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

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

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  • How does 2D Game Physics work? [closed]

    - by StefanE
    Possible Duplicate: How do I build a 2D physics engine? If we take the game Angry Birds that had big success lately I were thinking how do they implement the physics in a game like that? Your are shooting of your birds and they hit something that will fall off and in turn creating a chain reaction of things either falling or exploding.. Are all this happening with calculations with rules considering all collisions together with gravity etc.?

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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  • handling various frame layouts in android

    - by vaibhav
    i'm new to game development and am trying create a Contra or the old tmnt game (but a simple one) like game for android. for the game i decided to divide my main screen in three parts - upper for stats,mid for the game and lower for controls. my main.xml is <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" > <FrameLayout android:id="@+id/upper_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="1" > </FrameLayout> <FrameLayout android:id="@+id/fl" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.5" > </FrameLayout> <FrameLayout android:id="@+id/low_bar" android:layout_width="fill_parent" android:layout_height="fill_parent" android:layout_weight="0.85" > </FrameLayout> </LinearLayout> so i have created the gameview and gameloopthread classes for the mid surface(which is pretty standard). my problem is that how do i draw in the upper and lower frame layouts? should i make new classes for view and thread for each layout , should i do all this in the gameview class itself or is there any better way to implement this?

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  • How do I limit the game loop?

    - by user1758938
    How do I make a game update at a consistent speed? For example, this would loop too fast: while(true) { GetInput(); Render(); } This just wont work (hard to explain): while(true) { GetInput(); Render(); Sleep(16); } How do I sync my game to a certain framerate and still have input and functions going at a consistent rate?

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  • Central Exception Handler

    - by J-unior
    Recently I've been thinking about a general ExceptionHandler, that I could initialize once in my app context and inject it everywhere. The idea that it will have quite simple interface with just public void handle(Exception ex), and then according to exception type it should decide what to do, maybe just log it, or show an alert message to the user, or maybe kill the whole app. The question is, what is the prettiest way to write such handler without lots of instanceofs? Unfortunately googling gives me only the default exception handler for RuntimeException that was introduced in Java 5. My first idea is to create an enum, that will have Class field for exception type and it will return the appropriate execution point, for example a concrete exception handler that also implements the interface public void handle(Exception ex), but with the required casting already.

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  • What would a start-to-finish development procedure would look like?

    - by Tom Busby
    I have a problem that my developer friends share. We recently left university and find ourselves either end up working for a firm which already has good procedures (TDD, automated testing, proper agile development, etc) or working for a firm which doesn't. I want to learn some of these vital skills and get a grip on what a complete start-to-finish development procedure would look like. What differences would be between a smaller project, and a long term project with many team members.

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  • Alternative to Game State System?

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

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  • Kickstarter "last minute cold feet"

    - by mm24
    today I scheduled the publication of a video on kickstarter requesting approximately 5.000 $ in order to complete the iPhone shooter game I started 1 year ago after quitting my job. I invested more than 20.000$ in the game so far (for artwork, music, legal and accountant expenses) and I am now getting cold feet about my decision of publishing the video. The game is "nearly finished", in other words: the game mechanics are working but I still have some bugs to fix. Once I will have finished this (I hope will take me 1 or 2 weeks) I plan to start working on the actual level balancing (e.g. deciding the order of appearence of enemies for each level and balancing the number of hitpoints and strenght of bullets that the enemies have). Reasons for not publishing the video are: fear that the concept can be copied easily: the game is a shooter game set in a different environment (its a pretty cool one, believe me :)) and I am worried that someone might copy* the idea (I know, its the usual "I am worried story.."). A shooter game is one of the easiest game to implement and hence there will be hundreds game developer able to copy it by just adapting their existing code and changing graphics (not as straightforward). It took me one year to develop this because I was inexperienced plus there are approximately 6/7 months of work from the illustrator and there are 8 unique music tracks composed. The soundtrack of the video is the soundtrack of the game wich is not yet published and has not been deposited to a music society. I did create legally valid timestamps for the tracks and I am considering uploading the album on iTunes before publishing the video so I can have a certain publication date. But overall I am a bit scared and worried because I have never done this before and even the simple act of publishing an album requires me to read a long contract from the "aggregator company") which, even if I do have contracts with the musicians do worry me as I am not a U.S. resident and I am not familiar with the U.S. law system Reasons for publishing the video are: I almost run out of money (but this is not a real reason as I should have enough for one more month of development time) ...I kind of need extra money as, even if I do have money for 1 month of development I do not have money for marketing and for other expenses (e.g. accountant) It will create a fan base I could get some useful feedback from a wider range of beta testers It might create some pre-release buzz in case some blogger or game magazine likes the concept Anyone has had similar experiences? Is there a real risk that someone will copy the concept and implement it in a couple of months? Will the Kickstarter campaing be a good pre-release exposure for the gmae? Any refrences of similar projects/situations? Is it realistic that someone like ROVIO will copy the idea straight away?

