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  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

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  • Trying to Nullify Django model fields with method where model and fields are parameters

    - by Johnny4000
    I'm trying to write a method like the below where a list of fields (a subset of all the fields) is passed in as a parameter and has their column values set to null. I would be happy of I could get a method with just the fields as a parameter like below, but having the model as a parameter would be even better. from my_project.my_app.models import MyModel def nullify_columns (self, null_fields): field_names = MyModel._meta.get_all_field_names() for field in field_names: if field in null_fields: # The below line does not work because I'm not sure how to # dynamically assign the field name. MyModel.objects.all().update( (MyModel.get_field(field).column) = None) Right now I have something like if 'column1' in list_of_fields: MyModel.objects.all().update(column1 = None) if 'column2' in list_of_fields: MyModel.objects.all().update(column2 = None) etc. which is horrible, but works.

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  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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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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  • What are some concise and comprehensive introductory guide to unit testing for a self-taught programmer [closed]

    - by Superbest
    I don't have much formal training in programming and I have learned most things by looking up solutions on the internet to practical problems I have. There are some areas which I think would be valuable to learn, but which ended up both being difficult to learn and easy to avoid learning for a self-taught programmer. Unit testing is one of them. Specifically, I am interested in tests in and for C#/.NET applications using Microsoft.VisualStudio.TestTools in Visual Studio 2010 and/or 2012, but I really want a good introduction to the principles so language and IDE shouldn't matter much. At this time I'm interested in relatively trivial tests for small or medium sized programs (development time of weeks or months and mostly just myself developing). I don't necessarily intend to do test-driven development (I am aware that some say unit testing alone is supposed to be for developing features in TDD, and not an assurance that there are no bugs in the software, but unit testing is often the only kind of testing for which I have resources). I have found this tutorial which I feel gave me a decent idea of what unit tests and TDD looks like, but in trying to apply these ideas to my own projects, I often get confused by questions I can't answer and don't know how to answer, such as: What parts of my application and what sorts of things aren't necessarily worth testing? How fine grained should my tests be? Should they test every method and property separately, or work with a larger scope? What is a good naming convention for test methods? (since apparently the name of the method is the only way I will be able to tell from a glance at the test results table what works in my program and what doesn't) Is it bad to have many asserts in one test method? Since apparently VS2012 reports only that "an Assert.IsTrue failed within method MyTestMethod", and if MyTestMethod has 10 Assert.IsTrue statements, it will be irritating to figure out why a test is failing. If a lot of the functionality deals with writing and reading data to/from the disk in a not-exactly trivial fashion, how do I test that? If I provide a bunch of files as input by placing them in the program's directory, do I have to copy those files to the test project's bin/Debug folder now? If my program works with a large body of data and execution takes minutes or more, should my tests have it do the whole use all of the real data, a subset of it, or simulated data? If latter, how do I decide on the subset or how to simulate? Closely related to the previous point, if a class is such that its main operation happens in a state that is arrived to by the program after some involved operations (say, a class makes calculations on data derived from a few thousands of lines of code analyzing some raw data) how do I test just that class without inevitably ending up testing that class and all the other code that brings it to that state along with it? In general, what kind of approach should I use for test initialization? (hopefully that is the correct term, I mean preparing classes for testing by filling them in with appropriate data) How do I deal with private members? Do I just suck it up and assume that "not public = shouldn't be tested"? I have seen people suggest using private accessors and reflection, but these feel like clumsy and unsuited for regular use. Are these even good ideas? Is there anything like design patterns concerning testing specifically? I guess the main themes in what I'd like to learn more about are, (1) what are the overarching principles that should be followed (or at least considered) in every testing effort and (2) what are popular rules of thumb for writing tests. For example, at one point I recall hearing from someone that if a method is longer than 200 lines, it should be refactored - not a universally correct rule, but it has been quite helpful since I'd otherwise happily put hundreds of lines in single methods and then wonder why my code is so hard to read. Similarly I've found ReSharpers suggestions on member naming style and other things to be quite helpful in keeping my codebases sane. I see many resources both online and in print that talk about testing in the context of large applications (years of work, 10s of people or more). However, because I've never worked on such large projects, this context is very unfamiliar to me and makes the material difficult to follow and relate to my real world problems. Speaking of software development in general, advice given with the assumptions of large projects isn't always straightforward to apply to my own, smaller endeavors. Summary So my question is: What are some resources to learn about unit testing, for a hobbyist, self-taught programmer without much formal training? Ideally, I'm looking for a short and simple "bible of unit testing" which I can commit to memory, and then apply systematically by repeatedly asking myself "is this test following the bible of testing closely enough?" and then amending discrepancies if it doesn't.

