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  • How can an SQL relational database be used to model a thesaurus? [closed]

    - by Miles O'Keefe
    I would like to design a web app that functions as a simple thesaurus: a long list of words with attributes, all of which are linked to each other. This thesaurus data model can be defined as: a controlled vocabulary arranged in a known order in which equivalence, hierarchical, and associative relationships among terms are clearly displayed and identified by standardized relationship indicators. My idea so far is to have one database in which every word is a table, and every table contains all words related to that word. e.g. Thesaurus(database) - happy(table) - excited(row)|cheerful(row)|lively(row) Is there are more efficient way to store words and their relationship to other words in a relational SQL database?

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  • Which laptop should I get for web design / development?

    - by Mikey1010
    Hi, I require to buy a laptop, but I'm clueless really-need a laptop that will run the usual software for web work-photoshop,fireworks,dreamweaver,flash etc but also run php and .net, maybe most programs open at same time. My budget is between £400-£600 ($600-$900) please provide links if possible! Any help is very much appreciated.

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  • Formula in table header cells

    - by Cylindric
    I have a table in Excel 2007 that I want to summarise, in a similar fashion to a Pivot Table, but for various reasons I can't use a pivot table. I like the "Format as table" features of sort and filter buttons, automatic formatting etc, so have used that to create a simple table: A B C N +-----------+------------+------------+-------+------------+ 1 | | 01/01/2010 | 01/02/2010 | ... | 01/12/2010 | +-----------+------------+------------+-------+------------+ 2 | CategoryA | 15 | 545 | | 634 | 3 | CategoryB | 32 | 332 | | 231 | 4 | CategoryC | 5 | 234 | | 644 | | ... | | | | | 27 | CategoryZ | 2 | 123 | | 64 | +-----------+------------+------------+-------+------------+ The numbers are retrieved from a "back-end" pivot table using GETPIVOTDATA(). All that works fine. Now, the problem is that I can't seem to use formulas for my column headings in these new "smart" tables - they are converted to text or just broken. For example if in B1 I put NOW(), I don't get the date, I get 00/01/1900. Is there any way of getting a formula to work in the auto tables? Or do I have to use standard tables and manually alternate-colour my rows etc?

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  • CSS compilers and converting IE hacks to conditional css

    - by xckpd7
    Skip to bottom for question, but first, a little context. So I have been looking into CSS compilers (like Sass & Less) for a while, and have been really interested in them, not because they help me understand anything easier (I've been doing css for a couple of years now) but rather they cut down on cruft and help me see things easier. I recently have been looking into reliably implementing inline-block (and clearfix), which require lots of extraneous code & hacks. Now according to all the authorities in the field, I shouldn't put IE hacks in the same page I do my CSS in, I should make them conditional. But for me that is a really big hassle to go through and manage all this additional code, which is why I really like things like Less. Instead of applying unsemantic classes, you specify a mixin and apply it once, and you're all set. So I guess I got a little of the track (I wanted to explain my points) but bascially, I'm at the point where these CSS compilers are very useful for me, and allow me to abstract a lot of the cruft away, and reliably apply them once and then just compile it. I would like to have a way to be able to compile IE specific styles into their own conditional files (ala Less / Sass) so I don't have to deal with managing 2 files for no reason. Does anything like a script/applcation that runs and can make underscore / star hacks apart of their own file exist?

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  • Would you re-design completely under .Net?

    - by dboarman
    A very extensive application began as an Access-based system (for database storage). Forms were written in VB5 and/or VB6. As .Net became a fixture in the development community, certain modules have been rewritten. This seems very awkward and potentially costly just to maintain because of the cross-technologies and extra work to keep the two technologies happy with each other. Of course, the application uses a mix of ODBC OleDb and MySql. Would you think spending the time and resources to completely re-develop the application under .Net would be more cost effective? In an effort to develop a more stable application, wouldn't it make sense to use .Net? Or continue chasing Access bugs, adding new features in .Net (which may or may not create new bugs between .Net and Access), and rewriting old Access modules into .Net modules under time constraints that prevent proper design and development? Update The application uses OleDb and MySql - I corrected my previous statement. Also, to lend further support to rewriting: I have since found out that when the "porting" to .Net began, the VBA/VB6 code that existed was basically translated to the .Net equivalent. From my understanding, nothing was done to improve performance, or take advantage of new libraries or technologies. In my opinion, this creates a very fragile and unstable application. With every new update, this becomes more and more visible. As a help desk technician, I have noticed an increase in problems reported. The customers using the software have noticed an increase in problems and are commenting on it.

