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  • Tester/Doer pattern: Assume the caller conforms to the pattern or be defensive and repeat the check?

    - by Daniel Hilgarth
    Assume a simple class that implements the Tester/Doer pattern: public class FooCommandHandler : ICommandHandler { public bool CanHandle(object command) { return command is FooCommand; } public void Handle(object command) { var fooCommand = (FooCommand)command; // Do something with fooCommand } } Now, if someone doesn't conform to the pattern and calls Handle without verifying the command via CanHandle, the code in Handle throws an exception. However, depending on the actual implementation of Handle this can be a whole range of different exceptions. The following implementation would check CanHandle again in Handle and throw a descriptive exception: public void Handle(object command) { if(!CanHandle(command)) throw new TesterDoerPatternUsageViolationException("Please call CanHandle first"); // actual implementation of handling the command. } This has the advantage that the exception is very descriptive. It has the disadvantage that CanHandle is called twice for "good" clients. Is there a consensus on which variation should be used?

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  • Cannot establish ssh connection to computer on local network

    - by ovangle
    I've just (re)installed ubuntu 11.10 on my main pc, and the connection times out every time I try to ssh connect to my laptop (over the local network) to retrieve the files I backed up there. The connection times out every time I try to connect. I can establish a connection in the other direction without issue. Here's the verbose output I get when I try to connect: ovangle@ruby-EP43-DS3:~$ ssh -v [email protected] OpenSSH_5.8p1 Debian-7ubuntu1, OpenSSL 1.0.0e 6 Sep 2011 debug1: Reading configuration data /etc/ssh/ssh_config debug1: Applying options for * debug2: ssh_connect: needpriv 0 debug1: Connecting to 10.1.1.4 [10.1.1.4] port 22. debug1: connect to address 10.1.1.4 port 22: Connection timed out ssh: connect to host 10.1.1.4 port 22: Connection timed out ssh is installed on both machines, and I've tried deleting '~/.ssh/known_hosts' on both machines, still nada. I've changed the sshd logging on the laptop to VERBOSE and restarted the daemon (because I wasn't getting any relevant syslog entries otherwise), and this is the log for the most recent connection attempt. EDIT: posted wrong logs last time. They just showed that there was a connection received, they weren't actually the sshd logs (which were in auth.log as I recently discovered). Unfortunately, that log is filling up with extremely weird error messages and it gives me no information about the connection. Nov 8 16:02:18 ovangle-A6Rp pkexec: pam_unix(polkit-1:session): session opened for user root by (uid=1000) Nov 8 16:02:18 ovangle-A6Rp pkexec: pam_ck_connector(polkit-1:session): cannot determine display-device Nov 8 16:02:18 ovangle-A6Rp pkexec[6270]: ovangle: Executing command [USER=root] [TTY=unknown] [CWD=/home/ovangle] [COMMAND=/usr/sbin/gnome-power-backlight-helper --set-brightness 2] Nov 8 16:02:19 ovangle-A6Rp pkexec: pam_unix(polkit-1:session): session opened for user root by (uid=1000) Nov 8 16:02:19 ovangle-A6Rp pkexec: pam_ck_connector(polkit-1:session): cannot determine display-device Nov 8 16:02:19 ovangle-A6Rp pkexec[6273]: ovangle: Executing command [USER=root] [TTY=unknown] [CWD=/home/ovangle] [COMMAND=/usr/sbin/gnome-power-backlight-helper --set-brightness 7]

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  • Restructuring a large Chrome Extension/WebApp

