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  • Breakout ball collision detection, bouncing against the walls

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks

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  • Which is the most practical way to add functionality to this piece of code?

    - by Adam Arold
    I'm writing an open source library which handles hexagonal grids. It mainly revolves around the HexagonalGrid and the Hexagon class. There is a HexagonalGridBuilder class which builds the grid which contains Hexagon objects. What I'm trying to achieve is to enable the user to add arbitrary data to each Hexagon. The interface looks like this: public interface Hexagon extends Serializable { // ... other methods not important in this context <T> void setSatelliteData(T data); <T> T getSatelliteData(); } So far so good. I'm writing another class however named HexagonalGridCalculator which adds some fancy pieces of computation to the library like calculating the shortest path between two Hexagons or calculating the line of sight around a Hexagon. My problem is that for those I need the user to supply some data for the Hexagon objects like the cost of passing through a Hexagon, or a boolean flag indicating whether the object is transparent/passable or not. My question is how should I implement this? My first idea was to write an interface like this: public interface HexagonData { void setTransparent(boolean isTransparent); void setPassable(boolean isPassable); void setPassageCost(int cost); } and make the user implement it but then it came to my mind that if I add any other functionality later all code will break for those who are using the old interface. So my next idea is to add annotations like @PassageCost, @IsTransparent and @IsPassable which can be added to fields and when I'm doing the computation I can look for the annotations in the satelliteData supplied by the user. This looks flexible enough if I take into account the possibility of later changes but it uses reflection. I have no benchmark of the costs of using annotations so I'm a bit in the dark here. I think that in 90-95% of the cases the efficiency is not important since most users wont't use a grid where this is significant but I can imagine someone trying to create a grid with a size of 5.000.000.000 X 5.000.000.000. So which path should I start walking on? Or are there some better alternatives? Note: These ideas are not implemented yet so I did not pay too much attention to good names.

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  • Inheritance vs composition in this example

    - by Gerenuk
    I'm wondering about the differences between inheritance and composition examined with concrete code relevant arguments. In particular my example was Inheritance: class Do: def do(self): self.doA() self.doB() def doA(self): pass def doB(self): pass class MyDo(Do): def doA(self): print("A") def doB(self): print("B") x=MyDo() vs Composition: class Do: def __init__(self, a, b): self.a=a self.b=b def do(self): self.a.do() self.b.do() x=Do(DoA(), DoB()) (Note for composition I'm missing code so it's not actually shorter) Can you name particular advantages of one or the other? I'm think of: composition is useful if you plan to reuse DoA() in another context inheritance seems easier; no additional references/variables/initialization method doA can access internal variable (be it a good or bad thing :) ) inheritance groups logic A and B together; even though you could equally introduce a grouped delegate object inheritance provides a preset class for the users; with composition you'd have to encapsule the initialization in a factory so that the user does have to assemble the logic and the skeleton ... Basically I'd like to examine the implications of inheritance vs composition. I heard often composition is prefered, but I'd like to understand that by example. Of course I can always start with one and refactor later to the other.

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  • Information Spilling Across Object Boundaries

    - by Winston Ewert
    Many times my business objects tend to have situations where information needs to cross object boundaries too often. When doing OO, we want information to be in one object and as much as possible all code dealing with that information should be in that object. However, business rules do not follow this principle giving me trouble. As an example suppose that we have an Order which has a number of OrderItems which refers to an InventoryItem which has a price. I invoke Order.GetTotal() which sums the result of OrderItem.GetPrice() which multiples a quantity by InventoryItem.GetPrice(). So far so good. But then we find out that some items are sold with a two for one deal. We can handle this by having OrderItem.GetPrice() do something like InventoryItem.GetPrice( quantity ) and letting InventoryItem deal with this. However, then we find out that the two-for-one deal only lasts for a particular time period. This time period needs to be based on the date of the order. Now we change OrderItem.GetPrice() to be InventoryItem.GetPrice( quatity, order.GetDate() ) But then we need to support different prices depending on how long the customer has been in the system: InventoryItem.GetPrice( quantity, order.GetDate(), order.GetCustomer() ) But then it turns out that the two-for-one deals apply not just to buying multiple of the same inventory item but multiple for any item in a InventoryCategory. At this point we throw up our hands and just give the InventoryItem the order item and allow it to travel over the object reference graph via accessors to get the information its needs: InventoryItem.GetPrice( this ) TL;DR I want to have coupling in objects, but business rules often force me to access information from all over the place in order to make particular decisions. Are there good techniques for dealing with this? Do others find the same problem?

