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  • How does a government development shop transition to developing open source solutions?

    - by Rob Oesch
    Our shop has identified several reasons why releasing our software solutions to the open source community would be a good idea. However, there are several reasons from a business stand point why converting our shop to open source would be questioned. I need help from anyone out there who has gone through this transition, or is in the process. Specifically a government entity. About our shop: - We develop and support web and client applications for the local law enforcement community. - We are NOT a private company, rather a public sector entity Some questions that tend to come about when we have this discussion are: We're a government agency, so isn't our code already public? How do we protect ourselves from being 'hacked' if someone looks into our code? (There are obvious answers to this question like making sure you don't hard code passwords, etc. However, the discussion needs to consider an audience of executives who are very security conscience.)

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  • Best Practices for serializing/persisting String Object Dictionary entities

    - by Mark Heath
    I'm noticing a trend towards using a dictionary of string to object (or sometimes string to string), instead of strongly typed objects. For example, the new Katana project makes heavy use of IDictionary<string,object>. This approach avoids the need to continually update your entity classes/DTOs and the database tables that persist them with new properties. It also avoids the need to create new derived entity types to support new types of entity, since the Dictionary is flexible enough to store any arbitrary properties. Here's a contrived example: class StorageDevice { public int Id { get; set; } public string Name { get; set; } } class NetworkShare : StorageDevice { public string Path { get; set; } public string LoginName { get; set; } public string Password { get; set; } } class CloudStorage : StorageDevice { public string ServerUri { get; set } public string ContainerName { get; set; } public int PortNumber { get; set; } public Guid ApiKey { get; set; } } versus: class StorageDevice { public IDictionary<string, object> Properties { get; set; } } Basically I'm on the lookout for any talks, books or articles on this approach, so I can pick up on any best practices / difficulties to avoid. Here's my main questions: Does this approach have a name? (only thing I've heard used so far is "self-describing objects") What are the best practices for persisting these dictionaries into a relational database? Especially the challenges of deserializing them successfully with strongly typed languages like C#. Does it change anything if some of the objects in the dictionary are themselves lists of strongly typed entities? Should a second dictionary be used if you want to temporarily store objects that are not to be persisted/serialized across a network, or should you use some kind of namespacing on the keys to indicate this?

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  • Caching instances in a jee web app

    - by SibzTer
    Hi, Consider the scenario of a typical webapp with JSFs on the front and ejb3, with Hibernate as JPA provider, talking to backend database such as mysql, etc. The main user actions are login and mostly CRUD operations (minus any D(elete) operations). And the App Server is GlassFish of course. Given this scenario, how and where all would one go about providing caching to improve performance? From what I have googled, I have seen that hibernate provides some sort of caching through different cache providers. Is there any sort of caching that can be provided for the jsf pages? How about session beans or entity beans on the ejb side of things? Also, I just read about memcached and was wondering if this was something to consider?

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  • MarteEngine Tile Collision

    - by opiop65
    I need to add collision to my tile map using MarteEngine. MarteEngine is built of of slick2D. Here's my tile generation code: Code: public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; air.draw(x * GameWorld.tilesize, y * GameWorld.tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; grass.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 10; y++) { map[x][y] = DIRT; dirt.draw(x * tilesize, y * tilesize); } } for (int x = 0; x < 16; x++) { for (int y = 10; y < 16; y++) { map[x][y] = STONE; stone.draw(x * tilesize, y * tilesize); } } super.render(gc, game, g); } And one of my tile classes (they're all the same, the image names are just different): Code: package MarteEngine; import org.newdawn.slick.Image; import org.newdawn.slick.SlickException; import it.randomtower.engine.entity.Entity; public class Grass extends Entity { public static Image grass = null; public Grass(float x, float y) throws SlickException { super(x, y); grass = new Image("res/grass.png"); setHitBox(0, 0, 50, 50); addType(SOLID); } } I tried to do it like this: Code: for (int x = 0; x < 16; x++) { for (int y = 7; y < 8; y++) { map[x][y] = GRASS; Grass.grass.draw(x * tilesize, y * tilesize); } } But it gave me a NullPointerException. No idea why, everything looks initialized right? I would be very grateful for some help!