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  • Java - System design with distributed Queues and Locks

    - by sunny
    Looking for inputs to evaluate a design for a system (java) which would have a distributed queue serving several (but not too many) nodes. These nodes would process objects present in the distributed queue and on occasion require a distributed lock across the cluster on an arbitrary (distributed) data structures. These (distributed) data structures could potentially lie in a distributed cache. Eliminating Terracotta (DSO),Hazelcast and Akka what could be alternative choices. Currently considering zookeeper as a distributed locking mechanism. Since the recommendation of a znode is not to exceed the 1M size , the understanding is that zookeeper should not be used a distributed queue. And also from Netflix curator tech note 4. So should a distributed cache, say like memcached, or redis be used to emulate a distributed queue ? i.e. The distributed queue will be stored in the caches and will be locked cluster-wide via zookeeper. Are there potential pitfalls with this high-level approach. The objects don't need to be taken off the queue. The object will pass through a lifecycle which will determine its removal from the queue. There would be about 10k+ objects in a queue at a given time changing states and any node could service one stage of the object's lifecycle. (Although not strictly necessary .. i.e. one node could serve the entire lifecycle if that is more efficient.) Any suggestions/alternatives ? sidenote: new to zookeeper ; redis etc.

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  • Design and Print Your Own Christmas Cards in MS Word, Part 2: How to Print

    - by Eric Z Goodnight
    Creating greeting cards can be a lot of DIY fun around the holidays, but printing them can often be a nightmare. This simple How-To will show you how to figure out how to perfectly print your half fold card. Last week we showed you how to create a simple, attractive greeting card in Microsoft Word using Creative Commons images and basic fonts. If you missed out, it is still available, and the Word template used here can still be downloaded. If you have already made your Christmas card and are struggling to get it printed right, then this simple How-To is for you Latest Features How-To Geek ETC The How-To Geek Guide to Learning Photoshop, Part 8: Filters Get the Complete Android Guide eBook for Only 99 Cents [Update: Expired] Improve Digital Photography by Calibrating Your Monitor The How-To Geek Guide to Learning Photoshop, Part 7: Design and Typography How to Choose What to Back Up on Your Linux Home Server How To Harmonize Your Dual-Boot Setup for Windows and Ubuntu Hang in There Scrat! – Ice Age Wallpaper How Do You Know When You’ve Passed Geek and Headed to Nerd? On The Tip – A Lamborghini Theme for Chrome and Iron What if Wile E. Coyote and the Road Runner were Human? [Video] Peaceful Winter Cabin Wallpaper Store Tabs for Later Viewing in Opera with Tab Vault

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  • Design pattern for procedural terrain assets

    - by Alex
    I'm developing a procedural terrain class at the moment and am stuck on the correct design pattern. The terrain is 2D and is constructed from a series of (x,y) points. I currently have a method that just randomly adds points to an array of points to generate a random spread of points. However I need a more elaborate system for generating the terrain. The terrain will be built form a series of re-accuring terrain structures eg. a pit, jump, hill etc. Each structure will have some randomness assigned to it, each height of hill will be random, pit size will be random etc. Each terrain structure will have: A property detailing the number of points making up that structure A method for generating the points (not absolutely necessary) My current thinking is to have a class for each terrain structure, create a fixed amount of terrain elements ahead of the player, loop over these and add the corresponding points to the game. What is the best way to create these procedural terrain structures when they are ultimately just a set of functions for generating terrain elements? Is a class for each terrain element excessive? I'm developing the game for iphone so any objective-c related answers would be welcome.

