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  • Business Logic Layer in MVC Application

    - by Subin Jacob
    In my ASP MVC application I decided to add another Business Layer and made the model only to have properties. All other functionality like save to db, get from db is done on this new Business layer. So now the controller will be calling this business layer and model for various operations. Is it a good approach to design like this? I decided not to use model for this purpose because I would need a number of models for different actions. (for eg, one for edit and other for create)

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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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  • Get entities ids from two similar collections using one method

    - by Patryk Roszczyniala
    I've got two lists: List<Integer, ZooEntity> zoos; List<Integer, List<ZooEntity>> groupOfZoos; These operations will return collections of values: Collection<ZooEntity> cz = zoos.values(); Collection<List<ZooEntity>> czList = groupOfZoos.values(); What I want to achieve is to get list of all zoo ids. List<Integer> zooIds = cz ids + czList ids; Of course I can create two methods to do what I want: public List<Integer> getIdsFromFlatList(Collection<ZooEntity> list) { List<Integer> ids = new ArrayList<Integer>(); for (ZooEntity z : list) { ids.add(z.getId()); } return ids; } public List<Integer> getIdsFromNestedList(Collection<List<ZooEntity>> list) { List<Integer> ids = new ArrayList<Integer>(); for (List<ZooEntity> zList : list) { for (ZooEntity z : zList) { ids.add(z.getId()); } } return ids; } As you can see those two methods are very similar and here is my question: Is it good to create one method (for example using generics) which will get ids from those two lists (zoos and groupOfZoos). If yes how it should look like? If no what is the best solution? BTW. This is only the example. I've got very similar problem at job and I want to do it in preety way (I can't change enities, I can change only getIds...() methods).

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • What is the most effective way to add functionality to unfamiliar, structurally unsound code?

    - by Coder
    This is probably something everyone has to face during the development sooner or later. You have an existing code written by someone else, and you have to extend it to work under new requirements. Sometimes it's simple, but sometimes the modules have medium to high coupling and medium to low cohesion, so the moment you start touching anything, everything breaks. And you don't feel that it's fixed correctly when you get the new and old scenarios working again. One approach would be to write tests, but in reality, in all cases I've seen, that was pretty much impossible (reliance on GUI, missing specifications, threading, complex dependencies and hierarchies, deadlines, etc). So everything sort of falls back to good ol' cowboy coding approach. But I refuse to believe there is no other systematic way that would make everything easier. Does anyone know a better approach, or the name of the methodology that should be used in such cases?

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  • Multiplayer mobile games and coping with high latency

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

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  • Organizing ASP.Net Single Page Application with Nancy

    - by OnesimusUnbound
    As a personal project, I'm creating a single page, asp.net web application using Nancy to provide RESTful services to the single page. Due to the complexity of the single page, particularly the JavaScripts used, I've think creating a dedicated project for the client side of web development and another for service side will organize and simplify the development. solution | +-- web / client side (single html page, js, css) | - contains asp.net project, and nancy library | to host the modules in application project folder | +-- application / service (nancy modules, bootstrap for other layer) | . . . and other layers (three tier, domain driven, etc) . Is this a good way of organizing a complex single page application? Am I over-engineering the web app, incurring too much complexity?

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  • How do you develop web applications? [closed]

    - by ck3g
    How do you and/or your team develop your web applications? Language, framework or platform doesn't matter. I would like to know about the structure of your environment. For example: Using IDE on workstation and project files on remote host accessing via sftp. Files are saved instantly on remote host; All files are local and are uploaded on remote host during saving; Files are local, web server is running on local computer and is tested at local host. etc. You could write down also about the benefits of your approach, this will be useful for me. Thanks upd: Here must be a question and here it is: which is the best approach by your opinion?

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  • Keeping game model and graphics/animation separate but in sync

    - by AJM
    Suppose I'm building a chess game where I want to have animations. Pieces glide to their new squares when moved. Pieces perform attack animations when capturing other pieces. I'm not sure how to effectively separate the data and logic needed for these animations and the actual game model (in the MVC sense). The pieces themselves should ideally not have to worry about their pixel coordinates or current animation frame. At the same time, many changes to the model are effectively driven by animations. A moved piece changes its position after (before?) its sprite is done gliding. A piece is removed from the board after the capturing piece is finished its attack animation. How would you suggest I manage the game model, the graphics and animations, and their relationships? For example, where would the animations "live"? How would animations be created and managed in response to player moves? How would animations drive updates to the game model, or how would the game model drive animations?

