Search Results

Search found 13799 results on 552 pages for 'responsive design'.

Page 102/552 | < Previous Page | 98 99 100 101 102 103 104 105 106 107 108 109  | Next Page >

  • How to create a legally valid timestamp of unpublished game artwork

    - by mm24
    Before publishing promotional material of my first indie game I wanted to mark all my artwork with a legally valid timestamp. There are two ways I know to do this: 1 go to a sollecitor/lawyer and pay for them to certify the document 2 use an online webservice to mark any given file/folder readable to the service Anyone has already done this and if yes how (e.g. which website have you used? which type of solecitor have you contacted? etc..)? Kind Regards PS: I know that there is always the good old "send yourself a mail with a stamp and a date" but is not very strong as proof.

    Read the article

  • What happened to Alan Cooper's Unified File Model?

    - by PAUL Mansour
    For a long time Alan Cooper (in the 3 versions of his book "About Face") has been promoting a "unified file model" to, among other things, dispense with what he calls the most idiotic message box ever invented - the one the pops up when hit the close button on an app or form saying "Do you want to discard your changes?" I like the idea and his arguments, but also have the knee-jerk reaction against it that most seasoned programmers and users have. While Cooper's book seems quite popular and respected, there is remarkably little discussion of this particular issue on the Web that I can find. Petter Hesselberg, the author of "Programming Industrial Strength Windows" mentions it but that seems about it. I have an opportunity to implement this in the (desktop) project I am working on, but face resistance by customers and co-workers, who are of course familiar with the MS Word and Excel way of doing things. I'm in a position to override their objections, but am not sure if I should. My questions are: Are there any good discussions of this that I have failed to find? Is anyone doing this in their apps? Is it a good idea that it is unfortunately not practical to implement until, say, Microsoft does it?

    Read the article

  • When should method overloads be refactored?

    - by Ben Heley
    When should code that looks like: DoThing(string foo, string bar); DoThing(string foo, string bar, int baz, bool qux); ... DoThing(string foo, string bar, int baz, bool qux, string more, string andMore); Be refactored into something that can be called like so: var doThing = new DoThing(foo, bar); doThing.more = value; doThing.andMore = otherValue; doThing.Go(); Or should it be refactored into something else entirely? In the particular case that inspired this question, it's a public interface for an XSLT templating DLL where we've had to add various flags (of various types) that can't be embedded into the string XML input.

    Read the article

  • Should we rename overloaded methods?

    - by Mik378
    Assume an interface containing these methods : Car find(long id); List<Car> find(String model); Is it better to rename them like this? Car findById(long id); List findByModel(String model); Indeed, any developer who use this API won't need to look at the interface for knowing possible arguments of initial find() methods. So my question is more general : What is the benefit of using overloaded methods in code since it reduce readability?

    Read the article

  • How to define AUTHPARAMS in Amazon EC2 API call

    - by The Joker
    I am trying to make an API call to EC2. I want to add my IP address to the security group. https://ec2.amazonaws.com/ ?Action=AuthorizeSecurityGroupIngress &GroupName=grppp20 &GroupId=sg-b2z982mq &IpPermissions.1.IpProtocol=tcp &IpPermissions.1.FromPort=3389 &IpPermissions.1.ToPort=3389 &IpPermissions.1.IpRanges.1.CidrIp=22.951.17.728/32 &&AWSAccessKeyId=AOPLDRACULALK6U7A And i get the following error. AWS was not able to validate the provided access credentials I have a secret access key & a username. I searched internet & found that we have to make a signature of the secret key & use it in the request instead of adding it directly. Can anyone tell me how to make a signature of my AWS secret key & how to use them with my API call? Let my secret key be: 2WwRiQzBs7RTFG4545PIOJ7812CXZ Username: thejoker

