Search Results

Search found 16547 results on 662 pages for 'physical design'.

Page 119/662 | < Previous Page | 115 116 117 118 119 120 121 122 123 124 125 126  | Next Page >

  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

    Read the article

  • Starting point for a simple game written in action script [closed]

    - by Hossein
    Possible Duplicate: AS3/Flash Game Dev: Looking for good & current step by step. Hi, I want to develop a simple game like: http://www.albinoblacksheep.com/games/falldown2 And then making it a bit more fancy. But I don't know where to start. I have already started AS3 so I know about the syntax and stuff, but I am kinda lost. Does anyone knows of a nice starting point or a tutorial that can help me with this? Thanks

    Read the article

  • Is throwing an error in unpredictable subclass-specific circumstances a violation of LSP?

    - by Motti Strom
    Say, I wanted to create a Java List<String> (see spec) implementation that uses a complex subsystem, such as a database or file system, for its store so that it becomes a simple persistent collection rather than an basic in-memory one. (We're limiting it specifically to a List of Strings for the purposes of discussion, but it could extended to automatically de-/serialise any object, with some help. We can also provide persistent Sets, Maps and so on in this way too.) So here's a skeleton implementation: class DbBackedList implements List<String> { private DbBackedList() {} /** Returns a list, possibly non-empty */ public static getList() { return new DbBackedList(); } public String get(int index) { return Db.getTable().getRow(i).asString(); // may throw DbExceptions! } // add(String), add(int, String), etc. ... } My problem lies with the fact that the underlying DB API may encounter connection errors that are not specified in the List interface that it should throw. My problem is whether this violates Liskov's Substitution Principle (LSP). Bob Martin actually gives an example of a PersistentSet in his paper on LSP that violates LSP. The difference is that his newly-specified Exception there is determined by the inserted value and so is strengthening the precondition. In my case the connection/read error is unpredictable and due to external factors and so is not technically a new precondition, merely an error of circumstance, perhaps like OutOfMemoryError which can occur even when unspecified. In normal circumstances, the new Error/Exception might never be thrown. (The caller could catch if it is aware of the possibility, just as a memory-restricted Java program might specifically catch OOME.) Is this therefore a valid argument for throwing an extra error and can I still claim to be a valid java.util.List (or pick your SDK/language/collection in general) and not in violation of LSP? If this does indeed violate LSP and thus not practically usable, I have provided two less-palatable alternative solutions as answers that you can comment on, see below. Footnote: Use Cases In the simplest case, the goal is to provide a familiar interface for cases when (say) a database is just being used as a persistent list, and allow regular List operations such as search, subList and iteration. Another, more adventurous, use-case is as a slot-in replacement for libraries that work with basic Lists, e.g if we have a third-party task queue that usually works with a plain List: new TaskWorkQueue(new ArrayList<String>()).start() which is susceptible to losing all it's queue in event of a crash, if we just replace this with: new TaskWorkQueue(new DbBackedList()).start() we get a instant persistence and the ability to share the tasks amongst more than one machine. In either case, we could either handle connection/read exceptions that are thrown, perhaps retrying the connection/read first, or allow them to throw and crash the program (e.g. if we can't change the TaskWorkQueue code).

    Read the article

  • Presenting at Roanoke Code Camp Saturday!

    - by andyleonard
    Introduction I am honored to once again be selected to present at Roanoke Code Camp ! An Introductory Topic One of my presentations is titled "I See a Control Flow Tab. Now What?" It's a Level 100 talk for those wishing to learn how to build their very first SSIS package. This highly-interactive, demo-intense presentation is for beginners and developers just getting started with SSIS. Attend and learn how to build SSIS packages from the ground up . Designing an SSIS Framework I'm also presenting...(read more)

    Read the article

  • Beginning HTML and CSS [closed]

    - by romani
    My goal of learning HTML and CSS is to be able to modify popular scripts such as Wordpress, vBulletin, Drupal, etc. I haven't started yet learning CSS and HTML or XHTML. I see many, many books and tutorials out there so it is difficult to make a choice. I think most of web designers were like me in the past and have read many books. So, could you tell me about 1 good book for HTML and 1 good book for CSS? and if I should read the book from cover to cover or only learning the basics is enough for modifying Wordpress, for example!

    Read the article

  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

    Read the article

  • 2D pathfinding - finding smooth paths

    - by Kooi Nam Ng
    I was trying to implement a simple pathfinding, but the outcome is less satisfactory than what I intended to achieve. The thing is units in games like Starcraft 2 move in all directions whereas units in my case only move in at most 8 directions (Warcraft 1 style) as these 8 directions direct to next available nodes (they move from a tile to next neighboring tile). What should I do in order to achieve the result as in Starcraft 2? Shrink the tile size? On the picture you can see a horizontal line of rock tiles being obstacles, and the found path marked as green tiles. The red line is the path I want to achieve.

    Read the article

  • When is a Use Case layer needed?