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  • Is it reasonable to expect knowing the whole stack bottom up?

    - by Vaibhav Garg
    I am an Sr. developer/architect/Product Manager for embedded systems. The systems that I have had experience with have typically been small to medium size codebases - typically close to 25-30K LOC in C, using 8-16 and 32 bit low end microcontrollers. The systems have been entirely bootstrapped by our team - meaning right from the start-up code to the end application code has either been written by the team, or at the very least, is thoroughly understood and maintained by us. Now, if we were to start developing more complex systems with complex peripherals, such as USB OTG et al. (think, low end cell phones), there are libraries and stacks available commercially and from chip vendors that reduce the task to just calling the right APIs and being able to use those peripherals. Now, from a habit point of view, this does not give me and the team a comfortable feeling, not being able to comprehend the entire code tree, with virtual black boxes at the lower layers. Is it reasonable to devote, and reserve, time getting into the details of how the APIs are implemented, assuming that the same would also entail getting into details of relevant standards (again, for USB as an example)? Or, alternatively, should a thorough understanding of the top level usage of the APIs be sufficient? This of course assumes that the source codes to all libraries are available, which they are, in almost all cases. Edit: In partial response to @Abhi Beckert, the documentation is refreshingly very comprehensive and meticulously maintained, AFAIK and been able to judge. I have not had a long experience with the same.

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  • storing map template in database

    - by Timigen
    I am working on an application that displays choropleth maps. These maps are of all different types, some display state by county, country by state/province, or world by country. How should I handle storing the map information in the database? My Thoughts: I won't need to do queries to find POI inside a region, so I don't think there is a need to use spatial datatypes. I am considering storing a map as a geoJSON object (I am using JS mapping library that accepts geoJSON). The only issue is what if I want a map of the US northeast. Then I would have geoJSON for the US and a separate one for the US northeast, which would be redundant. Would it make sense to have a shape database where I had each state then when I needed a map of the US I could query for each state, and when I needed a map of the US Northeast I could again query for what I need? Note: I am not concerned with storing the data for each region, just the region itself. I will query for the data on the fly for the specific region.

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  • Predicting advantages of database denormalization

    - by Janus Troelsen
    I was always taught to strive for the highest Normal Form of database normalization, and we were taught Bernstein's Synthesis algorithm to achieve 3NF. This is all very well and it feels nice to normalize your database, knowing that fields can be modified while retaining consistency. However, performance may suffer. That's why I am wondering whether there is any way to predict the speedup/slowdown when denormalizing. That way, you can build your list of FD's featuring 3NF and then denormalize as little as possible. I imagine that denormalizing too much would waste space and time, because e.g. giant blobs are duplicated or it because harder to maintain consistency because you have to update multiple fields using a transaction. Summary: Given a 3NF FD set, and a set of queries, how do I predict the speedup/slowdown of denormalization? Link to papers appreciated too.

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  • Android in-game pause screen

    - by Max
    Right now Im calling a new activity with an xml-view when I pause my game, but Since I do this I need to use context in my real-time code, and this is causing a memory leak. Is there any preffered way to pause the game? By pause I mean if game is over, if I die, or if I press pause-button. Would a custom dialog work just aswell? this would mean I wont have to leave my main-activity while im in-game.

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  • What do DBAs do?

    - by Jonathan Conway
    Yes, I know they administrate databases. I asked this question because I'd like to get a further insight into the kind of day-to-day duties a DBA might perform, and the real-world business problems they solve. For example: I optimized a 'products' query so that it ran 25% faster, which made the overall application faster. Is this a typical duty? Or is there more to being a DBA than simply making things faster? In what situations does DBA work involve planning and creativity?

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  • How could RDBMSes be considered a fad?