    Read the article

  • Integrating BizTalk Server and StreamInsight paper

    - by gsusx
    With all the holidays madness I didn't realized that my "Integrating BizTalk Server and StreamInsight" paper is now available on MSDN . This paper was originally an idea of the BizTalk product team and intends to present some fundamental scenarios that can be enabled by the combination of BizTalk Server and StreamInsight. Thanks to everybody who, directly or indirectly, provided feedback about this paper: Syed Rasheed, Mark Simms , Richard Seroter , Roman Schindlauer and Torsten Grabs from the StreamInsight...(read more)

    Read the article

  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

    Read the article

  • Document-oriented vs Column-oriented database fit

    - by user1007922
    I have a data-intensive application that desperately needs a database make-over. The general data model: There are records with RIDs, grouped together by group IDs (GID). The records have arbitrary data fields, (maybe 5-15) with a few of them mandatory and the rest optional, and thus sparse. The general use model: There are LOTS and LOTS of Writes. Millions to Billions of records are stored. Very often, they are associated with new GIDs, but sometimes, they are associated with existing GIDs. There aren't as many reads, but when they happen, they need to be pretty fast or at least constant speed regardless of the database size. And when the reads happen, it will need to retrieve all the records/RIDs with a certain GID. I don't have a need to search by the record field values. Primarily, I will need to query by the GID and maybe RID. What database implementation should I use? I did some initial research between document-oriented and column-oriented databases and it seems the document-oriented ones are a good fit, model-wise. I could store all the records together under the same document key using the GID. But I don't really have any use for their ability to search the document contents itself. I like the simplicity and scalability of column-oriented databases like Cassandra, but how should I model my data in this paradigm for optimal performance? Should my key be the GID and should I create a column for each record/RID? (there maybe thousands or hundreds of thousands of records in a group/GID). Or should my key be the RID and ensure each row has a column for the GID value? What results in faster writes and reads under this model?

    Read the article

  • Announcing SO-Aware Test Workbench

    - by gsusx
    Yesterday was a big day for Tellago Studios . After a few months hands down working, we announced the release of the SO-Aware Test Workbench tool which brings sophisticated performance testing and test visualization capabilities to theWCF world. This work has been the result of the feedback received by many of our SO-Aware and Tellago customers in terms of how to improve the WCF testing. More importantly, with the SO-Aware Test Workbench we are trying to address what has been one of the biggest challenges...(read more)

    Read the article

  • Inheritance versus Composition in a business application

    - by ProfK
    I have a training management and tracking system, with a high level structure as follows: We have a Role1, e.g. Manager, Shift-boss, miner, etc. and a Candidate, training for that Role. The role has a list of courses and their subjects the candidate needs to complete to qualify for the role. Candidate has a TrainingHistory attribute, containing the courses and subjects they have completed, their results, and the date completed. Now I see it as a TrainingHistoryCourse is-a Course, extended to add DateCompleted etc. but something is nagging at me to rather use something like a TrainingHistoryRecord that has-a Course. How can I further analyse this to determine which pattern to use? Then, a Role has a list of RoleTask definitions that the Candidate must be observed practising, and a Candidate has a history of RoleTaskObservation objects recording their performance at these tasks. This is very similar to the course/subject requirement and history pattern for the candidate, except for one less hierarchical level, but, a RoleTaskObservation clearly does not have an is-a relationship with RoleTask, unless I block my nose and rather use ObservedRoleTask. I would prefer to use the same pattern for both subject/course and task/observation structures, but I think that would force me to adopt a composition pattern for TrainingHistoryCourse. What is the wisdom here? Always inherit where possible and validated by a solid is-a association, or always favour composition wherever possible? 1 Client specified this to be called JobTitle, but he isn't writing the app, and a JobTitle is only one attribute of a Role. Authorization roles are handled by the DevExpress framework and its customization hooks, so there would be very little little confusion between a business Role in my domain objects and an authorization role in lower level, framework code.