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  • AngularJS: structuring a web application with multiple ng-apps

    - by mg1075
    The blogosphere has a number of articles on the topic of AngularJS app structuring guidelines such as these (and others): http://www.johnpapa.net/angular-app-structuring-guidelines/ http://codingsmackdown.tv/blog/2013/04/19/angularjs-modules-for-great-justice/ http://danorlando.com/angularjs-architecture-understanding-modules/ http://henriquat.re/modularizing-angularjs/modularizing-angular-applications/modularizing-angular-applications.html However, one scenario I have yet to come across for guidelines and best practices is the case where you have a large web application containing multiple "mini-spa" apps, and the mini-spa apps all share a certain amount of code. I am not referring to the case of trying to have multiple ng-app declarations on the same page; rather, I mean different sections of a large site that have their own, unique ng-app declaration. As Scott Allen writes in his OdeToCode blog: One scenario I haven't found addressed very well is the scenario where multiple apps exist in the same greater web application and require some shared code on the client. Are there any recommended approaches to take, pitfalls to avoid, or good sample structures of this scenario that you can point to?

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  • what making a good soundtrack for social game

    - by Maged
    there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the beginning of the game . my question is how to find a good soundtrack or what's i should look for to find a good soundtrack like this that's help to attract the user specially for games that need concentration ?

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  • Pattern for a class that does only one thing

    - by Heinzi
    Let's say I have a procedure that does stuff: void doStuff(initalParams) { ... } Now I discover that "doing stuff" is quite a compex operation. The procedure becomes large, I split it up into multiple smaller procedures and soon I realize that having some kind of state would be useful while doing stuff, so that I need to pass less parameters between the small procedures. So, I factor it out into its own class: class StuffDoer { private someInternalState; public Start(initalParams) { ... } // some private helper procedures here ... } And then I call it like this: new StuffDoer().Start(initialParams); or like this: new StuffDoer(initialParams).Start(); And this is what feels wrong. When using the .NET or Java API, I always never call new SomeApiClass().Start(...);, which makes me suspect that I'm doing it wrong. Sure, I could make StuffDoer's constructor private and add a static helper method: public static DoStuff(initalParams) { new StuffDoer().Start(initialParams); } But then I'd have a class whose external interface consists of only one static method, which also feels weird. Hence my question: Is there a well-established pattern for this type of classes that have only one entry point and have no "externally recognizable" state, i.e., instance state is only required during execution of that one entry point?

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  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

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  • What is the best way to generate income from mobile games?

    - by Thomas
    As the title states, what is the best way to get income from mobile games? (taking into consideration that creating the games only costs a lot of time and the games are relatively simple) As I see it, there are multiple ways of getting money from mobile games, Selling them for a fixed price (seems like a high threshold for potential buyers) In-game purchases (I can imagine this only works for several types of games, I don't see this working well for monopoly unless you like really fancy hotels ;) Ingame advertisements / sponsorships Which way will most likely bring the most profit?

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • Use Those Schemas, People!