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  • Correct For Loop Design

    - by Yttrill
    What is the correct design for a for loop? Felix currently uses if len a > 0 do for var i in 0 upto len a - 1 do println a.[i]; done done which is inclusive of the upper bound. This is necessary to support the full range of values of a typical integer type. However the for loop shown does not support zero length arrays, hence the special test, nor will the subtraction of 1 work convincingly if the length of the array is equal to the number of integers. (I say convincingly because it may be that 0 - 1 = maxval: this is true in C for unsigned int, but are you sure it is true for unsigned char without thinking carefully about integral promotions?) The actual implementation of the for loop by my compiler does correctly handle 0 but this requires two tests to implement the loop: continue: if not (i <= bound) goto break body if i == bound goto break ++i goto continue break: Throw in the hand coded zero check in the array example and three tests are needed. If the loop were exclusive it would handle zero properly, avoiding the special test, but there'd be no way to express the upper bound of an array with maximum size. Note the C way of doing this: for(i=0; predicate(i); increment(i)) has the same problem. The predicate is tested after the increment, but the terminating increment is not universally valid! There is a general argument that a simple exclusive loop is enough: promote the index to a large type to prevent overflow, and assume no one will ever loop to the maximum value of this type.. but I'm not entirely convinced: if you promoted to C's size_t and looped from the second largest value to the largest you'd get an infinite loop!

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  • Navigating Libgdx Menu with arrow keys or controller

    - by Phil Royer
    I'm attempting to make my menu navigable with the arrow keys or via the d-pad on a controller. So Far I've had no luck. The question is: Can someone walk me through how to make my current menu or any libgdx menu keyboard accessible? I'm a bit noobish with some stuff and I come from a Javascript background. Here's an example of what I'm trying to do: http://dl.dropboxusercontent.com/u/39448/webgl/qb/qb.html For a simple menu that you can just add a few buttons to and it run out of the box use this: http://www.sadafnoor.com/blog/how-to-create-simple-menu-in-libgdx/ Or you can use my code but I use a lot of custom styles. And here's an example of my code: import aurelienribon.tweenengine.Timeline; import aurelienribon.tweenengine.Tween; import aurelienribon.tweenengine.TweenManager; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.InputEvent; import com.badlogic.gdx.scenes.scene2d.InputListener; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ClickListener; import com.project.game.tween.ActorAccessor; public class MainMenu implements Screen { private SpriteBatch batch; private Sprite menuBG; private Stage stage; private TextureAtlas atlas; private Skin skin; private Table table; private TweenManager tweenManager; @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); batch.begin(); menuBG.draw(batch); batch.end(); //table.debug(); stage.act(delta); stage.draw(); //Table.drawDebug(stage); tweenManager.update(delta); } @Override public void resize(int width, int height) { menuBG.setSize(width, height); stage.setViewport(width, height, false); table.invalidateHierarchy(); } @Override public void resume() { } @Override public void show() { stage = new Stage(); Gdx.input.setInputProcessor(stage); batch = new SpriteBatch(); atlas = new TextureAtlas("ui/atlas.pack"); skin = new Skin(Gdx.files.internal("ui/menuSkin.json"), atlas); table = new Table(skin); table.setBounds(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Set Background Texture menuBackgroundTexture = new Texture("images/mainMenuBackground.png"); menuBG = new Sprite(menuBackgroundTexture); menuBG.setSize(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); // Create Main Menu Buttons // Button Play TextButton buttonPlay = new TextButton("START", skin, "inactive"); buttonPlay.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new LevelMenu()); } }); buttonPlay.addListener(new InputListener() { public boolean keyDown (InputEvent event, int keycode) { System.out.println("down"); return true; } }); buttonPlay.padBottom(12); buttonPlay.padLeft(20); buttonPlay.getLabel().setAlignment(Align.left); // Button EXTRAS TextButton buttonExtras = new TextButton("EXTRAS", skin, "inactive"); buttonExtras.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new ExtrasMenu()); } }); buttonExtras.padBottom(12); buttonExtras.padLeft(20); buttonExtras.getLabel().setAlignment(Align.left); // Button Credits TextButton buttonCredits = new TextButton("CREDITS", skin, "inactive"); buttonCredits.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Credits()); } }); buttonCredits.padBottom(12); buttonCredits.padLeft(20); buttonCredits.getLabel().setAlignment(Align.left); // Button Settings TextButton buttonSettings = new TextButton("SETTINGS", skin, "inactive"); buttonSettings.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { ((Game) Gdx.app.getApplicationListener()).setScreen(new Settings()); } }); buttonSettings.padBottom(12); buttonSettings.padLeft(20); buttonSettings.getLabel().setAlignment(Align.left); // Button Exit TextButton buttonExit = new TextButton("EXIT", skin, "inactive"); buttonExit.addListener(new ClickListener() { @Override public void clicked(InputEvent event, float x, float y) { Gdx.app.exit(); } }); buttonExit.padBottom(12); buttonExit.padLeft(20); buttonExit.getLabel().setAlignment(Align.left); // Adding Heading-Buttons to the cue table.add().width(190); table.add().width((table.getWidth() / 10) * 3); table.add().width((table.getWidth() / 10) * 5).height(140).spaceBottom(50); table.add().width(190).row(); table.add().width(190); table.add(buttonPlay).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExtras).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonCredits).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonSettings).spaceBottom(20).width(460).height(110); table.add().row(); table.add().width(190); table.add(buttonExit).width(460).height(110); table.add().row(); stage.addActor(table); // Animation Settings tweenManager = new TweenManager(); Tween.registerAccessor(Actor.class, new ActorAccessor()); // Heading and Buttons Fade In Timeline.createSequence().beginSequence() .push(Tween.set(buttonPlay, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExtras, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonCredits, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonSettings, ActorAccessor.ALPHA).target(0)) .push(Tween.set(buttonExit, ActorAccessor.ALPHA).target(0)) .push(Tween.to(buttonPlay, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExtras, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonCredits, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonSettings, ActorAccessor.ALPHA, .5f).target(1)) .push(Tween.to(buttonExit, ActorAccessor.ALPHA, .5f).target(1)) .end().start(tweenManager); tweenManager.update(Gdx.graphics.getDeltaTime()); } public static Vector2 getStageLocation(Actor actor) { return actor.localToStageCoordinates(new Vector2(0, 0)); } @Override public void dispose() { stage.dispose(); atlas.dispose(); skin.dispose(); menuBG.getTexture().dispose(); } @Override public void hide() { dispose(); } @Override public void pause() { } }

