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  • Statements and state

    - by FredOverflow
    Is there any deeper meaning in the fact that the word "statement" starts with the word "state", or is that just a curious coincidence? Note that english is not my native language, so the answer might be obvious to you, but not me ;)

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  • Has the `message-passing/shared-state' dilemma (concurrency & distribution) taken form of a `Holywar

    - by Bubba88
    I'm not too well-informed about the state of the discussion about which model is better, so I would like to ask a pretty straight question: Does it look like two opposing views having really heatened dispute? E.g. like prototype/class based OOP or dynamic vs. static typing (though these are really not much fitting examples, I just do not know how to express my question more clearly)

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  • c# how to set up and use session state from preinit

    - by Praesagus
    OK so to set and read variables from the current session String Myvar =(string) System.Web.HttpContext.Current.Session[“MyVariable”] To set System.Web.HttpContext.Current.Session[“MyVariable”] = “NewValue” I can do neither, I get a System.NullReferenceException: Object reference not set to an instance of an object. from System.Web.HttpContext.Current.Session. In my web.config I have <sessionState mode="StateServer" stateConnectionString="tcpip=127.0.0.1:42424" cookieless="false" timeout="20"> </sessionState> I have read a dozen articles on the the necessity of IHttpHandler and an IRequiresSessionState interface. I think the issue may be caused because I am requesting this information in Page_PreInit. I found a solution in a stack overflow article but I don't seem be using it properly to actually make this go. I am not sure what I am missing. Thanks in advance.

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  • Basic AI FSM - Handling state transition

    - by Galvanize
    I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic state interface and a class for each state, then the NPC would have an instance of the current state. The class should have an update method and directions on wich state to go next, depending on the event received. The question is: How do I handle this event? Should I have a regular addEventListener and a costum event system? Or should I check on update for the things that could change the current state? I'm feeling a bit lost, I feel I have a good grasp on the FSM concept but a good implementation seems tricky, thanks in advance.

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  • Can various browsers be assumed to maintain predictible state accurately in multiplayer online gaming?

    - by Nikos
    With many games it is said that server will assume that clients keep track of the world accurately. Assuming this is true, for a browser based multiplier space invaders game you would only tell the client when new bullets or the players ship moves and everything that behaves in a predetermined manner in the js client. It would be expected that positions would be the same in the browsers. Do you think you could trust browsers to do this? I feel that timings could differ between rendering loops and cause positions to get out of sync and might just get the server to maintain all the positions to make sure.

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  • Use a custom value object or a Guid as an entity identifier in a distributed system?

    - by Kazark
    tl;dr I've been told that in domain-driven design, an identifier for an entity could be a custom value object, i.e. something other than Guid, string, int, etc. Can this really be advisable in a distributed system? Long version I will invent an situation analogous to the one I am currently facing. Say I have a distributed system in which a central concept is an egg. The system allows you to order eggs and see spending reports and inventory-centric data such as quantity on hand, usage, valuation and what have you. There area variety of services backing these behaviors. And say there is also another app which allows you to compose recipes that link to a particular egg type. Now egg type is broken down by the species—ostrich, goose, duck, chicken, quail. This is fine and dandy because it means that users don't end up with ostrich eggs when they wanted quail eggs and whatnot. However, we've been getting complaints because jumbo chicken eggs are not even close to equivalent to small ones. The price is different, and they really aren't substitutable in recipes. And here we thought we were doing users a favor by not overwhelming them with too many options. Currently each of the services (say, OrderSubmitter, EggTypeDefiner, SpendingReportsGenerator, InventoryTracker, RecipeCreator, RecipeTracker, or whatever) are identifying egg types with an industry-standard integer representation the species (let's call it speciesCode). We realize we've goofed up because this change could effect every service. There are two basic proposed solutions: Use a predefined identifier type like Guid as the eggTypeID throughout all the services, but make EggTypeDefiner the only service that knows that this maps to a speciesCode and eggSizeCode (and potentially to an isOrganic flag in the future, or whatever). Use an EggTypeID value object which is a combination of speciesCode and eggSizeCode in every service. I've proposed the first solution because I'm hoping it better encapsulates the definition of what an egg type is in the EggTypeDefiner and will be more resilient to changes, say if some people now want to differentiate eggs by whether or not they are "organic". The second solution is being suggested by some people who understand DDD better than I do in the hopes that less enrichment and lookup will be necessary that way, with the justification that in DDD using a value object as an ID is fine. Also, they are saying that EggTypeDefiner is not a domain and EggType is not an entity and as such should not have a Guid for an ID. However, I'm not sure the second solution is viable. This "value object" is going to have to be serialized into JSON and URLs for GET requests and used with a variety of technologies (C#, JavaScript...) which breaks encapsulation and thus removes any behavior of the identifier value object (is either of the fields optional? etc.) Is this a case where we want to avoid something that would normally be fine in DDD because we are trying to do DDD in a distributed fashion? Summary Can it be a good idea to use a custom value object as an identifier in a distributed system (solution #2)?