    Read the article

  • S#arp Architecture 1.5.2 released

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

    Read the article

  • Game Engine which can provide 360 degree projection for PC

    - by Never Quit
    I'm searching Game engine which can provide 360 degree real-time projection. I've already achieved this by using VBS2 Game Engine. (Ref.: http://products.bisimulations.com/products/vbs2/vbs2-multi-channel). But I'm not satisfied with its graphics. So I'm looking for some other Game Engine which can do the same and provide me more better graphics and user experience. Like Frostbite2 or Unreal Engine 3. Like this image I want full 360 degree view. Is there any Game Engine which can provide 360 degree projection for PC? Thanks in advance...

    Read the article

  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

    Read the article

  • Are CQRS/DDD/Event Sourcing and REST compatible?

    - by Robin Green
    REST seems to promote the idea of a canonical URL for a resource, and PUTing/POSTing back a modified representation of that resource in order to change it. However, with CQRS - Command Query Responsibility Segregation - one can theoretically have a completely different "API" for reading and for writing, which seems to conflict with the REST ideal of one URL for a resource, and no RPC-style "verbs inside the request body". DDD and Event Sourcing sometimes go together with CQRS, which is why I mention them in this question. So, can CQRS be used together with REST? Or is it against the REST way of doing things? What about DDD? And Event Sourcing? Can they be used with REST?

    Read the article

  • 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)

    Read the article

  • Should interfaces extend (and in doing so inherit methods of) other interfaces

    - by dreza
    Although this is a general question it is also specific to a problem I am currently experiencing. I currently have an interface specified in my solution called public interface IContextProvider { IDataContext { get; set; } IAreaContext { get; set; } } This interface is often used throughout the program and hence I have easy access to the objects I need. However at a fairly low level of a part of my program I need access to another class that will use IAreaContext and perform some operations off it. So I have created another factory interface to do this creation called: public interface IEventContextFactory { IEventContext CreateEventContext(int eventId); } I have a class that implements the IContextProvider and is injected using NinJect. The problem I have is that the area where I need to use this IEventContextFactory has access to the IContextProvider only and itself uses another class which will need this new interface. I don't want to have to instantiate this implementation of IEventContextFactory at the low level and would rather work with the IEventContextFactory interface throughout. However I also don't want to have to inject another parameter through the constructors just to have it passed through to the class that needs it i.e. // example of problem public class MyClass { public MyClass(IContextProvider context, IEventContextFactory event) { _context = context; _event = event; } public void DoSomething() { // the only place _event is used in the class is to pass it through var myClass = new MyChildClass(_event); myClass.PerformCalculation(); } } So my main question is, would this be acceptable or is it even common or good practice to do something like this (interface extend another an interface): public interface IContextProvider : IEventContextFactory or should I consider better alternatives to achieving what I need. If I have not provided enough information to give suggestions let me know and I can provide more.

    Read the article

  • 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(); };

    Read the article

  • can a guy with embedded system background go into game development

    - by NANDAGOPAL
    Well, I finished my Masters in Embedded Systems, and I am working in GUI development, and working with graphic tools and images and GUI's keep me glued to my seat more than working on code for MUP/MUC . And I want to give game development a Fair chance, try out developing a game from scratch using basic libraries then tryout the same in a free/open source game engine and there is a good chance I may fall in love with it, but it is poissible for a person with an Electrical and Electronics Bachelors and Embedded Systems Masters ( just a years experience in the field) go into game development and be successful in the profession. And I asked the same question @ stackoverflow.com (wrong place to ask ) http://stackoverflow.com/questions/13794822/can-a-guy-with-embedded-system-background-go-into-game-development/13794943#13794943 And I received good but a very generic answer. I would be happy to know the actual pro's and con's of a master's in embedded systems migrating to Game Dev And I am extremely sorry for asking the same question for the third time but I really did not know that stackoverflow had so many sister sites, So a really big sorry, and an even bigger thank you!

    Read the article

  • 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.?

    Read the article

  • 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?

    Read the article

  • 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.

    Read the article

  • 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?

    Read the article

  • 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.

    Read the article

< Previous Page | 98 99 100 101 102 103 104 105 106 107 108 109  | Next Page >