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  • Point me to info about constructing filters (of lists)

    - by jah
    I would like some pointers to information which would help me understand how to go about providing the ability to filter a list of entities by their attributes as well as by attributes of related entities. As an example, imagine a web app which provides order management of some kind. Orders and related entities are stored in a relational database. And imagine that the app has an interface which lists the orders. The problem is: how does one allow the list to be filtered by, for example:- order number (an attribute) line item name (an attribute of a n-n related entity) some text in an administrative note related to the order (text found in an attribute of a 1-1 related entity) I'm trying to discover whether there is something like a standard, efficient way to construct the queries and the filtering form; or some possible strategies; or any theory on the topic; or some example code. My google foo fails me.

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  • Separating logic and data in browser game

    - by Tesserex
    I've been thinking this over for days and I'm still not sure what to do. I'm trying to refactor a combat system in PHP (...sorry.) Here's what exists so far: There are two (so far) types of entities that can participate in combat. Let's just call them players and NPCs. Their data is already written pretty well. When involved in combat, these entities are wrapped with another object in the DB called a Combatant, which gives them information about the particular fight. They can be involved in multiple combats at once. I'm trying to write the logic engine for combat by having combatants injected into it. I want to be able to mock everything for testing. In order to separate logic and data, I want to have two interfaces / base classes, one being ICombatantData and the other ICombatantLogic. The two implementers of data will be one for the real objects stored in the database, and the other for my mock objects. I'm now running into uncertainties with designing the logic side of things. I can have one implementer for each of players and NPCs, but then I have an issue. A combatant needs to be able to return the entity that it wraps. Should this getter method be part of logic or data? I feel strongly that it should be in data, because the logic part is used for executing combat, and won't be available if someone is just looking up information about an upcoming fight. But the data classes only separate mock from DB, not player from NPC. If I try having two child classes of the DB data implementer, one for each entity type, then how do I architect that while keeping my mocks in the loop? Do I need some third interface like IEntityProvider that I inject into the data classes? Also with some of the ideas I've been considering, I feel like I'll have to put checks in place to make sure you don't mismatch things, like making the logic for an NPC accidentally wrap the data for a player. Does that make any sense? Is that a situation that would even be possible if the architecture is correct, or would the right design prohibit that completely so I don't need to check for it? If someone could help me just layout a class diagram or something for this it would help me a lot. Thanks. edit Also useful to note, the mock data class doesn't really need the Entity, since I'll just be specifying all the parameters like combat stats directly instead. So maybe that will affect the correct design.

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • ASP.Net MVC 2 is it possible to get the same instance of model(with slight changes) in HttpPost meth

    - by jjjjj
    Hi I have a complex entity User: public class User : BaseEntity { public virtual Taxi Taxi { get; set; } --> That is why i call it "complex" public virtual string Login { get; set; } public virtual string Password { get; set; } } where Taxi is a parent of User (Taxi has-many Users): public class Taxi : BaseEntity { public virtual string Name { get; set; } public virtual string ClientIp { get; set; } } BaseEntity consists of public virtual int Id { get; private set; } The problem occurs while trying to edit User [Authorize] public ActionResult ChangeAccountInfo() { var user = UserRepository.GetUser(User.Identity.Name); return View(user); } My ChangeAccountInfo.aspx <fieldset> <legend>Fields</legend> <% %> <div class="editor-label"> <%: Html.LabelFor(model => model.Login) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.Login) %> <%: Html.ValidationMessageFor(model => model.Login) %> </div> <div class="editor-label"> <%: Html.LabelFor(model => model.Password) %> </div> <div class="editor-field"> <%: Html.TextBoxFor(model => model.Password) %> <%: Html.ValidationMessageFor(model => model.Password) %> </div> <div class="editor-field"> <%: Html.HiddenFor(model => model.Taxi.Name)%> </div> <p> <input type="submit" value="Save" /> </p> </fieldset> Post changes: [Authorize] [HttpPost] public ActionResult ChangeAccountInfo(User model) { if (ModelState.IsValid) { UserRepository.UpdateUser(model); return RedirectToAction("ChangeAccountInfoSuccess", "Account"); } return View(model); } But, the (User model) parameter has User.Id == 0 -- User entity had 5 before edit User.Login == "my new login" User.Password == "my new password" User.Taxi.Id == 0 -- User.Taxi entity had 3 before edit User.Taxi.Name == "old hidden name" User.Taxi.ClientIp == null -- User entity had 192.168.0.1 before edit Q: Is it possible not to mark all the fields of an entity (that should be in my UpdateUser) with tag "hidden" but still have them unchanged in my HttpPost method? e.g. not User.Taxi.ClientIp = null, but User.Taxi.ClientIp = 192.168.0.1 I'm using nhibernate, if it matters.