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  • Why would ASP.NET MVC use session state?

    - by ray247
    Recommended by the ASP.NET team to use cache instead of session, we stopped using session from working with the WebForm model the last few years. So we normally have the session turned off in the web.config <sessionState mode="Off" /> But, now when I'm testing out a ASP.NET MVC application with this setting it throw an error in class SessionStateTempDataProvider inside the mvc framework, it asked me to turn on session state, I did and it worked. Looking at the source it uses session Dictionary<string, object> tempDataDictionary = httpContext.Session[TempDataSessionStateKey] as Dictionary<string, object>; // line 20 in SessionStateTempDataProvider.cs So, why would they use session here? What am I missing? Thanks, Ray. ======================================================== Edit Sorry didn't mean for this post to debate on session vs. cache, but rather in the context of the ASP.NET MVC, I was just wondering why session is used here. In this Scott Watermasysk blog post he mentioned on turning off session too as a good practice, so I'm just wondering do I have to turn it on to use MVC from here on?

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  • JavaScriptSerializer deserialize object "collection" as property in object failing

    - by bill
    Hi All, I have a js object structured like: object.property1 = "some string"; object.property2 = "some string"; object.property3.property1 = "some string"; object.property3.property2 = "some string"; object.property3.property2 = "some string"; i'm using JSON.stringify(object) to pass this with ajax request. When i try to deserialize this using JavaScriptSerializer.Deserialize as a Dictionary i get the following error: No parameterless constructor defined for type of 'System.String'. This exact same process is working for regular object with non "collection" properties.. thanks for any help!

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  • Object mapping in objective-c (iphone) from JSON

    - by freshfunk
    For my iPhone app, I'm consuming a RESTful service and getting JSON. I've found libraries to deserialize this into an NSDictionary. However, I'm wondering if there are any libraries to deserialize the JSON/NSDictionary/Property List into my object (an arbitrary one on my side). The java equivalent would be the object-relational mappers although the sort of object mapping I'm looking for is relatively straightforward (simple data types, no complex relationships, etc.). I noticed that Objective-C does have introspection so it seems theoretically possible but I haven't found a library to do it. Or is there a simple way to load an object from an NSDictionary/Property List object that doesn't require modification every time the object changes? For example: { "id" : "user1", "name" : "mister foobar" "age" : 20 } gets loaded into object @interface User : NSObject { NSString *id; NSString *name; int *age; }

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  • XSS to change ASP.NET session state

    - by Juri Bogdanov
    Hello! I am developing the application that stores current user and user's role to session state (System.Web.SessionState.HttpSessionState Page.Session). if (Session["username"] == null) Session.Add("username", User.Identity.Name); if (Session["isAdministrator"] == null) Session.Add("isAdministrator", User.IsInRole(domain + "\\Domain Admins")); After I check these session states in code behind for granting permissions to some excecution: if ((bool)Session["isAdministrator"] || computer.Administrators.Contains(Session["username"].ToString())) My question is next: how safe that mechanism is? Is it possible to change the session states using some JavaScript for example or some how else? Thanks :)

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  • Changing expiry on ASP.NET's Session State cookie

    - by Charlie Somerville
    I'm using ASP.NET Session State to keep track of logged in users on my site. However, one problem I'm running into is that by default ASP.NET session cookies are set to expire when the browser closes. I've tried setting my own ASP.NET_SessionId cookie and modifying the cookie's expiry using something similar to the following code: Response.Cookies["ASP.NET_SessionId"].Expires = DateTime.Now.AddMonths(1); None of these approaches work, they all set a second cookie with the same name. Is there a way of changing the session cookie's expiry?