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  • Authenticating your windows domain users in the cloud

    - by cibrax
    Moving to the cloud can represent a big challenge for many organizations when it comes to reusing existing infrastructure. For applications that drive existing business processes in the organization, reusing IT assets like active directory represent good part of that challenge. For example, a new web mobile application that sales representatives can use for interacting with an existing CRM system in the organization. In the case of Windows Azure, the Access Control Service (ACS) already provides some integration with ADFS through WS-Federation. That means any organization can create a new trust relationship between the STS running in the ACS and the STS running in ADFS. As the following image illustrates, the ADFS running in the organization should be somehow exposed out of network boundaries to talk to the ACS. This is usually accomplish through an ADFS proxy running in a DMZ. This is the official story for authenticating existing domain users with the ACS.  Getting an ADFS up and running in the organization, which talks to a proxy and also trust the ACS could represent a painful experience. It basically requires  advance knowledge of ADSF and exhaustive testing to get everything right.  However, if you want to get an infrastructure ready for authenticating your domain users in the cloud in a matter of minutes, you will probably want to take a look at the sample I wrote for talking to an existing Active Directory using a regular WCF service through the Service Bus Relay Binding. You can use the WCF ability for self hosting the authentication service within a any program running in the domain (a Windows service typically). The service will not require opening any port as it is opening an outbound connection to the cloud through the Relay Service. In addition, the service will be protected from being invoked by any unauthorized party with the ACS, which will act as a firewall between any client and the service. In that way, we can get a very safe solution up and running almost immediately. To make the solution even more convenient, I implemented an STS in the cloud that internally invokes the service running on premises for authenticating the users. Any existing web application in the cloud can just establish a trust relationship with this STS, and authenticate the users via WS-Federation passive profile with regular http calls, which makes this very attractive for web mobile for example. This is how the WCF service running on premises looks like, [ServiceBehavior(Namespace = "http://agilesight.com/active_directory/agent")] public class ProxyService : IAuthenticationService { IUserFinder userFinder; IUserAuthenticator userAuthenticator;   public ProxyService() : this(new UserFinder(), new UserAuthenticator()) { }   public ProxyService(IUserFinder userFinder, IUserAuthenticator userAuthenticator) { this.userFinder = userFinder; this.userAuthenticator = userAuthenticator; }   public AuthenticationResponse Authenticate(AuthenticationRequest request) { if (userAuthenticator.Authenticate(request.Username, request.Password)) { return new AuthenticationResponse { Result = true, Attributes = this.userFinder.GetAttributes(request.Username) }; }   return new AuthenticationResponse { Result = false }; } } Two external dependencies are used by this service for authenticating users (IUserAuthenticator) and for retrieving user attributes from the user’s directory (IUserFinder). The UserAuthenticator implementation is just a wrapper around the LogonUser Win Api. The UserFinder implementation relies on Directory Services in .NET for searching the user attributes in an existing directory service like Active Directory or the local user store. public UserAttribute[] GetAttributes(string username) { var attributes = new List<UserAttribute>();   var identity = UserPrincipal.FindByIdentity(new PrincipalContext(this.contextType, this.server, this.container), IdentityType.SamAccountName, username); if (identity != null) { var groups = identity.GetGroups(); foreach(var group in groups) { attributes.Add(new UserAttribute { Name = "Group", Value = group.Name }); } if(!string.IsNullOrEmpty(identity.DisplayName)) attributes.Add(new UserAttribute { Name = "DisplayName", Value = identity.DisplayName }); if(!string.IsNullOrEmpty(identity.EmailAddress)) attributes.Add(new UserAttribute { Name = "EmailAddress", Value = identity.EmailAddress }); }   return attributes.ToArray(); } As you can see, the code is simple and uses all the existing infrastructure in Azure to simplify a problem that looks very complex at first glance with ADFS. All the source code for this sample is available to download (or change) in this GitHub repository, https://github.com/AgileSight/ActiveDirectoryForCloud

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  • DDD and filtering

    - by tikhop
    I am developing an app in ddd maner. So I have a complex domain model. Suppose I have a Fare object and Airline. Each Airline should contain several or much more Fares. My UI should represent Model (only small part of complex model) as a list of Airline, when the user select the Airline, I must show the list of Fares. User can filtering the Fares (by travel time, cost, etc.). What is the appropriate place for filtering Fares and Airlines? I am assuming that I should do it in ViewModel. Like: My domain model has wrapped with Service Layer - UI works with ViewModel - ViewModel obtain data from Service Layer filtering it and create DTO objects for UI. Or I'm wrong?