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  • What do you do when one think the code isn't complicated enough?

    - by Chris
    After six months of development on a project, our stakeholders have had a "gut check" and have decided that the path that we've been walking (a custom designed application framework and data access layer) is holding us (the developers) back from quickly developing the features they would like to see. After several days of debate management and the development team have decided to scrap the current incarnation and start over using ASP.net MVC, with Entity Framework as the bases of the a 'quick and dirty', lets just get it done project. In days following, our senior developer who has never worked with MVC or Entity Framework has finally gotten into a sample project and done some work. His take on ASP.net MVC, "this is not software engineering". So my question is this; what do you do, when one doesn't think the code is complicated enough?

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  • How can I teleport seamlessly, without using interpolation?

    - by modchan
    I've been implementing Bukkit plugin for creating toggleable in-game warping areas that will teleport any catched entity to other similar area. I was going to implement concept of non-Euclidean maze using this plugin, but, unfortunately, I've discovered that doing Entity.teleport() causes client to interpolate movement while teleporting, so player slides towards target like Enderman and receives screen updates, so for a split second all underground stuff is visible. While for "just teleport me where I want" usage this is just fine, it ruins whole idea of seamless teleporting, as player can clearly see when transfer happened even without need to look at debug screen. Is there possibility to somehow disable interpolating while teleporting without modifying client, or maybe prevent client from updating screen while it's being teleported?

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  • Use a ContextLoaderListener in accordance with DispatchServlet

    - by Phuong Nguyen de ManCity fan
    I want to use both ContextLoaderListener (so that I can pass Spring Beans to my servlet) as well as DispatchServlet (Spring MVC). However, currently I have to pass init param to these both class initializer: <param-name>contextConfigLocation</param-name> <param-value> /WEB-INF/spring/app-config.xml </param-value> So, I use the same xml for these both classes. Wonder if it would lead to my beans being initialized twice? If yes, how would I do to avoid that?

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  • What do you do when the code isn't complicated enough?

    - by Chris
    After six months of development on a project, our stakeholders have had a "gut check" and have decided that the path that we've been walking (a custom designed application framework and data access layer) is holding us (the developers) back from quickly developing the features they would like to see. After several days of debate management and the development team have decided to scrap the current incarnation and start over using ASP.net MVC, with Entity Framework as the bases of the a 'quick and dirty', lets just get it done project. In days following, our senior developer who has never worked with MVC or Entity Framework has finally gotten into a sample project and done some work. His take on ASP.net MVC, "this is not software engineering". So my question is this; what do you do, when one doesn't think the code is complicated enough?

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  • May I give a single class multiple responsibilities if only one will ever be reusable?

    - by lnluis
    To the extent that I understand the Single Responsibility Principle, a SINGLE class must only have one responsibility. We use this so that we can reuse other functionalities in other classes and not affect the whole class. My question is: what if the entity has only one purpose that really interacts with the system, and that purpose won't change? Do you have to separate the implementations of your methods into another class and just instantiate those from your entity class? Or to put it another way... Is it ok to break the SRP if you know those functions will not be reusable in the future? Or is it better to assume that we do not know if the functionalities of these methods will be reusable or not, and so just abstract them to other classes?

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  • maven: multi module HAR dependencies

    - by QuanNH
    I have a multiple module project The first module contains my hibernate xml files and data java beans and packages as har. The second module defines my DAO classes. This module has a dependancy on data java beans with in the har and is defined in pom.xml. <dependency> <groupId>myproject</groupId> <artifactId>myhar</artifactId> <version>1.0</version> <type>har</type> </dependency> The first module compiles, packages and installs fine into my local repository. The problem is when the second modules compiles it has a problem finding the packages and class defined in my har module. I get the following output from running mvn install package myproject.myhar does not exist and build fails.