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  • Create Rails model with argument of associated model?

    - by Kyle Carlson
    I have two models, User and PushupReminder, and a method create_a_reminder in my PushupReminder controller (is that the best place to put it?) that I want to have create a new instance of a PushupReminder for a given user when I pass it a user ID. I have the association via the user_id column working correctly in my PushupReminder table and I've tested that I can both create reminders & send the reminder email correctly via the Rails console. Here is a snippet of the model code: class User < ActiveRecord::Base has_many :pushup_reminders end class PushupReminder < ActiveRecord::Base belongs_to :user end And the create_a_reminder method: def create_a_reminder(user) @user = User.find(user) @reminder = PushupReminder.create(:user_id => @user.id, :completed => false, :num_pushups => @user.pushups_per_reminder, :when_sent => Time.now) PushupReminderMailer.reminder_email(@user).deliver end I'm at a loss for how to run that create_a_reminder method in my code for a given user (eventually will be in a cron job for all my users). If someone could help me get my thinking on the right track, I'd really appreciate it. Thanks!

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Testing sample code in python modules

    - by Andrew Walker
    I'm in the process of writing a python module that includes some samples. These samples aren't unit-tests, and they are too long and complex to be doctests. I'm interested in best practices for automatically checking that these samples run. My current project layout is pretty standard, except that there is an extra top level makefile that has build, install, unittest, coverage and profile targets, that delegate responsibility to setup.py and nose as required. projectname/ Makefile README setup.py samples/ foo-sample foobar-sample projectname/ __init__.py foo.py bar.py tests/ test-foo.py test-bar.py I've considered adding a sampletest module, or adding nose.tools.istest decorators to the entry-point functions of the samples, but for a small number of samples, these solutions sound a bit ugly. This question is similar to http://stackoverflow.com/questions/301365/automatically-unit-test-example-code, but I assume python best practices will differ from C#

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  • What some good books on software testing/quality?

    - by mjh2007
    I'm looking for a good book on software quality. It would be helpful if the book covered: The software development process (requirements, design, coding, testing, maintenance) Testing roles (who performs each step in the process) Testing methods (white box and black box) Testing levels (unit testing, integration testing, etc) Testing process (Agile, waterfall, spiral) Testing tools (simulators, fixtures, and reporting software) Testing of embedded systems The goal here is to find an easy to read book that summarizes the best practices for ensuring software quality in an embedded system. It seems most texts cover the testing of application software where it is simpler to generate automated test cases or run a debugger. A book that provided solutions for improving quality in a system where the tests must be performed manually and therefore minimized would be ideal.

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  • Learning about tests for junior programmers

    - by RHaguiuda
    I`m not sure if its okay to ask it on stackoverflow. Ive been reading a log about tests, unit tests, tests frameworks, mocks and so on, but as a junior programmer I dont know anything about tests, not even where to start! Can anyone explain to young programmers about tests, how they`re run, where and what to test, what is unit testing, integration testing, automated tests? How much to test? And more important: how much test is enough? I belive this would be very helpfull. If possible indicate a few books too about these subjects. Thanks

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  • Testing complex entities

    - by Carlos
    I've got a C# form, with various controls on it. The form controls an ongoing process, and there are many, many aspects that need to be right for the program to run correctly. Each part can be unit tested (for instance, loading some coefficients, drawing some diagnostics) but I often run into problems that are best described with an example: "If I click here, then here, then change this, then re-open the form, then click here, it crashes or produces an error" I've tried my best to use common code organisational ideas (inheritance, DRY, separation of concerns) but there never seems to be a way to test every single path, and inevitably, a form with several controls will have a huge number of ways to execute. What can I read (preferably online) that addresses this kind of issue, and is there a (non-generic) term for it. This isn't a specific problem I'm having, but one that creeps up on me, especially with WinForms.