    - by A.M.K
    I have a very complex Chrome Extension that has gotten too large to maintain in its current format. I'd like to restructure it, but I'm 15 and this is the first webapp or extension of it's type I've built so I have no idea how to do it. TL;DR: I have a large/complex webapp I'd like to restructure and I don't know how to do it. Should I follow my current restructure plan (below)? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? While it isn't relevant to the question, the actual code is on Github and the extension is on the webstore. The basic structure is as follows: index.html <html> <head> <link href="css/style.css" rel="stylesheet" /> <!-- This holds the main app styles --> <link href="css/widgets.css" rel="stylesheet" /> <!-- And this one holds widget styles --> </head> <body class="unloaded"> <!-- Low-level base elements are "hardcoded" here, the unloaded class is used for transitions and is removed on load. i.e: --> <div class="tab-container" tabindex="-1"> <!-- Tab nav --> </div> <!-- Templates for all parts of the application and widgets are stored as elements here. I plan on changing these to <script> elements during the restructure since <template>'s need valid HTML. --> <template id="template.toolbar"> <!-- Template content --> </template> <!-- Templates end --> <!-- Plugins --> <script type="text/javascript" src="js/plugins.js"></script> <!-- This contains the code for all widgets, I plan on moving this online and downloading as necessary soon. --> <script type="text/javascript" src="js/widgets.js"></script> <!-- This contains the main application JS. --> <script type="text/javascript" src="js/script.js"></script> </body> </html> widgets.js (initLog || (window.initLog = [])).push([new Date().getTime(), "A log is kept during page load so performance can be analyzed and errors pinpointed"]); // Widgets are stored in an object and extended (with jQuery, but I'll probably switch to underscore if using Backbone) as necessary var Widgets = { 1: { // Widget ID, this is set here so widgets can be retreived by ID id: 1, // Widget ID again, this is used after the widget object is duplicated and detached size: 3, // Default size, medium in this case order: 1, // Order shown in "store" name: "Weather", // Widget name interval: 300000, // Refresh interval nicename: "weather", // HTML and JS safe widget name sizes: ["tiny", "small", "medium"], // Available widget sizes desc: "Short widget description", settings: [ { // Widget setting specifications stored as an array of objects. These are used to dynamically generate widget setting popups. type: "list", nicename: "location", label: "Location(s)", placeholder: "Enter a location and press Enter" } ], config: { // Widget settings as stored in the tabs object (see script.js for storage information) size: "medium", location: ["San Francisco, CA"] }, data: {}, // Cached widget data stored locally, this lets it work offline customFunc: function(cb) {}, // Widgets can optionally define custom functions in any part of their object refresh: function() {}, // This fetches data from the web and caches it locally in data, then calls render. It gets called after the page is loaded for faster loads render: function() {} // This renders the widget only using information from data, it's called on page load. } }; script.js (initLog || (window.initLog = [])).push([new Date().getTime(), "These are also at the end of every file"]); // Plugins, extends and globals go here. i.e. Number.prototype.pad = .... var iChrome = function(refresh) { // The main iChrome init, called with refresh when refreshing to not re-run libs iChrome.Status.log("Starting page generation"); // From now on iChrome.Status.log is defined, it's used in place of the initLog iChrome.CSS(); // Dynamically generate CSS based on settings iChrome.Tabs(); // This takes the tabs stored in the storage (see fetching below) and renders all columns and widgets as necessary iChrome.Status.log("Tabs rendered"); // These will be omitted further along in this excerpt, but they're used everywhere // Checks for justInstalled => show getting started are run here /* The main init runs the bare minimum required to display the page, this sets all non-visible or instantly need things (such as widget dragging) on a timeout */ iChrome.deferredTimeout = setTimeout(function() { iChrome.deferred(refresh); // Pass refresh along, see above }, 200); }; iChrome.deferred = function(refresh) {}; // This calls modules one after the next in the appropriate order to finish rendering the page iChrome.Search = function() {}; // Modules have a base init function and are camel-cased and capitalized iChrome.Search.submit = function(val) {}; // Methods within modules are camel-cased and not capitalized /* Extension storage is async and fetched at the beginning of plugins.js, it's then stored in a variable that iChrome.Storage processes. The fetcher checks to see if processStorage is defined, if it is it gets called, otherwise settings are left in iChromeConfig */ var processStorage = function() { iChrome.Storage(function() { iChrome.Templates(); // Templates are read from their elements and held in a cache iChrome(); // Init is called }); }; if (typeof iChromeConfig == "object") { processStorage(); } Objectives of the restructure Memory usage: Chrome apparently has a memory leak in extensions, they're trying to fix it but memory still keeps on getting increased every time the page is loaded. The app also uses a lot on its own. Code readability: At this point I can't follow what's being called in the code. While rewriting the code I plan on properly commenting everything. Module interdependence: Right now modules call each other a lot, AFAIK that's not good at all since any change you make to one module could affect countless others. Fault tolerance: There's very little fault tolerance or error handling right now. If a widget is causing the rest of the page to stop rendering the user should at least be able to remove it. Speed is currently not an issue and I'd like to keep it that way. How I think I should do it The restructure should be done using Backbone.js and events that call modules (i.e. on storage.loaded = init). Modules should each go in their own file, I'm thinking there should be a set of core files that all modules can rely on and call directly and everything else should be event based. Widget structure should be kept largely the same, but maybe they should also be split into their own files. AFAIK you can't load all templates in a folder, therefore they need to stay inline. Grunt should be used to merge all modules, plugins and widgets into one file. Templates should also all be precompiled. Question: Should I follow my current restructure plan? Does that sound like a good starting point, or is there a different approach that I'm missing? Should I not do any of the things I listed? Do applications written with Backbone tend to be more intensive (memory and speed) than ones written in Vanilla JS? Also, can I expect to improve this with a proper restructure or is my current code about as good as can be expected?