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  • using an existing object in ajax-called php files?

    - by noname
    i have in my index.php created an object and set some property values. then i use jquery ajax to call some php files and i want to use the object created. i tried this one but it didn´t work: ---- in index.php ---- // Create a new object session_start(); $object = new stdClass(); $object->value = 'something'; $object->other_value = 'something else'; // Save the object in the user's session $_SESSION['object'] = $object; ---- Then in the next page that loads from AJAX ---- // Start the session saved from last time session_start(); // Get the object out $object = $_SESSION['object']; // Prints "something" print $object->value; how do i accomplish this. cause i dont want to recreate the object in every ajaxcalled php script. thanks in advance!

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  • Keeping the application state - deploy/install apk

    - by Buffalo
    I'm trying to have my application minimized when paused and then when it's resumed, it should be restored to its previous state, not recreated. This works perfectly when deploying the application on a device/emulator from Eclipse. The problem occurs when I get the apk (either from bin\ or from Project - Android tools - Export signed application package) and install it on a device with a file browser (Astro): the application is destroyed when paused and then recreated. I can call moveTaskToBack(true); in my activity, yet it will still be recreated when launching it. All the discussions around this are based on achieving the opposite: closing the application when minimizing it. Is there any way of achieving what I want?

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  • Custom session state provider needed for DB storage?

    - by subt13
    I know this question is related to many others, but please bear with me. I am trying an experiment to store all information in database tables instead of the ASP.NET session. In ASP.NET 4 one can create a custom provider for session. So, again should I implement a Custom Session-State Provider or should I just disable session (in Web.config)? Thanks! From the comments my question can be misunderstood. Hopefully this tidbit will help clarify: I don't want to store the session in the database. I want to store information in the database that you would typically store in the session. One reason why: I don't want to carry around a session on every page, especially if that page doesn't care about 90 percent of the information in the session

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  • C++ SDL State Machine Segfault

    - by user1602079
    The code compiles and builds fine, but it immediately segfaults. I've looked at this for a while and have no idea why. Any help is appreciated. Thank you! Here's the code: main.cpp #include "SDL/SDL.h" #include "Globals.h" #include "Core.h" #include "GameStates.h" #include "Introduction.h" int main(int argc, char** args) { if(core.Initilize() == false) { SDL_Quit(); } while(core.desiredstate != core.Quit) { currentstate->EventHandling(); currentstate->Logic(); core.ChangeState(); currentstate->Render(); currentstate->Update(); } SDL_Quit(); } Core.h #ifndef CORE_H #define CORE_H #include "SDL/SDL.h" #include <string> class Core { public: SDL_Surface* Load(std::string filename); void ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination); void SetState(int newstate); void ChangeState(); enum state { Intro, STATES_NULL, Quit }; int desiredstate, stateID; bool Initilize(); }; #endif Core.cpp #include "Core.h" #include "SDL/SDL.h" #include "Globals.h" #include "Introduction.h" #include <string> /* Initilizes SDL subsystems */ bool Core::Initilize() { //Inits subsystems, reutrns false upon error if(SDL_Init(SDL_INIT_EVERYTHING) == -1) { return false; } SDL_WM_SetCaption("Game", NULL); return true; } /* Loads surfaces and optimizes them */ SDL_Surface* Core::Load(std::string filename) { //The surface to be optimized SDL_Surface* original = SDL_LoadBMP(filename.c_str()); //The optimized surface SDL_Surface* optimized = NULL; //Optimizes the image if it loaded properly if(original != NULL) { optimized = SDL_DisplayFormat(original); SDL_FreeSurface(original); } else { //returns NULL upon error return NULL; } return optimized; } /* Blits surfaces */ void Core::ApplySurface(int X, int Y, SDL_Surface* source, SDL_Surface* destination) { //Stores the coordinates of the surface SDL_Rect offsets; offsets.x = X; offsets.y = Y; //Bits the surface if both surfaces are present if(source != NULL && destination != NULL) { SDL_BlitSurface(source, NULL, destination, &offsets); } } /* Sets desiredstate to newstate */ void Core::SetState(int newstate) { if(desiredstate != Quit) { desiredstate = newstate; } } /* Changes the game state */ void Core::ChangeState() { if(desiredstate != STATES_NULL && desiredstate != Quit) { delete currentstate; switch(desiredstate) { case Intro: currentstate = new Introduction(); break; } stateID = desiredstate; desiredstate = core.STATES_NULL; } } Globals.h #ifndef GLOBALS_H #define GLOBALS_H #include "SDL/SDL.h" #include "Core.h" #include "GameStates.h" extern SDL_Surface* screen; extern Core core; extern GameStates* currentstate; #endif Globals.cpp #include "Globals.h" #include "SDL/SDL.h" #include "GameStates.h" SDL_Surface* screen = SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE); Core core; GameStates* currentstate = NULL; GameStates.h #ifndef GAMESTATES_H #define GAMESTATES_H class GameStates { public: virtual void EventHandling() = 0; virtual void Logic() = 0; virtual void Render() = 0; virtual void Update() = 0; }; #endif Introduction.h #ifndef INTRODUCTION_H #define INTRODUCTION_H #include "GameStates.h" #include "Globals.h" class Introduction : public GameStates { public: Introduction(); private: void EventHandling(); void Logic(); void Render(); void Update(); ~Introduction(); SDL_Surface* test; }; #endif Introduction.cpp #include "SDL/SDL.h" #include "Core.h" #include "Globals.h" #include "Introduction.h" /* Loads all the assets */ Introduction::Introduction() { test = core.Load("test.bmp"); } void Introduction::EventHandling() { SDL_Event event; while(SDL_PollEvent(&event)) { switch(event.type) { case SDL_QUIT: core.SetState(core.Quit); break; } } } void Introduction::Logic() { //to be coded } void Introduction::Render() { core.ApplySurface(30, 30, test, screen); } void Introduction::Update() { SDL_Flip(screen); } Introduction::~Introduction() { SDL_FreeSurface(test); } Sorry if the formatting is a bit off... Having to put four spaces for it to be put into a code block offset it a bit. I ran it through gdb and this is what I got: Program received signal SIGSEGV, Segmentation fault. 0x0000000000400e46 in main () Which isn't incredibly useful... Any help is appreciated. Thank you!