    - by BuckWoody
    Database Schemas are just containers – they aren’t users or anything else – think of a sub-directory on the hard drive. In early versions of SQL Server we “hid” schemas, placing all objects under “dbo”, which gave the erroneous perception that Schemas are users. In SQL Server 2005, we “un-hid” or re-introduced schemas within the database. Users can have a default schema (a place where their new objects go), you can add new schemas and transfer objects between them, and they have many other benefits. But I still see a lot of applications, developed by shops I know as well as vendors, that don’t make use of a Schema. Everything is piled under dbo. I completely understand this – since permissions can be granted to a schema, they feel a lot like a user, so it’s just easier not to worry about both users and schemas when you create a database. But if you’ll use them properly you can make your application more understandable and portable. You should at least take a few minutes and read more about them – you owe it to your users: http://msdn.microsoft.com/en-us/library/ms190387.aspx Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • Relationship DAO, Servlet, JSP and POJO

    - by John Hendrik
    I want to implement a JSP, POJO, DAO and Servlet in my J2EE program. However, I don't fully understand how the relationship between these elements should be. Is the following (MVC) setup the right way to do it? Main class creates servlet(controller) Servlet has a DAO defined in its class DAO has a POJO defined in its class Servlet communicates with the view (JSP page) Please give your feedback.

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  • Help migrating from VB style programming to OO programming [closed]

    - by Agent47DarkSoul
    Being a hobbyist Java developer, I quickly took on with OO programming and understood its advantages over procedural code from C, that I did in college. But I couldn't grasp VB event based code (weird, right?). Bottom-line is OOP came natural to me. Curently I work in a small development firm developing C# applications. My peers here are a bit attached to VB style programming. Most of the C# code written is VB6 event handling code in C#'s skin. I tried explaining to them OOP with its advantages but it wasn't clear to them, maybe because I have never been much of a VB programmer. So can anybody provide any resources: books, web articles on how to migrate from VB style to OO style programming ?

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  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

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  • Is there a name for the Builder Pattern where the Builder is implemented via interfaces so certain parameters are required?

    - by Zipper
    So we implemented the builder pattern for most of our domain to help in understandability of what actually being passed to a constructor, and for the normal advantages that a builder gives. The one twist was that we exposed the builder through interfaces so we could chain required functions and unrequired functions to make sure that the correct parameters were passed. I was curious if there was an existing pattern like this. Example below: public class Foo { private int someThing; private int someThing2; private DateTime someThing3; private Foo(Builder builder) { this.someThing = builder.someThing; this.someThing2 = builder.someThing2; this.someThing3 = builder.someThing3; } public static RequiredSomething getBuilder() { return new Builder(); } public interface RequiredSomething { public RequiredDateTime withSomething (int value); } public interface RequiredDateTime { public OptionalParamters withDateTime (DateTime value); } public interface OptionalParamters { public OptionalParamters withSeomthing2 (int value); public Foo Build ();} public static class Builder implements RequiredSomething, RequiredDateTime, OptionalParamters { private int someThing; private int someThing2; private DateTime someThing3; public RequiredDateTime withSomething (int value) {someThing = value; return this;} public OptionalParamters withDateTime (int value) {someThing = value; return this;} public OptionalParamters withSeomthing2 (int value) {someThing = value; return this;} public Foo build(){return new Foo(this);} } } Example of how it's called: Foo foo = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).build(); Foo foo2 = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).withSomething2(3).build();

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  • Which screen resolution should I target for modern mobile phones? [closed]

    - by tugberk
    Possible Duplicate: Building for different screen sizes I am developing a site which needs to work on mobiles as well. I avoid specifying width and height by pixel. Mostly I am using percent for that but sometimes I need a specific area. for example, 300px div element. Which screen resolution should I target for modern mobile phones in general? I know it varies but what is the higher number. Most of my concerns are iPhone, Windows Phone and Android.