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  • How can I cleanly and elegantly handle data and dependancies between classes

    - by Neophyte
    I'm working on 2d topdown game in SFML 2, and need to find an elegant way in which everything will work and fit together. Allow me to explain. I have a number of classes that inherit from an abstract base that provides a draw method and an update method to all the classes. In the game loop, I call update and then draw on each class, I imagine this is a pretty common approach. I have classes for tiles, collisions, the player and a resource manager that contains all the tiles/images/textures. Due to the way input works in SFML I decided to have each class handle input (if required) in its update call. Up until now I have been passing in dependencies as needed, for example, in the player class when a movement key is pressed, I call a method on the collision class to check if the position the player wants to move to will be a collision, and only move the player if there is no collision. This works fine for the most part, but I believe it can be done better, I'm just not sure how. I now have more complex things I need to implement, eg: a player is able to walk up to an object on the ground, press a key to pick it up/loot it and it will then show up in inventory. This means that a few things need to happen: Check if the player is in range of a lootable item on keypress, else do not proceed. Find the item. Update the sprite texture on the item from its default texture to a "looted" texture. Update the collision for the item: it might have changed shape or been removed completely. Inventory needs to be updated with the added item. How do I make everything communicate? With my current system I will end up with my classes going out of scope, and method calls to each other all over the place. I could tie up all the classes in one big manager and give each one a reference to the parent manager class, but this seems only slightly better. Any help/advice would be greatly appreciated! If anything is unclear, I'm happy to expand on things.

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  • Where can I find good (well organized) examples of game code?

    - by smasher
    Where can I find good (well organized) examples of game code? I'm hoping that I can pick up some organizational tips. Most examples in books are too short and leave out lots of detail for the sake of brevity. I'm particularly interested on how to group your variables and methods so that another programmer would know where to look in the code. For example initializers at the top, then methods that take input, then methods that update views. I don't care about a particular language, as long as its OOP. I looked at the Quake 2 and 3 sources, but they're straight C and not much help for getting tips on organizing your objects. So, have you seen some good source? Any pointers to code that makes you say "wow, that's well organized" would be great.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • NetworkManager doesn't detect my broadband device

    - by Joril
    I have a Huawei K3765 (USB ID 12D1:1520) and I'm trying to use it with Ubuntu 10.04 Lucid. I have usb-modeswitch installed, so when I plug the device I can see that it gets switched from storage-mode to modem-mode. My problem is that when I try to create a broadband mobile connection for it, NetworkManager doesn't detect the modem... I tried this on two different laptops. /var/log/daemon.log doesn't show anything of interest, AFAIKT... What could I try?

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  • SDL - Getting a single keypress event instead of a keystate?