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  • Regarding sprite design and resolution for tablets and phones

    - by Dimitris P.
    I am about to start working on a game for android devices, in my spare time, to get familiar with android development. I'm more interested in using the best practices possible than getting a quick result, and that is why I need some guidance regarding graphics. I think the game is going to be fully sprite based. Everything is going to be in .bmp form, or something similar, and my question is: Should I design the sprites in a small resolution (ie for phone screens) and scale them up to fit into larger screens (tablet screens), should I do it vice-versa or should I consider a completely different approach? Would designing a different set of sprites for each of the most used resolution settings be worth it or are there simpler solutions to the problem with fewer drawbacks than the ones I mentioned above? (If I follow the first approach, for example, the larger the screen the worse the graphics will get, since every pixel of the original drawing will cover several pixels on the screen). Is there a standard approach for dealing with this kind of problems? If you need me to be more detailed or more clear about something I mentioned (or forgot to) please don't hesitate to ask. Also, excuse me for any inaccurate use of the English language. Thank you in advance for your input.

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  • Creating New Scripts Dynamically in Lua

    - by bazola
    Right now this is just a crazy idea that I had, but I was able to implement the code and get it working properly. I am not entirely sure of what the use cases would be just yet. What this code does is create a new Lua script file in the project directory. The ScriptWriter takes as arguments the file name, a table containing any arguments that the script should take when created, and a table containing any instance variables to create by default. My plan is to extend this code to create new functions based on inputs sent in during its creation as well. What makes this cool is that the new file is both generated and loaded dynamically on the fly. Theoretically you could get this code to generate and load any script imaginable. One use case I can think of is an AI that creates scripts to map out it's functions, and creates new scripts for new situations or environments. At this point, this is all theoretical, though. Here is the test code that is creating the new script and then immediately loading it and calling functions from it: function Card:doScriptWriterThing() local scriptName = "ScriptIAmMaking" local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() local loadedScript = require (scriptName) local scriptInstance = loadedScript:new("sayThis") print(scriptInstance:get_name()) --will print test print(scriptInstance:get_one()) -- will print 1 scriptInstance:set_one(10000) print(scriptInstance:get_one()) -- will print 10000 print(scriptInstance:get_argumentName()) -- will print sayThis scriptInstance:set_argumentName("saySomethingElse") print(scriptInstance:get_argumentName()) --will print saySomethingElse end Here is ScriptWriter.lua local ScriptWriter = {} local twoSpaceIndent = " " local equalsWithSpaces = " = " local newLine = "\n" --scriptNameToCreate must be a string --argumentsForNew and instanceVariablesToCreate must be tables and not nil function ScriptWriter:new(scriptNameToCreate, argumentsForNew, instanceVariablesToCreate) local instance = setmetatable({}, { __index = self }) instance.name = scriptNameToCreate instance.newArguments = argumentsForNew instance.instanceVariables = instanceVariablesToCreate instance.stringList = {} return instance end function ScriptWriter:makeFileForLoadedSettings() self:buildInstanceMetatable() self:buildInstanceCreationMethod() self:buildSettersAndGetters() self:buildReturn() self:writeStringsToFile() end --very first line of any script that will have instances function ScriptWriter:buildInstanceMetatable() table.insert(self.stringList, "local " .. self.name .. " = {}" .. newLine) table.insert(self.stringList, newLine) end --every script made this way needs a new method to create its instances function ScriptWriter:buildInstanceCreationMethod() --new() function declaration