everything, so it's time to improve the approach. Which is the best way to reuse the business logic so I only need to code the insert/edit/delete of the place & other actions related in just one place? Is a service oriented approach a good idea? For example: Service. It has the models and gets, adds, updates and deletes info from the DB. Website. It send the info to the service, and it renders HTML. API. It sends info to the service, and it returns JSON. Some problems I have found: More initial work? Not sure.. It can work slower. Any experience? The benefits: We only have the business logic in one place, both for web and api. It's easier to scale. We can put each piece on different servers. Other solutions Duplicate the code and be careful not to forget anything (do tests!) DUplicate some code but execute background tasks that updates the related fields and executes other things (emails, indexing...) A "small" detail is we are 1.3 person in backend, for now ;)

    Read the article

  • Multiple sites with the same codebase in Python

    - by Jimmy
    I am trying to run a large amount of sites which share about 90% of their code. They are simply designed to query an API and return the results. They will have a common userbase / database but will be configured slightly different and will have different CSS (perhaps even different templating). My initial idea was to run them as separate applications with a common library but I have read about the sites framework which would allow them to run from a single instance of Django which may help to reduce memory usage. https://docs.djangoproject.com/en/dev/ref/contrib/sites/ Is the site framework the right approach to a problem like this, and does it have real benefits over running separate applications? Initially I thought it was, but now I think otherwise. I have heard the following: Your SITE_ID is set in settings.py, so in order to have multiple sites, you need multiple settings.py configurations, which means multiple distinct processes/instances. You can of course share the code base between them, but each site will need a dedicated worker / WSGIDaemon to serve the site. This effectively removes any benefit of running multiple sites under one hood, if each site needs a UWSGI instance running. Alternative ideas of systems: https://github.com/iivvoo/django_layers https://github.com/shestera/django-multisite I don't know what route to be taking with this.

    Read the article

  • Is event sourcing ready for prime time?

    - by Dakotah North
    Event Sourcing was popularized by LMAX as a means to provide speed, performance scalability, transparent persistence and transparent live mirroring. Before being rebranded as Event Sourcing, this type of architectural pattern was known as System Prevalence but yet I was never familiar with this pattern before the LMAX team went public. Has this pattern proved itself in numerous production systems and therefore even conservative individuals should feel empowered to embrace this pattern or is event sourcing / system prevalence an exotic pattern that is best left for the fearless?

    Read the article

  • Materialized View vs POJO View based on Objects representing Oracle tables

    - by Zack Macomber
    I have about 12 Oracle tables that represent data that's being integrated from an external system into my web application. This data is going to be used in an informational and comparative manner for the clients using my web application. On one particular page of my web application, I need to combine data from 3 - 5 Oracle tables for display as an HTML table on the page. We are NOT currently using a framework (Apache Struts for instance) and we're not in a position to move this Java web application into one at this moment (I'm trying to get us there...). I am certainly not an architect, but I see one of two ways that I can effectively build this page (I know there are other ways, but these seem like they would be good ones...): 1. Create an Oracle Materialized View that represents what the HTML table should look like and then create a POJO based on the View that I can then integrate into my JSP. 2. Create POJOs that represent the Oracle tables themselves and then create another POJO that is the View used for the HTML table and then integrate that POJO into my JSP. To me, it seems the Materialized View would possibly offer quicker results which is always what we strive for in web applications. But, if I just create 12 POJOs that represent the Oracle tables and then build POJO Views off of those, I have the advantage of keeping all the code in one place for this and possibility for creating any number of different views and reusable components in my web application. Any thoughts on which one might be the better route? Or, maybe you know of an even better one?

    Read the article

  • How would you gather client's data on Google App Engine without using Datastore/Backend Instances too much?