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  • What every beginner should know about website development? [closed]

    - by user975234
    I am a novice at building websites and considering to make one. But there is a lot of confusion that's going on right now. I guess every beginner faces them. Few questions that come up are: I have an idea and a need a website. That's all i know right now. But how do i start ? HTML is for sure the basic language but there are a hell of other technologies too. What is actually asp, php, ruby etc? How do i choose the right one from them? Other than asp, php there is javascript and other languages under the same belt. What are they used for? Hosting. When i am choosing the host, what considerations i have to keep in mind ? What support do i need from them (other than getting some important space obviously!). I am considering of making the website in ruby on rails. I don't know about php and what effect it would have if i choose ruby over php. I thought about ruby just because its new and i dont want to learn some thing "not new"! :P Moreover what is a framework and how does a framework effect my development process? These three questions are just to explain my "confusion" better. There is obviously a lot more to it. Just to try to answer how the flow of website development goes keeping in mind my questions!

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  • Desktop application, dependency injection

    - by liori
    I am thinking of applying a real dependency injection library to my toy C#/GTK# desktop application. I chose NInject, but I think this is irrelevant to my question. There is a database object, a main window and several utility window classes. It's clear that I can inject the database into every window object, so here DI is useful. But does it make sense to inject utility window classes into other window classes? Example: I have classes such as: class MainWindow {…} class AddItemWindow {…} class AddAttachmentWindow {…} class BrowseItemsWindow {…} class QueryBuilderWindow {…} class QueryBrowserWindow {…} class PreferencesWindow {…} … Each of the utility classes can be opened from MainWindow. Some utility windows can also be opened from other utility windows. Generally, there might be a really complex graph of who can open whom. So each of those classes might need quite a lot of other window classes injected. I'm worried that such usage will go against the suggestion not to inject too many classes at once and become a code smell. Should I use some kind of a service locator object here?

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • Which numeral systems are useful in computer science?

    - by authchir
    I am wondering which numeral system different programmers are using, or would use if their language has support for them. As an example, in C++ we can use: Octal by prefixing with 0 (e.g. 0377) Decimal by default (e.g. 255) Hexadecimal by prefixing with 0x (e.g. 0xff) When working with bitmask, I am using hexadecimal but would sometimes want to be able to express binary numbers directly. I know some programming language support it with 0b syntax (e.g. 0b11111111). Is there any other numeric system useful in some computer science domain (e.g. cryptography, codecs, 3D graphics, etc)?

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  • Comparison of languages by usage type?

    - by Tom
    Does anyone know of a good place to go find comparisons of programming languages by the intended platform/usage? Basically, what I want to know, is of the more popular languages, which ones are meant for high level application development, low level system development, mobile development, web, etc. If there's a good listing out there already, I'm not finding it so far. Does anyone know of a place that would have this? Thanks.

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  • Infrastructure to effectively set up experiements and learn from them

    - by David
    Open-org.com is in the early stages of creating our first product, a place on the web, where one can ask lawyers questions at a fraction of their normal costs. An early stage front page can be found here. I got inspired by this video, which is recommended by Jeff Atwood, which talks about getting feedback faster, which is the reason for this question. The problem Needless to say, we want our conversion rates to be as high as possible. Therefore, we want to be able to rapidly set up a new experiment where we change something on the site (like moving an image slightly, rewriting a sentence etc.). We then want to present the modified page to a random subset of the users. After that we will compare the conversion rates of the experiment with another version. I could very well imagine that we want to run 10-100 experiments simultaneously and it would be nice to have features, where experiments that obviously have worse results will be ended before schedule. My question Does infrastructure to support the whole process exist? A short description of our infrastructure... We use EC2 and PHP and have a script to automatically start up new instances with all needed software. Still, starting up a new server for every experiment, seems like a bit of overkill, so I am wondering what other options exist. Btw. If you feel like working for Open-org.com, you can pick a task, and start working, or suggest a new task. All profits are given out to the contributors.

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  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

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  • Where can I find "magic numbers" for classic game play mechanics?

    - by MrDatabase
    I'd like to find some "magic numbers" for the classic helicopter game. For example the numbers that determine how fast the helicopter accelerates up and down. Also perhaps the "randomness" of the obstacles (uniformly distributed? Gaussian?). Where can I find these numbers? p.s. I don't care about the particular platform... Flash on the desktop browser is just as good as some implementation on a mobile device.

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