    - by MrKatSwordfish
    Right now I'm working on a simple SDL project, but I've hit an issue when trying to get a single keypress event to skip past a splash screen. Right now, there are 4 start-up splash screens that I would like to be able to skip with a single keypress (of any key). My issue is that, as of now, if I hold down a key, it skips through each splash screen to the very last one immediately. The splash screens are stored as an array of SDL surfaces which are all loaded at the initialization of the state. I have an variable called currentSplashImage that controls which element of the array is being rendered on the screen. I've set it up so that whenever there's a SDL_KEYDOWN event, it triggers a single incrementation of the currentSplashImage variable. So, I'm really not sure why my code isn't working correctly. For some reason, when I hold down a button, it seems to be treating the held button as a new key press event every time it ticks through the code. Does anyone know how I can go about fixing this issue? [Here's a snippet of code that I've been using...] void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } I should also mention that the SDL_Event 'localEvent' is part of the GameState parent class, while this event handling code is part of a SplashScreenState subclass. If anyone knows why this is happening, or if there is any way to improve my code, It'd be helpful to me! :D I'm still a very new programmer, trying to learn. UPDATE: I added a std::cout line to that the code runs multiple times with a single KEYDOWN event. I also tried disabling SDL_EnableKeyRepeat, but it didn't fix the issue. void SplashScreenState::handleEvents() { SDL_PollEvent( &localEvent ); if ( localEvent.type == SDL_KEYDOWN ) { if ( currentSplashImage < 3 && currentSplashImage >= 0) { currentSplashImage++; std::cout << "KEYDOWN.."; //<---- test cout line } } else if ( localEvent.type == SDL_QUIT ) { smgaEngine.setRunning(false); } } This prints out "KEYDOWN..KEYDOWN..KEYDOWN.." in the cout stream when a button is held.

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  • Game State / Screen Management

    - by Ashylnn Mac
    What's the best way to handle game states / screens? My problem is this: PlayGameScreen adds a new InventoryGameScreen to the game during it's update. This immediately adds InventoryGameScreen to the array of GameScreens. That's throwing an exception when iterating over the array that the contents of the array have changed. Should I have two more arrays, like screensToBeAdded and screensToBeRemoved and do all the processing for them at the end of the game loop after drawing all the other screens?

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  • My notebook goes offline automatically after some time

    - by air
    I have about 3 computers and 1 windows 2003 server in office and 1 network printer (HP LJ 2840). My network printer is installed on the server. I an sharing this printer on all clients with windows XP. All other computers are fine only 1 HP laptop. When I start that HP laptop the printer works fine but after some time, printer goes offline and I can't print until I restart the laptop. When that laptop goes to offline mode, I can work on that laptop, I can use shared network drives, I can ping server but it shows offline mode icon in Task bar status area. If i use \\servername I can see the server's shared items and if i go to printers I can't see any printer... I try my best to solve this issue, but I can't. Thanks

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  • Making efficeint voxel engines using "chunks"

    - by Wardy
    Concept I'm currently looking in to how voxel engines work with a view to possibly making one myself. I see a lot of stuff like this ... https://sites.google.com/site/letsmakeavoxelengine/home/chunks ... which talks about how to go about reducing the draw calls. What I can't seem to understand is how it actually saves draw call counts on the basis of the logic being something like this ... Without chunks foreach voxel in myvoxels DrawIfVisible() With Chunks foreach chunk in mychunks DrawIfVisible() which then does ... foreach voxel in myvoxels DrawIfVisible() So surely you saved nothing ?!?! You still make a draw call for each visible voxel do you not? A visible voxel needs a draw call in either scenario. The only real saving I can see is that the logic that evaluates a chunk will be able to determine if a large number of voxels are visible or not effectively saving a bit of "is this chunk visible" cpu time. But it's the draw calls that interest me ... The fewer of those, the faster the application. EDIT: In case it makes any difference I will probably be using XNA (DX not OpenGL) for my engine so don't consider my choice of example in the link above my choice of technology. But this question is such that I doubt it would matter.