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  • Session State ArrayList in Shopping Cart ASP.NET

    - by user330342
    Hi guys, I'm creating a shopping cart application and I'm having some issues with implementing a session state for my arraylist. in my page load i declared if (Session["Cart"] == null) { Session["Cart"] = new ArrayList(); } else { ArrayList cart = (ArrayList)Session["Cart"]; } to create the session if it doesn't exist yet. then i have an event handler for a button to add items to the arraylist protected void onClick_AddBooking(object sender, EventArgs e) { int ClassID = Convert.ToInt32(Request.QueryString.Get("Class_Id")); ArrayList cart1 = new ArrayList(); cart1 = Session["Cart"]; cart1.Add(ClassID); i'm guessing i just don't know how to handle session states yet, thus the confusion. I'm essentially storing the class_ID then when the student confirms i'll store that to the DB and associate that ID with the Class Details. Thanks in advance guys!

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  • Class member variables, methods and their state

    - by codeMonkey
    How should class member variables be used in combination with class methods? Let's say I have a class 'C' with a member variable 'someData'. I call C.getData(), which does not return a value but instead puts data in C.someData. The class that instantiated 'C' first calls C.getData and then uses the data by accessing the member variable C.someData. I call C.getData() in the class that instantiated 'C' which is a function that returns data. I myself prefer the second way. But it also depends on the situation and it's a small difference. Is it 'bad' to have class methods that depend on the classes internal state? What are the best conventions?

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  • What's the benefit of object-oriented programming over procedural programming?

    - by niko
    I'm trying to understand the difference between procedural languages like C and object-oriented languages like C++. I've never used C++, but I've been discussing with my friends on how to differentiate the two. I've been told C++ has object-oriented concepts as well as public and private modes for definition of variables: things C does not have. I've never had to use these for while developing programs in Visual Basic.NET: what are the benefits of these? I've also been told that if a variable is public, it can be accessed anywhere, but it's not clear how that's different from a global variable in a language like C. It's also not clear how a private variable differs from a local variable. Another thing I've heard is that, for security reasons, if a function needs to be accessed it should be inherited first. The use-case is that an administrator should only have as much rights as they need and not everything, but it seems a conditional would work as well: if ( login == "admin") { // invoke the function } Why is this not ideal? Given that there seems to be a procedural way to do everything object-oriented, why should I care about object-oriented programming?