table.insert(self.stringList, ("function " .. self.name .. ":new(")) self:buildNewArguments() table.insert(self.stringList, ")" .. newLine) --first line inside :new() function table.insert(self.stringList, twoSpaceIndent .. "local instance = setmetatable({}, { __index = self })" .. newLine) --add designated arguments inside :new() self:buildNewArgumentVariables() --create the instance variables with the loaded values for key,value in pairs(self.instanceVariables) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. key .. equalsWithSpaces .. value .. newLine) end --close the :new() function table.insert(self.stringList, twoSpaceIndent .. "return instance" .. newLine) table.insert(self.stringList, "end" .. newLine) table.insert(self.stringList, newLine) end function ScriptWriter:buildNewArguments() --if there are arguments for :new(), add them for key,value in ipairs(self.newArguments) do table.insert(self.stringList, value) table.insert(self.stringList, ", ") end if next(self.newArguments) ~= nil then --makes sure the table is not empty first table.remove(self.stringList) --remove the very last element, which will be the extra ", " end end function ScriptWriter:buildNewArgumentVariables() --add the designated arguments to :new() for key, value in ipairs(self.newArguments) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. value .. equalsWithSpaces .. value .. newLine) end end --the instance variables need separate code because their names have to be the key and not the argument name function ScriptWriter:buildSettersAndGetters() for key,value in ipairs(self.newArguments) do self:buildArgumentSetter(value) self:buildArgumentGetter(value) table.insert(self.stringList, newLine) end for key,value in pairs(self.instanceVariables) do self:buildInstanceVariableSetter(key, value) self:buildInstanceVariableGetter(key, value) table.insert(self.stringList, newLine) end end --code for arguments passed in function ScriptWriter:buildArgumentSetter(variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. variable .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. variable .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildArgumentGetter(variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. variable .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. variable .. newLine) table.insert(self.stringList, "end" .. newLine) end --code for instance variable values passed in function ScriptWriter:buildInstanceVariableSetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. key .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. key .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildInstanceVariableGetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. key .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. key .. newLine) table.insert(self.stringList, "end" .. newLine) end --last line of any script that will have instances function ScriptWriter:buildReturn() table.insert(self.stringList, "return " .. self.name) end function ScriptWriter:writeStringsToFile() local fileName = (self.name .. ".lua") file = io.open(fileName, 'w') for key,value in ipairs(self.stringList) do file:write(value) end file:close() end return ScriptWriter And here is what the code provided will generate: local ScriptIAmMaking = {} function ScriptIAmMaking:new(argumentName) local instance = setmetatable({}, { __index = self }) instance.argumentName = argumentName instance.name = 'test' instance.one = 1 return instance end function ScriptIAmMaking:set_argumentName(newValue) self.argumentName = newValue end function ScriptIAmMaking:get_argumentName() return self.argumentName end function ScriptIAmMaking:set_name(newValue) self.name = newValue end function ScriptIAmMaking:get_name() return self.name end function ScriptIAmMaking:set_one(newValue) self.one = newValue end function ScriptIAmMaking:get_one() return self.one end return ScriptIAmMaking All of this is generated with these calls: local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() I am not sure if I am correct that this could be useful in certain situations. What I am looking for is feedback on the readability of the code, and following Lua best practices. I would also love to hear whether this approach is a valid one, and whether the way that I have done things will be extensible.