    - by StuperUser
    Completing my Computing A-level in 2003 and getting a degree in Computing in 2007, and learning my trade in a company with a lot of SQL usage, I was brought up on the idea of Relational Databases being used for storage. So, despite being relatively new to development, I was taken-aback to read a comment (on Is LinqPad site quote "Tired of querying in antiquated SQL?" accurate? ) that said: [Some devs] despise [SQL] and think that it and RDBMS are a fad Obviously, a competent dev will use the right tool for the right job and won't create a relational database when e.g. flat file or another solution for storage is appropriate, but RDBMs are useful in a massive number of circumstances, so how could they be considered a fad?

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

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

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  • Why is TDD not working here?

    - by TobiMcNamobi
    I want to write a class A that has a method calculate(<params>). That method should calculate a value using database data. So I wrote a class Test_A for unit testing (TDD). The database access is done using another class which I have mocked with a class, let's call it Accessor_Mockup. Now, the TDD cycle requires me to add a test that fails and make the simplest changes to A so that the test passes. So I add data to Accessor_Mockup and call A.calculate with appropriate parameters. But why should A use the accessor class at all? It would be simpler (!) if the class just "knows" the values it could retrieve from the database. For every test I write I could introduce such a new value (or an if-branch or whatever). But wait ... TDD is more. There is the refactoring part. But that sounds to me like "OK, I can do this all with a big if-elseif construct. I could refactor it using a new class ... but instead I make use of the DB accessor and do this in a totally different way. The code will not necessarily look better afterwards but I know I WANT to use the database".

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  • How do I build a 2D physics engine?

    - by Vish
    The most advanced games I've made are a 8-ball pool game made with the physics engine Box2dFlashAS3 and a platform game with levels. When I did platform games, I've always wished to know how to make an engine, so that I could re-use it. When I see games that have slopes, curved slopes, perfect gravity and real-life physics, I've always wished I knew how to code the engine. Please suggest techniques and articles for whatever relevant knowledge-base is necessary.

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  • Creating a dynamically updateable website using Adobe Flash CS6 [closed]

    - by Sidd
    I need some help finding the appropriate tutorials for what I need. I have tried looking hard with no avail. I have Adobe Flash CS6, and I want to make a website using that software. I want the content to be uploaded onto a server so that the flash program can just fetch the information from the server and dynamically update the website itself, instead of editing the content on the flash website and reuploading the whole flash file (as I have done before). I also want the ability to have a guestbook and a contact form. Also, if possible, I wanted an ability to add tabs to the navigation bar dynamically instead of having to edit the flash file. Can anyone point be to a good tutorial which can help me with this? I have tried looking, and most of the results I get are completely useless to me.

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  • Can I use a genetic algorithm for balancing character builds?

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

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  • SQL in the City (Charlotte) Wrap Up

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

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  • 'Other' Features in a programming language

    - by user12960
    Online (i cant remember where) i saw someone mention he wishes programming language has more built in features for tools like documentation and source control. Now i dont understand what needs to be built in for source control since tools like git (sorry but i dont have much experience with others) has everything i need and is very easy to use. Documentation i can understand, perhaps the ability to generate remote procedures calls from source to some kind of IDL would be cool. But really i dont understand what features a programming language can/should have that isnt tied with code generation and syntax (except the two i mention when it comes to libraries). What ideas do you guys have? What is your wishlist?

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  • Tiled game: how to correct load background image ?

    - by stighy
    Hi, i'm a newbie. I'm trying to develop a 2d game (top-down view). I would like to load a standard background, a textured ground... My "world" is big, for example 3000px X 3000px. I think it is not a good idea to load a 3000px x 3000px image and move it... So, how is the best practice ? To load a single small image (64x64) and repeat it for N times ? If yes, ok, but how i can manage the "background" movement ? Thanks Bye!

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  • Are Get-Set methods a violation of Encapsulation?

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

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  • SharePoint 2010 Workflow for Multiple Items (Architecture)

    - by erobillard
    I had the question today of whether SharePoint 2010 supports workflow on multiple items, since Groove's workflow apparently supported multiple items and that model disappeared when Groove Workspaces were amalgamated into SharePoint Sites and SharePoint Workspace (the client utility). It's a great question, the short answer is that yes, it's possible. You could brute-force it in 2007 and that strategy should still carry over to 2010, and 3 new features (that I can think of) support multi-item scenarios...(read more)

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