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  • Questioning the motivation for dependency injection: Why is creating an object graph hard?

    - by oberlies
    Dependency injection frameworks like Google Guice give the following motivation for their usage (source): To construct an object, you first build its dependencies. But to build each dependency, you need its dependencies, and so on. So when you build an object, you really need to build an object graph. Building object graphs by hand is labour intensive (...) and makes testing difficult. But I don't buy this argument: Even without dependency injection, I can write classes which are both easy to instantiate and convenient to test. E.g. the example from the Guice motivation page could be rewritten in the following way: class BillingService { private final CreditCardProcessor processor; private final TransactionLog transactionLog; // constructor for tests, taking all collaborators as parameters BillingService(CreditCardProcessor processor, TransactionLog transactionLog) { this.processor = processor; this.transactionLog = transactionLog; } // constructor for production, calling the (productive) constructors of the collaborators public BillingService() { this(new PaypalCreditCardProcessor(), new DatabaseTransactionLog()); } public Receipt chargeOrder(PizzaOrder order, CreditCard creditCard) { ... } } So dependency injection may really be an advantage in advanced use cases, but I don't need it for easy construction and testability, do I?

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  • Is the Entity Component System architecture object oriented by definition?

    - by tieTYT
    Is the Entity Component System architecture object oriented, by definition? It seems more procedural or functional to me. My opinion is that it doesn't prevent you from implementing it in an OO language, but it would not be idiomatic to do so in a staunchly OO way. It seems like ECS separates data (E & C) from behavior (S). As evidence: The idea is to have no game methods embedded in the entity. And: The component consists of a minimal set of data needed for a specific purpose Systems are single purpose functions that take a set of entities which have a specific component I think this is not object oriented because a big part of being object oriented is combining your data and behavior together. As evidence: In contrast, the object-oriented approach encourages the programmer to place data where it is not directly accessible by the rest of the program. Instead, the data is accessed by calling specially written functions, commonly called methods, which are bundled in with the data. ECS, on the other hand, seems to be all about separating your data from your behavior.

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  • Why can't Java servlet sent out an object ?

    - by Frank
    I use the following method to send out an object from a servlet : public void doGet(HttpServletRequest request,HttpServletResponse response) throws IOException { String Full_URL=request.getRequestURL().append("?"+request.getQueryString()).toString(); String Contact_Id=request.getParameter("Contact_Id"); String Time_Stamp=Get_Date_Format(6),query="select from "+Contact_Info_Entry.class.getName()+" where Contact_Id == '"+Contact_Id+"' order by Contact_Id desc"; PersistenceManager pm=null; try { pm=PMF.get().getPersistenceManager(); // note that this returns a list, there could be multiple, DataStore does not ensure uniqueness for non-primary key fields List<Contact_Info_Entry> results=(List<Contact_Info_Entry>)pm.newQuery(query).execute(); Write_Serialized_XML(response.getOutputStream(),results.get(0)); } catch (Exception e) { Send_Email(Email_From,Email_To,"Check_License_Servlet Error [ "+Time_Stamp+" ]",new Text(e.toString()+"\n"+Get_Stack_Trace(e)),null); } finally { pm.close(); } } /** Writes the object and CLOSES the stream. Uses the persistance delegate registered in this class. * @param os The stream to write to. * @param o The object to be serialized. */ public static void writeXMLObject(OutputStream os,Object o) { // Classloader reference must be set since netBeans uses another class loader to loead the bean wich will fail in some circumstances. ClassLoader oldClassLoader=Thread.currentThread().getContextClassLoader(); Thread.currentThread().setContextClassLoader(Check_License_Servlet.class.getClassLoader()); XMLEncoder encoder=new XMLEncoder(os); encoder.setExceptionListener(new ExceptionListener() { public void exceptionThrown(Exception e) { e.printStackTrace(); }}); encoder.writeObject(o); encoder.flush(); encoder.close(); Thread.currentThread().setContextClassLoader(oldClassLoader); } private static ByteArrayOutputStream writeOutputStream=new ByteArrayOutputStream(16384); /** Writes an object to XML. * @param out The boject out to write to. [ Will not be closed. ] * @param o The object to write. */ public static synchronized void writeAsXML(ObjectOutput out,Object o) throws IOException { writeOutputStream.reset(); writeXMLObject(writeOutputStream,o); byte[] Bt_1=writeOutputStream.toByteArray(); byte[] Bt_2=new Des_Encrypter().encrypt(Bt_1,Key); out.writeInt(Bt_2.length); out.write(Bt_2); out.flush(); out.close(); } public static synchronized void Write_Serialized_XML(OutputStream Output_Stream,Object o) throws IOException { writeAsXML(new ObjectOutputStream(Output_Stream),o); } At the receiving end the code look like this : File_Url="http://"+Site_Url+App_Dir+File_Name; try { Contact_Info_Entry Online_Contact_Entry=(Contact_Info_Entry)Read_Serialized_XML(new URL(File_Url)); } catch (Exception e) { e.printStackTrace(); } private static byte[] readBuf=new byte[16384]; public static synchronized Object readAsXML(ObjectInput in) throws IOException { // Classloader reference must be set since netBeans uses another class loader to load the bean which will fail under some circumstances. ClassLoader oldClassLoader=Thread.currentThread().getContextClassLoader(); Thread.currentThread().setContextClassLoader(Tool_Lib_Simple.class.getClassLoader()); int length=in.readInt(); readBuf=new byte[length]; in.readFully(readBuf,0,length); byte Bt[]=new Des_Encrypter().decrypt(readBuf,Key); XMLDecoder dec=new XMLDecoder(new ByteArrayInputStream(Bt,0,Bt.length)); Object o=dec.readObject(); Thread.currentThread().setContextClassLoader(oldClassLoader); in.close(); return o; } public static synchronized Object Read_Serialized_XML(URL File_Url) throws IOException { return readAsXML(new ObjectInputStream(File_Url.openStream())); } But I can't get the object from the Java app that's on the receiving end, why ? The error messages look like this : java.lang.ClassNotFoundException: PayPal_Monitor.Contact_Info_Entry Continuing ... java.lang.NullPointerException: target should not be null Continuing ... java.lang.NullPointerException: target should not be null Continuing ... java.lang.NullPointerException: target should not be null Continuing ...