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • Choosing Technology To Include In Software Design

    How many of us have been forced to select one technology over another when designing a new system? What factors do we and should we consider? How can we ensure the correct business decision is made? When faced with this type of decision it is important to gather as much information possible regarding each technology being considered as well as the project itself. Additionally, I tend to delay my decision about the technology until it is ultimately necessary to be made. The reason why I tend to delay such an important design decision is due to the fact that as the project progresses requirements and other factors can alter a decision for selecting the best technology for a project. Important factors to consider when making technology decisions: Time to Implement and Maintain Total Cost of Technology (including Implementation and maintenance) Adaptability of Technology Implementation Team’s Skill Sets Complexity of Technology (including Implementation and maintenance) orecasted Return On Investment (ROI) Forecasted Profit on Investment (POI) Of the factors to consider the ROI and POI weigh the heaviest because the take in to consideration the other factors when calculating the profitability and return on investments.For a real world example let us consider developing a web based lead management system for a new company. This system can either be hosted on Microsoft Windows based web server or on a Linux based web server. Important Factors for this Example Implementation Team’s Skill Sets Member 1  Skill Set: Classic ASP, ASP.Net, and MS SQL Server Experience: 10 years Member 2  Skill Set: PHP, MySQL, Photoshop and MS SQL Server Experience: 3 years Member 3  Skill Set: C++, VB6, ASP.Net, and MS SQL Server Experience: 12 years Total Cost of Technology (including Implementation and maintenance) Linux Initial Year: $5,000 (Random Value) Additional Years: $3,000 (Random Value) Windows Initial Year: $10,000 (Random Value) Additional Years: $3,000 (Random Value) Complexity of Technology Linux Large Learning Curve with user driven documentation Estimated learning cost: $30,000 Windows Minimal based on Teams skills with Microsoft based documentation Estimated learning cost: $5,000 ROI Linux Total Cost Initial Total Cost: $35,000 Additional Cost $3,000 per year Windows Total Cost Initial Total Cost: $15,000 Additional Cost $3,000 per year Based on the hypothetical numbers it would make more sense to select windows based web server because the initial investment of the technology is much lower initially compared to the Linux based web server.

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  • Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment

    - by Annemarie Provisero
    ADVISOR WEBCAST: Oracle Advanced Benefits: Plan Design Maintenance for Open Enrollment PRODUCT FAMILY: Oracle HCM - Benefits  July 13, 2011 at 1 pm PT, 2 pm MT, 4 pm ET This session AU gives you the information to define new and maintain all Compensation Objects used in your Benefits setup. Course highlights things to consider when getting ready for Open Enrollment or when there is a need to change compensation objects. We will review creating a new or ending an old program, plan, or option. We also review what to do when you need to move from an Unrestricted program to a Restricted one. TOPICS WILL INCLUDE: Adding or Modifying Compensation Objects Ending Compensation Objects Elements and Element Links Standard and Variable Rates Dependents and Beneficiaries Moving from Oracle Standard Benefits to Oracle Advanced Benefits A short, live demonstration (only if applicable) and question and answer period will be included. Oracle Advisor Webcasts are dedicated to building your awareness around our products and services. This session does not replace offerings from Oracle Global Support Services. Click here to register for this session ------------------------------------------------------------------------------------------------------------- The above webcast is a service of the E-Business Suite Communities in My Oracle Support. For more information on other webcasts, please reference the Oracle Advisor Webcast Schedule.Click here to visit the E-Business Communities in My Oracle Support Note that all links require access to My Oracle Support.

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  • Design guideline for saving big byte stream in c# [migrated]

    - by Praveen
    I have an application where I am receiving big byte array very fast around per 50 miliseconds. The byte array contains some information like file name etc. The data (byte array ) may come from several sources. Each time I receive the data, I have to find the file name and save the data to that file name. I need some guide lines to how should I design it so that it works efficient. Following is my code... public class DataSaver { private static Dictionary<string, FileStream> _dictFileStream; public static void SaveData(byte[] byteArray) { string fileName = GetFileNameFromArray(byteArray); FileStream fs = GetFileStream(fileName); fs.Write(byteArray, 0, byteArray.Length); } private static FileStream GetFileStream(string fileName) { FileStream fs; bool hasStream = _dictFileStream.TryGetValue(fileName, out fs); if (!hasStream) { fs = new FileStream(fileName, FileMode.Append); _dictFileStream.Add(fileName, fs); } return fs; } public static void CloseSaver() { foreach (var key in _dictFileStream.Keys) { _dictFileStream[key].Close(); } } } How can I improve this code ? I need to create a thread maybe to do the saving.