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  • How to get started with testing(jMock)

    - by London
    Hello, I'm trying to learn how to write tests. I'm also learning Java, I was told I should learn/use/practice jMock, I've found some articles online that help to certain extend like : http://www.theserverside.com/news/1365050/Using-JMock-in-Test-Driven-Development http://jeantessier.com/SoftwareEngineering/Mocking.html#jMock And most articles I found was about test driven development, write tests first then write code to make the test pass. I'm not looking for that at the moment, I'm trying to write tests for already existing code with jMock. The official documentation is vague to say the least and just too hard for me. Does anybody have better way to learn this. Good books/links/tutorials would help me a lot. thank you EDIT - more concrete question : http://jeantessier.com/SoftwareEngineering/Mocking.html#jMock - from this article Tried this to mock this simple class : import java.util.Map; public class Cache { private Map<Integer, String> underlyingStorage; public Cache(Map<Integer, String> underlyingStorage) { this.underlyingStorage = underlyingStorage; } public String get(int key) { return underlyingStorage.get(key); } public void add(int key, String value) { underlyingStorage.put(key, value); } public void remove(int key) { underlyingStorage.remove(key); } public int size() { return underlyingStorage.size(); } public void clear() { underlyingStorage.clear(); } } Here is how I tried to create a test/mock : public class CacheTest extends TestCase { private Mockery context; private Map mockMap; private Cache cache; @Override @Before public void setUp() { context = new Mockery() { { setImposteriser(ClassImposteriser.INSTANCE); } }; mockMap = context.mock(Map.class); cache = new Cache(mockMap); } public void testCache() { context.checking(new Expectations() {{ atLeast(1).of(mockMap).size(); will(returnValue(int.class)); }}); } } It passes the test and basically does nothing, what I wanted is to create a map and check its size, and you know work some variations try to get a grip on this. Understand better trough examples, what else could I test here or any other exercises would help me a lot. tnx

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  • Simulating Ajax failures for QA testing

    - by womp
    Our first ASP.Net MVC/jQuery product is about to go to QA, and we're looking for a way for our QA guys to easily be able to simulate bad Ajax requests (without modifying the application code). A typical integration/UI test plan might be: Load page, click button "DoStuff" "DoStuff" fails Attempt button "DoStuff" again "DoStuff" succeeds Verify application state This is a simple test case - there will be cases with multiple failures and successes interspersed. Aside from "unplug your network cable" I'm looking for an easy way for our guys to simulate intermittent bad server responses. I'm open to any ideas so I won't go into too many details about our application setup or dependencies. How have you handled this?

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  • JRuby-friendly method for parallel-testing Rails app

    - by Toby Hede
    I am looking for a system to parallelise a large suite of tests in a Ruby on Rails app (using rspec, cucumber) that works using JRuby. Cucumber is actually not too bad, but the full rSpec suite currently takes nearly 20 minutes to run. The systems I can find (hydra, parallel-test) look like they use forking, which isn't the ideal solution for the JRuby environment.

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  • Tools for website/web application load testing?

    - by zarko.susnjar
    Before going into production, our client demands actual numbers of how many users our web application can handle. We have all kinds of features implemented including asset management (file uploads/downloads), documents import/export, various statistics, web-services etc. Which tool (or set of tools) could do this? Application details: XHTML/jQuery Coldfusion 8 SQL Server 2008 Windows Server 2008

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  • EBS 12.1.1 Test Starter Kit now Available for Oracle Application Testing Suite

    - by Steven Chan
    We've discussed automated testing tools for the E-Business Suite several times on this blog, since testing is such a key part of everyone's implementation lifecycle.  An important part of our testing arsenal in E-Business Suite Development is the Oracle Application Testing Suite.  The Oracle Automated Testing Suite (OATS) is built on the foundation of the e-TEST suite of products acquired from Empirix  in 2008.  The testing suite is comprised of:   1. Oracle Load Testing for scalability, performance, and load testing   2. Oracle Functional Testing for automated functional and regression testing   3. Oracle Test Manager for test process management, test execution, and defect trackingOracle Application Testing Suite 9.0 has been supported for use with the E-Business Suite since 2009.  I'm very pleased to let you know that our E-Business Suite Release 12.1.1 Test Starter Kit is now available for Oracle Application Testing Suite 9.1.  You can download it here:Oracle Application Testing Suite Downloads

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