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  • Overview of XSLT

    - by kaleidoscope
    XSLT (Extensible Stylesheet Language Transformations) is a declarative- XMLbased language used for the transformation of XML documents into other XML documents. Using XSLT , the original document does not changed; rather, a new document is created based on the content of an existing one. XSLT is developed by the World Wide Web Consortium (W3C).   Using XSLT we can transform source xml file into another xml file, word file or Excel file.    XSLT Functions : -   There are the following built - in XSLT functions :   Name Description current() Returns the current node document() Used to access the nodes in an external XML document element-available() Tests whether the element specified is supported by the XSLT processor format-number() Converts a number into a string function-available() Tests whether the function specified is supported by the XSLT processor generate-id() Returns a string value that uniquely identifies a specified node key() Returns a node-set using the index specified by an <xsl:key> element system-property() Returns the value of the system properties unparsed-entity-uri() Returns the URI of an unparsed entity   For more information –   http://www.w3schools.com/xsl/default.asp   Technorati Tags: Ritesh, Overview of XSLT

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  • Azure Table&ndash;Entities having different Schema (Implementation Approach)

    - by kaleidoscope
    Below is the approach that can be implemented whenever there is a requirement of creating an Azure Table having entities with different schema definitions.   We can have a Parent Entity defined which will hold the data common in all the entity types and then rest all entities should inherit from this parent class. There will be only on DataServiceContext class which will accept the object of the Parent class and this can be used for CRUD operations of all the entities. Hope this approach helps! Thanks. Technorati Tags: Azure Table,Geeta

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  • remove component from initComponent()

    - by jouzef19
    hi i am using netBeans editor to create desktop application , i did something wrong that generate three line of code in the initComponent() method related to connection with database. Then i removed the lines by opening the .java file in txt editor , but one of them keep coming back when i do anything with netBeans editor , So i want to delete this line from the netbeans itself . this is the line historyList = java.beans.Beans.isDesignTime() ? java.util.Collections.emptyList() : ((javax.persistence.Query)null).getResultList(); and this is its declaration private java.util.List<idetect.History> historyList;

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  • Please clarify how create/update happens against child entities of an aggregate root

    - by christian
    After much reading and thinking as I begin to get my head wrapped around DDD, I am a bit confused about the best practices for dealing with complex hierarchies under an aggregate root. I think this is a FAQ but after reading countless examples and discussions, no one is quite talking about the issue I'm seeing. If I am aligned with the DDD thinking, entities below the aggregate root should be immutable. This is the crux of my trouble, so if that isn't correct, that is why I'm lost. Here is a fabricated example...hope it holds enough water to discuss. Consider an automobile insurance policy (I'm not in insurance, but this matches the language I hear when on the phone w/ my insurance company). Policy is clearly an entity. Within the policy, let's say we have Auto. Auto, for the sake of this example, only exists within a policy (maybe you could transfer an Auto to another policy, so this is potential for an aggregate as well, which changes Policy...but assume it simpler than that for now). Since an Auto cannot exist without a Policy, I think it should be an Entity but not a root. So Policy in this case is an aggregate root. Now, to create a Policy, let's assume it has to have at least one auto. This is where I get frustrated. Assume Auto is fairly complex, including many fields and maybe a child for where it is garaged (a Location). If I understand correctly, a "create Policy" constructor/factory would have to take as input an Auto or be restricted via a builder to not be created without this Auto. And the Auto's creation, since it is an entity, can't be done beforehand (because it is immutable? maybe this is just an incorrect interpretation). So you don't get to say new Auto and then setX, setY, add(Z). If Auto is more than somewhat trivial, you end up having to build a huge hierarchy of builders and such to try to manage creating an Auto within the context of the Policy. One more twist to this is later, after the Policy is created and one wishes to add another Auto...or update an existing Auto. Clearly, the Policy controls this...fine...but Policy.addAuto() won't quite fly because one can't just pass in a new Auto (right!?). Examples say things like Policy.addAuto(VIN, make, model, etc.) but are all so simple that that looks reasonable. But if this factory method approach falls apart with too many parameters (the entire Auto interface, conceivably) I need a solution. From that point in my thinking, I'm realizing that having a transient reference to an entity is OK. So, maybe it is fine to have a entity created outside of its parent within the aggregate in a transient environment, so maybe it is OK to say something like: auto = AutoFactory.createAuto(); auto.setX auto.setY or if sticking to immutability, AutoBuilder.new().setX().setY().build() and then have it get sorted out when you say Policy.addAuto(auto) This insurance example gets more interesting if you add Events, such as an Accident with its PolicyReports or RepairEstimates...some value objects but most entities that are all really meaningless outside the policy...at least for my simple example. The lifecycle of Policy with its growing hierarchy over time seems the fundamental picture I must draw before really starting to dig in...and it is more the factory concept or how the child entities get built/attached to an aggregate root that I haven't seen a solid example of. I think I'm close. Hope this is clear and not just a repeat FAQ that has answers all over the place.