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  • Sharing session state between 2 ASP.NET applications using SQL Server

    - by Dave
    Hi I'm working on a site that has a requirement to share session between a cms application and an online store application on the same domain eg. mydomain.com and store.mydomain.com I've made some progress with it and it works on my local build between localhost/cms and localhost/store Basically I have done what is suggested in this article http://blogs.msdn.com/toddca/archive/2007/01/25/sharing-asp-net-session-state-across-applications.aspx and hacked the TempGetAppID Stored Procedure to return the same application id (1). This appears to work as it creates sessions with ids like 'abv5d2urx1asscfwuzw3wp4500000001', which is what I'd expect. My issue is that when I deploy it to our testing environment, it creates a new session when I navigate between the 2 sites. So when I start a session on the cms site, if I navigate to the store, it creates a new session. These are set up as 2 different websites in IIS7. In the web.config files for both sites, the and elements are both the same and are as follows (minus sensitive information) Has anyone got an ideas why this might not be working? I am sharing Forms Authentication across the 2 sites and that works fine. Any help or ideas would be greatly appreciated! Many thanks Dave

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Managing game state / 'what to update' within an XNA game 'screen'

    - by codinghands
    Note - having read through other GDev questions suggested when writing this question I'm confident this isn't a dupe. Of course, it's 3am and I'm likely wrong, so please mod as such if so. I'm trying to figure out how best to manage state within my game screens - please bare with me though! At the moment I'm using a heavily modified version of the fantastic game state management example on the XNA site available here. This is working perfectly for my 'Screens' - 'IntroScreen' with some shiny logos, 'TitleScreen' and a 'MenuScreen' stacked on top for the title and menu, 'PlayScreen' for the actual gameplay, etc. Each screen has the a bunch of sprites, and an 'Update' and 'Draw', managed by a 'ScreenManager'. In addition to the above, and as suggested as an answer to my other question here, most screens have a 'GameProcessQueue' class full of 'GameProcess'es which lets me do just about anything (animations, youbetcha!), in any order, in sequence or parallel. Why mention all this? When I talk about managing game state I'm thinking more for complex scenarios within a 'Screen'. 'TitleScreen', 'MenuScreen' and the like are all relatively simple. 'Play Screen' less so. How do people manage the different 'states' within the screen (or whatever you call it) that 'does' gameplay? (for me, the 'PlayScreen') I've thought about the following: Enum of different states in the Screen, 'activeState' enum-type variable, switching on the enum in the Screen Update() loop to determine what Screen Update 'sub'-function is called. I can see this getting hairy pretty fast though as screens get more complex and with the 'PlayScreen' becoming a behemoth mega-class. 'State' class with Update loop - a Screen can have any number of 'States', 1+ of which are 'active'. Screen update loop calls update on all active states. States themselves know which screen they belong to, and may even belong to a 'StateManager' which handles transitioning from one state to the next. Once a state is over it's removed from the ScreenState list. The Screen doesn't need a bunch of GameProcessQueues, each State has its own. Abstract Screen further to be more flexible - I can see the similarities between what I've got (game 'Screens' handled by a ScreenManager) and what I want (states within a