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • Java game design question (graphical objects)

    - by vemalsar
    Hello Guys, I'm beginner in game development, in Java and here on this site too and I have a game design question. Please comment my idea: I have a main loop which call update and draw method. I want to use an ArrayList which store graphical objects, they have coordinate and image or text to draw and my game objects extends this class. In update, I can choose which objects should be put in the array and in draw method I'll display the elements of array on the screen. I'm using a buffer and draw first there, but it is not important now I guess...Here is a simple (not full) code, only the logic: public class GamePanel extends JPanel implements KeyListener { ArrayList<graphicalObjects> graphArray = new ArrayList<graphicalObjects>(); public void update() { //change the game scene, update the graphArray, process input etc. } public void draw() { //draws every element of graphArray to a JPanel } public static main(String[] args) { while(true) { update(); draw(); } } } My questions: Should have I use interface or abstract class for graphicalObjects? graphicalObjects class and the ArrayList really needs or there is some better solution? How to draw objects? They draw themself with their own method or in the draw method I have to draw manually based on graphicalObjects variables (x,y coordinates, image etc.)? If this conception is wrong, please suggest another one! All comments are welcome and sorry if this is dumb question, thanks!

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  • Learning how to design knowledge and data flow [closed]

    - by max
    In designing software, I spend a lot of time deciding how the knowledge (algorithms / business logic) and data should be allocated between different entities; that is, which object should know what. I am asking for advice about books, articles, presentations, classes, or other resources that would help me learn how to do it better. I code primarily in Python, but my question is not really language-specific; even if some of the insights I learn don't work in Python, that's fine. I'll give a couple examples to clarify what I mean. Example 1 I want to perform some computation. As a user, I will need to provide parameters to do the computation. I can have all those parameters sent to the "main" object, which then uses them to create other objects as needed. Or I can create one "main" object, as well as several additional objects; the additional objects would then be sent to the "main" object as parameters. What factors should I consider to make this choice? Example 2 Let's say I have a few objects of type A that can perform a certain computation. The main computation often involves using an object of type B that performs some interim computation. I can either "teach" A instances what exact parameters to pass to B instances (i.e., make B "dumb"); or I can "teach" B instances to figure out what needs to be done when looking at an A instance (i.e., make B "smart"). What should I think about when I'm making this choice?

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  • Stop myself from over-complicating applications

    - by stuartmclark
    Recently I worked on a fairly large project involving C# and MVVM. This application had around 160 projects in the solutions each seprarated into their own layers. As I have been working on this application for almost a year, building it from scratch as part of a team, I am now coming off that project and onto smaller more trivial projects. As I was beginning to develop a small in-house tool I found myself trying to mimic the larger applications structure and layering but in the end I just had a simple application with several DLLs which I know I wouldn't have done if I had not worked on that larger application before. I am just wondering if there are any techniques I can utilise to stop myself from turning a "code-behind" style trivial application into a full blown MVVM application? Or should I continue developing as I am and try to keep the unnecessary fluff out of the project?

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • Include in service layer all the application's functions or only the reusable ones?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • non-volatile virtual memory for C++ containers

    - by arieberman
    Is there a virtual memory management process that would allow a program to use the standard container structures and classes, but retain these structures and their data when the program is not running (or being used), for use by the program at a later time? This should be possible, but can it be done without changing the source code and its (container) declarations? Is there a standard way of doing this?

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  • Preferred way for dealing with customer-defined data in enterprise application

    - by Axarydax
    Let's say that we have a small enterprise web (intranet) application for managing data for car dealers. It has screens for managing customers, inventory, orders, warranties and workshops. This application is installed at 10 customer sites for different car dealers. First version of this application was created without any way to provide for customer-specific data. For example, if dealer A wanted to be able to attach a photo to a customer, dealer B wanted to add e-mail contact to each workshop, and dealer C wanted to attach multiple PDF reports to a warranty, each and every feature like this was added to the application, so all of the customers received everything on new update. However, this will inevitably lead to conflicts as the number of customers grow as their usage patterns are unique, and if, for instance, a specific dealer requested to have an ability to attach (for some reason) a color of inventory item (and be able to search by this color) as a required item, others really wouldn't need this feature, and definitely will not want it to be a required item. Or, one dealer would like to manage e-mail contacts for their employees on a separate screen of the application. I imagine that a solution for this is to use a kind of plugin system, where we would have a core of the application that provides for standard features like customers, inventory, etc, and all of the customer's installed plugins. There would be different kinds of plugins - standalone screens like e-mail contacts for employees, with their own logic, and customer plugin which would extend or decorate inventory items (like photo or color). Inventory (customer,order,...) plugins would require to have installation procedure, hooks for plugging into the item editor, item displayer, item filtering for searching, backup hook and such. Is this the right way to solve this problem?