    - by ruslan
    I'm relatively new to StackExchange and not sure if it's appropriate place to ask design question. Site gives me a hint "The question you're asking appears subjective and is likely to be closed". Please let me know. Anyway.. One of the projects I'm working on is online survey engine. It's my first big commercial project on Google App Engine. I need your advice on how to collect stats and efficiently record them in DataStore without bankrupting me. Initial requirements are: After user finishes survey client sends list of pairs [ID (int) + PercentHit (double)]. This list shows how close answers of this user match predefined answers of reference answerers (which identified by IDs). I call them "target IDs". Creator of the survey wants to see aggregated % for given IDs for last hour, particular timeframe or from the beginning of the survey. Some surveys may have thousands of target/reference answerers. So I created entity public class HitsStatsDO implements Serializable { @Id transient private Long id; transient private Long version = (long) 0; transient private Long startDate; @Parent transient private Key parent; // fake parent which contains target id @Transient int targetId; private double avgPercent; private long hitCount; } But writing HitsStatsDO for each target from each user would give a lot of data. For instance I had a survey with 3000 targets which was answered by ~4 million people within one week with 300K people taking survey in first day. Even if we assume they were answering it evenly for 24 hours it would give us ~1040 writes/second. Obviously it hits concurrent writes limit of Datastore. I decided I'll collect data for one hour and save that, that's why there are avgPercent and hitCount in HitsStatsDO. GAE instances are stateless so I had to use dynamic backend instance. There I have something like this: // Contains stats for one hour private class Shard { ReadWriteLock lock = new ReentrantReadWriteLock(); Map<Integer, HitsStatsDO> map = new HashMap<Integer, HitsStatsDO>(); // Key is target ID public void saveToDatastore(); public void updateStats(Long startDate, Map<Integer, Double> hits); } and map with shard for current hour and previous hour (which doesn't stay here for long) private HashMap<Long, Shard> shards = new HashMap<Long, Shard>(); // Key is HitsStatsDO.startDate So once per hour I dump Shard for previous hour to Datastore. Plus I have class LifetimeStats which keeps Map<Integer, HitsStatsDO> in memcached where map-key is target ID. Also in my backend shutdown hook method I dump stats for unfinished hour to Datastore. There is only one major issue here - I have only ONE backend instance :) It raises following questions on which I'd like to hear your opinion: Can I do this without using backend instance ? What if one instance is not enough ? How can I split data between multiple dynamic backend instances? It hard because I don't know how many I have because Google creates new one as load increases. I know I can launch exact number of resident backend instances. But how many ? 2, 5, 10 ? What if I have no load at all for a week. Constantly running 10 backend instances is too expensive. What do I do with data from clients while backend instance is dead/restarting? Thank you very much in advance for your thoughts.

    Read the article

  • Adding sub-entities to existing entities. Should it be done in the Entity and Component classes?

    - by Coyote
    I'm in a situation where a player can be given the control of small parts of an entity (i.e. Left missile battery). Therefore I started implementing sub entities as follow. Entities are Objects with 3 arrays: pointers to components pointers to sub entities communication subscribers (temporary implementation) Now when an entity is built it has a few components as you might expect and also I can attach sub entities which are handled with some dedicated code in the Entity and Component classes. I noticed sub entities are sharing data in 3 parts: position: the sub entities are using the parent's position and their own as an offset. scrips: sub entities are draining ammo and energy from the parent. physics: sub entities add weight to the parent I made this to quickly go forward, but as I'm slowly fixing current implementations I wonder if this wasn't a mistake. Is my current implementation something commonly done? Will this implementation put me in a corner? I thought it might be a better thing to create some sort of SubEntityComponent where sub entities are attached and handled. But before changing anything I wanted to seek the community's wisdom.

    Read the article

  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

    Read the article

  • How do I create my own programming language and a compiler for it

    - by Dave
    I am thorough with programming and have come across languages including BASIC, FORTRAN, COBOL, LISP, LOGO, Java, C++, C, MATLAB, Mathematica, Python, Ruby, Perl, JavaScript, Assembly and so on. I can't understand how people create programming languages and devise compilers for it. I also couldn't understand how people create OS like Windows, Mac, UNIX, DOS and so on. The other thing that is mysterious to me is how people create libraries like OpenGL, OpenCL, OpenCV, Cocoa, MFC and so on. The last thing I am unable to figure out is how scientists devise an assembly language and an assembler for a microprocessor. I would really like to learn all of these stuff and I am 15 years old. I always wanted to be a computer scientist someone like Babbage, Turing, Shannon, or Dennis Ritchie. I have already read Aho's Compiler Design and Tanenbaum's OS concepts book and they all only discuss concepts and code in a high level. They don't go into the details and nuances and how to devise a compiler or operating system. I want a concrete understanding so that I can create one myself and not just an understanding of what a thread, semaphore, process, or parsing is. I asked my brother about all this. He is a SB student in EECS at MIT and hasn't got a clue of how to actually create all these stuff in the real world. All he knows is just an understanding of Compiler Design and OS concepts like the ones that you guys have mentioned (i.e. like Thread, Synchronization, Concurrency, memory management, Lexical Analysis, Intermediate code generation and so on)

    Read the article

  • Entity Component System for HUD and GUI

    - by Jason L.
    This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split the HUD out of the ECS. They have their own set of things (HudLayer, HudComponent, etc) and are handled differently. This is where I'm struggling, though. There are many different instances in which the HUD will need to know about entities. Not just data changing (I have an event dispatcher for that), but the actual entity and all it encompasses. There are also situations where entities will need to be able to query the HUD for data. Let's take a couple examples: First, my equipment screen. On here I can change the equipment on a character (Entity). In order for this to happen, I need to know about the entity. At least I think I do? How can I handle this? The second scenario involves my Systems needing to query a HudComponent for data. A specific example would be my battle system. Each "team" is given a 3x3 grid they can move around in. See here: Skills target these cells, and not the player, so I would need a way for my systems to determine which cells are occupied and which are not. Basically I need a way for two way communication between Systems and my HUD. I know it's recommended (by some people, anyways) to take your HUD out of the ECS. Is that appropriate in my case?

    Read the article

< Previous Page | 40 41 42 43 44 45 46 47 48 49 50 51  | Next Page >