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  • @Stateless, @Remote and @Local

    - by Jeff Foster
    In my deployment on JBoss 5.1.0GA with JavaEE-5 I have beans of the general form public interface Foo { void baz (); } @Stateless public class FooBean implements Foo { void baz() { // ... } } I have assumed that this is the same as if I have explicitly annotated the Foo interface with @Local. From seeing a stack trace in the code I think that it is actually using a remote interface, whereas I want all of my beans to be local. Do I need to explicitly annotate interfaces as Local or is there some default? Finding documentation on this is proving challenging so any links to relevant documentation would be greatly appreciated.

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  • How can I refactor my code to use fewer singletons?

    - by fish
    I started a component based, networked game (so far only working on the server). I know why singletons can be bad, but I can't think of another way to implement the same thing. So far I have: A GameState singleton (for managing the global state of the game, i.e. pre-game, running, exiting). A World singleton, which is the root entity for my entity graph An EntityFactory A ComponentFactory I'm thinking about adding a "MessageDispatcher" so individual components can subscribe to network messages. The factories do not have state, so I suppose they aren't so bad. However, the others do have global state, which is asking for trouble. How can I refactor my code so it uses fewer singletons?

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  • JAVA bytecode optimization

    - by Idob
    This is a basic question. I have code which shouldn't run on metadata beans. All metadata beans are located under metadata package. Now, I use reflection API to find out whether a class is located in the the metadata package. if (newEntity.getClass().getPackage().getName().contains("metadata")) I use this If in several places within this code. The question is: Should I do this once with: boolean isMetadata = false if (newEntity.getClass().getPackage().getName().contains("metadata")) { isMetadata = true; } C++ makes optimizations and knows that this code was already called and it won't call it again. Does JAVA makes optimization? I know reflection API is a beat heavy and I prefer not to lose expensive runtime.

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  • Extending struts 2 "property" data tag

    - by John B.
    Hi, We are currently developing a project with Struts2. We have a module on which we display a large amount of data on read-only fields from a group of beans via the "property" Struts 2 data tag (i.e. <s:property value="aBeanProperty" /) on a jsp file. In some cases most of the fields might come empty, so a blank is being displayed on screen. Our customer is now requesting us to display default string (i.e. "N/A") whenever a property comes empty, so that it is displayed in place of the blank spaces currently shown. We are looking for a way to achieve this in a clean and maintainable way. The 'property' tag comes with a 'default' attribute on which one can define a default value in cases when the accessed property comes as null. However, most of our properties are empty strings, therefore it does not work in our case. Another solution we are thinking of is to define a base class for all of our beans, and define a util method which will validate if a string is null or empty and then return the default value. Then we would call this method from each bean getter. And yes this would be tiresome and kind of ugly :), therefore we are holding out on this one in case of a better solution. Now, we have in mind a solution which we think would be the best but have not had luck on how implement it. We are planning on extending the 'property' tag some way, defining a new 'default' attribute so that besides working on null properties, it also do so on empty strings ("", " ", etc). Therefore we would only need to replace the original s:property tag with our new custom tag, and the desired result would be achieved without touching java code. Do you have an idea on how to do this? Also, any other clever solution (maybe some sort of design pattern?) on how to default the values of a large amount of property beans are welcome too! (Or maybe, even there might be some tag that does this already in Struts2??) Thanks in advance.

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