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  • What modern design pattern / software engineering books for Java SE 6 do you recommend ?

    - by Scott Davies
    Hi, I am very familiar with Java 6 SE language features and am now looking for modern books that cover design patterns in Java for beginners as well as software engineering books that discuss architectures, algorithms and best practices in Java coding (sort of like the Effective C# books). I am aware of the classic GoF design patterns book, however, I'd like a more modern reference that takes advantage of the features of Java 6 SE. What books would you recommend ? Thanks, Scott

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  • Building a distributed system on Amazon Web Services

    - by Songo
    Would simply using AWS to build an application make this application a distributed system? For example if someone uses RDS for the database server, EC2 for the application itself and S3 for hosting user uploaded media, does that make it a distributed system? If not, then what should it be called and what is this application lacking for it to be distributed? Update Here is my take on the application to clarify my approach to building the system: The application I'm building is a social game for Facebook. I developed the application locally on a LAMP stack using Symfony2. For production I used an a single EC2 Micro instance for hosting the app itself, RDS for hosting my database, S3 for the user uploaded files and CloudFront for hosting static content. I know this may sound like a naive approach, so don't be shy to express your ideas.

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  • How to store character moves (sprite animations)?

    - by Saad
    So I'm thinking about making a small rpg, mainly to test out different design patterns I've been learning about. But the one question that I'm not too sure on how to approach is how to store an array of character moves in the best way possible. So let's say I have arrays of different sprites. This is how I'm thinking about implementing it: array attack = new array (10); array attack2 = new array(5); (loop) //blit some image attack.push(imageInstance); (end loop) Now every time I want the animation I call on attack or attack2; is there a better structure? The problem with this is let's say there are 100 different attacks, and a player can have up to 10 attacks equipped. So how do I tell which attack the user has; should I use a hash map?

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  • Where to store global enterprise properties?

    - by shylynx
    I'm faced with a crowd of java applications, which need different global enterprise wide properties for operation, for example: hostname of the central RDBMS, hostname and location of the central self-service portal, host location of central LDAP, host location of central mail server etc. Formally we build each application with a properties file, where all this properties are definied. But that's a very bad solution, because if the hostname of the mail server changes, we need to change the properties files for each application and deploy all applications again. Our idea is to centralize this properties, so that each application can ask for each property at runtime, for example: Idea: Put the properties file to an easy accessible file share. So if we need to change a property, each application uses the new properties. Idea: Put the properties to database. Main disadvantage: we need a dependency to database client libraries for each application. Idea: Put all applications into one big application server, that provides system properties for each application. Main disadvantage: needs deployment of each application to one application server. But that isn't a realistic scenario. Idea: Webservice that provides global enterprise wide properties. Main disadvantage: not very secure, because some properties are passwords or user credentials. What other alternatives are recommended? What is state of the art?

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  • 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.

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  • 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?

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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • Lending epub files for limited time to users

    - by JP Hellemons
    I am looking for components to build a digital library who lends people epub (ebooks) for about a week. It's like a digital version of the offline old public library. Now I have found several flash (pdf) file streaming solutions. But that would require an active internet link. And like the public library, you are able to take your books to the beach or pool on holiday abroad where you have no connection. So streaming is no option. The other file restriction method I have found was DRM, but that would require a really expensive license of Adobe Content Server 4 which is not suitable for my little hobby project. But it seems that adobe content server and Adobe Digital Editions is the only option at the moment. Or are there open source alternatives?

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  • 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

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  • How does flash store (represent) movieclips and sprites?

    - by humbleBee
    When we draw any object in flash and convert it into a movieclip or a sprite, how is it stored or represented in flash. I know in vector art it is stored or represented as line segments using formulae. Is there any way to get the vertices of the shape that was drawn? For example, lets say a simple rectangle is drawn and is converted to a movieclip. Is there anyway to obtain the vertices and the line segments from the sprite? So that its shape is obtained. Enough information should be obtained so that the shape can be replicated. That's the key - replication. In simple terms, where does flash store information about a shape that has been drawn so that we can obtain it and attempt to replicate the shape ourselves?

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  • 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

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  • 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?

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  • 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.

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  • 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.

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