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Class Design - Space Simulator

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. So I have two questions: First the broad one: Does anyone have suggestions as to sources for learning about good programming habits and techniques? I'd prefer it if the resource wasn't a 5000 page tome. The more I can read it in installments the better. More specifically: I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Object construction design

    - by James
    I recently started to use c# to interface with a database, and there was one part of the process that appeared odd to me. When creating a SqlCommand, the method I was lead to took the form: SqlCommand myCommand = new SqlCommand("Command String", myConnection); Coming from a Java background, I was expecting something more similar to SqlCommand myCommand = myConnection.createCommand("Command String"); I am asking, in terms of design, what is the difference between the two? The phrase "single responsibility" has been used to suggest that a connection should not be responsible for creating SqlCommands, but I would also say that, in my mind, the difference between the two is partly a mental one of the difference between a connection executing a command and a command acting on a connection, the latter of which seems less like what I have been lead to believe OOP should be. There is also a part of me wondering if the two should be completely separate, and should only come together in some sort of connection.execute(command) method. Can anyone help clear up these differences? Are any of these methods "more correct" than the others from an OO point of view? (P.S. the fact that c# is used is completely irrelevant. It just highlighted to me that different approaches were used)

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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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  • XML Table layout? Two EQUAL-width rows filled with equally width buttons??

    - by Oliver Goossens
    Hi heres a part from my XML for LAND format: <TableLayout android:layout_height="wrap_content" android:layout_width="wrap_content" android:layout_gravity="center" android:stretchColumns="*"> <TableRow> <Button android:id="@+id/countbutton" android:text="@string/plus1"/> <Button android:id="@+id/resetbutton" android:text="@string/reset" /> </TableRow> </TableLayout> And now what I dont get - the WIDTH of one row and also of the button depends on the TEXT inside the button. If the both texts are equaly long lets say : TEXT its ok - the table half is in the middle of the screen. But if they have different size - lets say "A" and "THIS IS THE LONG BUTTON" the CENTER of the table isnt in the middle of the screen anymore and so the buttons are not equally width... Cant find any solution... Please advise... Thank you Oliver Goossens

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  • Using "Show values as" option in Excel 2007 pivot table when source is SSAS cube?

    - by Brad
    I have an Excel 2007 pivot table showing "Year" across the top and "Month" down the side. What I am trying to do is represent the values as "% Difference" from the same month of the previous year. (Ex. If Jan-07 is $100,000 and Jan-08 is $120,000, I would like Jan-08 to show '20%'). However, every time I try to do this (using the "Show values as" tab of Value Field Settings) all of my numbers go to '#N/A'. Is there a way to do this using an Analysis Services cube as the data source? When I do this exact same thing using data on a different sheet as the data source for the pivot table, it works fine. Thanks in advance for any insight into this.

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  • How to store a list in a column of a database table.

    - by John Berryman
    Howdy! So, per Mehrdad's answer to a related question, I get it that a "proper" database table column doesn't store a list. Rather, you should create another table that effectively holds the elements of said list and then link to it directly or through a junction table. However, the type of list I want to create will be composed of unique items (unlike the linked question's fruit example). Furthermore, the items in my list are explicitly sorted - which means that if I stored the elements in another table, I'd have to sort them every time I accessed them. Finally, the list is basically atomic in that any time I wish to access the list, I will want to access the entire list rather than just a piece of it - so it seems silly to have to issue a database query to gather together pieces of the list. AKX's solution (linked above) is to serialize the list and store it in a binary column. But this also seems inconvenient because it means that I have to worry about serialization and deserialization. Is there any better solution? If there is no better solution, then why? It seems that this problem should come up from time to time. ... just a little more info to let you know where I'm coming from. As soon as I had just begun understanding SQL and databases in general, I was turned on to LINQ to SQL, and so now I'm a little spoiled because I expect to deal with my programming object model without having to think about how the objects are queried or stored in the database. Thanks All! John

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