screen, and a mechanism to manage them). However at the moment I see 'Screens' as high level and very distinct ('PlayScreen' with baddies != 'MenuScreen' with 4 words and event handlers), where as my proposed 'States' are more intrinsically tied to a specific screen with complex requirements. I think. This is for a turn-based board game, so it's easier to define things as a discrete series of steps (IntroAnimation - P1Turn - P2Turn - P1Turn ... - GameOver - .... Obviously with an open-world RPG things are very different, but any advice in this scenario is appreciated. If I'm just going OOP-crazy please say so. Similarly I'm concious there's a huge amount on this site re: state management. But as my first 'serious' game after a couple of false starts I'd like to get this right, and would rather be harassed and modded down than never ask :)

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  • Game Object Factory: Fixing Memory Leaks

    - by Bunkai.Satori
    Dear all, this is going to be tough: I have created a game object factory that generates objects of my wish. However, I get memory leaks which I can not fix. Memory leaks are generated by return new Object(); in the bottom part of the code sample. static BaseObject * CreateObjectFunc() { return new Object(); } How and where to delete the pointers? I wrote bool ReleaseClassType(). Despite the factory works well, ReleaseClassType() does not fix memory leaks. bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } Before taking a look at the code below, let me help you in that my CGameObjectFactory creates pointers to functions creating particular object type. The pointers are stored within vFactories vector container. I have chosen this way because I parse an object map file. I have object type IDs (integer values) which I need to translate them into real objects. Because I have over 100 different object data types, I wished to avoid continuously traversing very long Switch() statement. Therefore, to create an object, I call vFactoriesnEnumObjectTypeID via CGameObjectFactory::create() to call stored function that generates desired object. The position of the appropriate function in the vFactories is identical to the nObjectTypeID, so I can use indexing to access the function. So the question remains, how to proceed with garbage collection and avoid reported memory leaks? #ifndef GAMEOBJECTFACTORY_H_UNIPIXELS #define GAMEOBJECTFACTORY_H_UNIPIXELS //#include "MemoryManager.h" #include <vector> template <typename BaseObject> class CGameObjectFactory { public: // cleanup and release registered object data types bool ReleaseClassTypes() { unsigned int nRecordCount = vFactories.size(); for (unsigned int nLoop = 0; nLoop < nRecordCount; nLoop++ ) { // if the object exists in the container and is valid, then render it if( vFactories[nLoop] != NULL) delete vFactories[nLoop](); } return true; } // register new object data type template <typename Object> bool RegisterClassType(unsigned int nObjectIDParam ) { if(vFactories.size() < nObjectIDParam) vFactories.resize(nObjectIDParam); vFactories[nObjectIDParam] = &CreateObjectFunc<Object>; return true; } // create new object by calling the pointer to the appropriate type function BaseObject* create(unsigned int nObjectIDParam) const { return vFactories[nObjectIDParam](); } // resize the vector array containing pointers to function calls bool resize(unsigned int nSizeParam) { vFactories.resize(nSizeParam); return true; } private: //DECLARE_HEAP; template <typename Object> static BaseObject * CreateObjectFunc() { return new Object(); } typedef BaseObject*(*factory)(); std::vector<factory> vFactories; }; //DEFINE_HEAP_T(CGameObjectFactory, "Game Object Factory"); #endif // GAMEOBJECTFACTORY_H_UNIPIXELS

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