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • Custom .NET apps and clustering

    - by Ahmed ilyas
    So for a clustered environment - how would this work with your apps? what about your own custom .NET apps? Would there be a special way to develop them? I know that you can say create a simple Hello world app, and cluster that but they wouldnt be something you could see interms of the UI or anything, so they would effectively need to be developed as a Windows Service perhaps or even as a standard Console app which runs and not wait for user input but you wouldnt see any output from it (unless you redirect output to somewhere else) What im getting at here is... for those who have experience or developed a cluster application in .NET, how did you do it and what are the things to be aware of? For example we have the cloud service - fundamentally its built on clustering - if there is an outage, another node takes place and service is resumed as normal but we dont really see much of that downtime.

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  • Inventory Consignment Flow

    - by ipohfly
    Not sure whether this is the right place to ask this question, but here goes.. Currently I have requirement to add support for consignment transaction in our inventory module. I have a very limited understanding of what consignment means in inventory, i.e. Customer get stocks/products from Seller without actually buying them, the product just resides in the Customer's inventory and it's still owned by the Seller. Only when the Customer actually buy the stocks then only will the ownership of the stock is transferred. The issue is i can't imagine how the data will be presented to both the Customer and the Seller. What i know is that i would need to deduct the stock from the Seller's inventory when the Customer raise a request to get the stock through consignment, but what about the 'ownership' of the stocks/products? Does that mean i would need to create another column in my table to state that for each inventory it is owned by who? Anywhere i can get information on how i should work out an inventory module like this? Thanks.

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  • How do I implement input and movement with characters that get into vehicles?

    - by Xkynar
    I'm making a game similar to GTA2. When the player enters the vehicle, what happens in terms of logic? Does the player becomes the vehicle? Does the vehicle override the player movement? The main question is how should it look at a vehicle? I want to understand if the player becomes the car or if the player has a "motion state" like "driving, walking, flying" depending on what he is doing in a moment, I know there are tons of ways to implement vehicles in a game.

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  • How to allow simple file sharing on Windows Server 2008R2 through VPN

    - by Martin Wiboe
    We are a small, distributed company with a Windows Server 2008R2 installation. I would like to set up a way for our employees to connect securely to this server via VPN and then be able to map a network drive. I have gotten this to work somewhat by installing the Network Policy and Access Services Role on the server and using the default settings. I have also created a network share on the server. The problem is that our connectivity is sporadic (sometimes the service stops listening on the port or simply refuses to authorize correct credentials) and slow. I can always connect through VPN, but mapping is problematic. I would be grateful for the answer on how to accomplish this as well as some guidance on whether I am on the right track. Thanks in advance!

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  • Two components offering the same functionality, required by different dependencies

    - by kander
    I'm building an application in PHP, using Zend Framework 1 and Doctrine2 as the ORM layer. All is going well. Now, I happened to notice that both ZF1 and Doctrine2 come with, and rely on, their own caching implementation. I've evaluated both, and while each has its own pro's and cons, neither of them stand out as superior to the other for my simple needs. Both libraries also seem to be written against their respective interfaces, not their implementations. Reasons why I feel this is an issue is that during the bootstrapping of my application, I have to configure two caching drivers - each with its own syntax. A mismatch is easily created this way, and it feels inefficient to set up two connections to the caching backend because of this. I'm trying to determine what the best way forward is, and would welcome any insights you may be able to offer. What I've thought up so far are four options: Do nothing, accept that two classes offering caching functionality are present. Create a Facade class to stick Zend's interface onto Doctrine's caching implementation. Option 2, the other way around - create a Facade to map Doctrine's interface on a Zend Framework backend. Use multiple-interface-inheritance to create one interface to rule them all, and pray that there aren't any overlaps (ie: if both have a "save" method, they'll need to accept params in the same order due to PHP's lack of proper polymorphism). What option is best, or is there a "None of the above" variant that I'm not aware of?

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