    - by Meta-Knight
    In his blog post The Clean Architecture Uncle Bob suggests a 4-layer architecture. I understand the separation between business rules, interfaces and infrastructure, but I wonder if/when it's necessary to have separate layers for domain objects and use cases. What added value will it bring, compared to just having the uses cases as "domain services" in the domain layer? The only useful info I've found on the web about a use case layer is an article by Martin Fowler, who seems to contradict Uncle Bob about its necessity: At some point I may run into the problems, and then I'll make a Use Case Controller - but only then. And even when I do that I rarely consider the Use Case Controllers to occupy a separate layer in the system architecture. Edit: I stumbled upon a video of Uncle Bob's Architecture: The Lost Years keynote, in which he explains this architecture in depth. Very informative.

    Read the article

  • Websites or tools similar to Ginwiz (mobile website creator)

    - by t3st
    I have a website which i want to make more mobile friendly(currently its not). While searching about this i found this awesome website Ginwiz; my website can be modified into an mobile friendly site without any additional coding. But i find two disadvantages with this website (free version) 1)We cant add our domain to it with out upgrading (i dont have enough money to pay for it) 2)We can only "Advanced edit" one page Do you know any website which is similar to Ginwiz but can use our domain address instead of theirs (in free version). Do you have any idea about any tools which can be also used to convert my website to mobile website by trimming my current website easily.

    Read the article

  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

    Read the article

  • Resources on how to relate structured and semi- / un-structured information

    - by Fritz Meissner
    I don't have a great background in information organisation / retrieval, but I know of a few ways of dealing with the problem. For structured information, it's possible to go OOish - everything "has-a" or "has-many" something else, and you navigate the graph to find relationships between things. For unstructured information, you have techniques like text search and tagging. What resources - articles or books - are there that summarise the CS theory behind these techniques or could introduce me to others? I'm developing a system that needs to handle capture and retrieval of information that ranges from necessarily unstructured (advice about X) to structured (list of Xs that relate to Ys) to a combination (Ys that relate to the advice about X) and I'd like to get some insight into how to do it properly.

    Read the article

  • DDD and Value Objects. Are mutable Value Objects a good candidate for Non Aggr. Root Entity?

    - by Tony
    Here is a little problem Have an entity, with a value object. Not a problem. I replace a value object for a new one, then nhibernate inserts the new value and orphan the old one, then deletes it. Ok, that's a problem. Insured is my entity in my domain. He has a collection of Addresses (value objects). One of the addresses is the MailingAddress. When we want to update the mailing address, let's say zipcode was wrong, following Mr. Evans doctrine, we must replace the old object for a new one since it's immutable (a value object right?). But we don't want to delete the row thou, because that address's PK is a FK in a MailingHistory table. So, following Mr. Evans doctrine, we are pretty much screwed here. Unless i make my addressses Entities, so i don't have to "replace" it, and simply update its zipcode member, like the old good days. What would you suggest me in this case? The way i see it, ValueObjects are only useful when you want to encapsulate a group of database table's columns (component in nhibernate). Everything that has a persistence id in the database, is better off to make it an Entity (not necessarily an aggregate root) so you can update its members without recreating the whole object graph, specially if that's a deep-nested object. Do you concur? Is it allowed by Mr. Evans to have a mutable value object? Or is a mutable value object a candidate for an Entity? Thanks

    Read the article

  • Advantages of Singleton Class over Static Class?

    Point 1) Singleton We can get the object of singleton and then pass to other methods. Static Class We can not pass static class to other methods as we pass objects Point 2) Singleton In future, it is easy to change the logic of of creating objects to some pooling mechanism. Static Class Very difficult to implement some pooling logic in case of static class. We would need to make that class as non-static and then make all the methods non-static methods, So entire your code needs to be changed. Point3:) Singleton Can Singletone class be inherited to subclass? Singleton class does not say any restriction of Inheritence. So we should be able to do this as long as subclass is also inheritence.There's nothing fundamentally wrong with subclassing a class that is intended to be a singleton. There are many reasons you might want to do it. and there are many ways to accomplish it. It depends on language you use. Static Class We can not inherit Static class to another Static class in C#. Think about it this way: you access static members via type name, like this: MyStaticType.MyStaticMember(); Were you to inherit from that class, you would have to access it via the new type name: MyNewType.MyStaticMember(); Thus, the new item bears no relationships to the original when used in code. There would be no way to take advantage of any inheritance relationship for things like polymorphism. span.fullpost {display:none;}

    Read the article

  • Conditions for a traditional friends system vs. open following system

    - by Dan
    I'm just curious for everyone who is developing social sites out there. When you build a method for connecting users, do you prefer to use a following-style system (follow me, you can see all of my information and I can just choose to follow you back), or instead do you choose to have a friends-style system (I have to allow you see all of my information on your homepage, even if it is open to the public, vise versa). Why and under what circumstances do you use each? How do you manage privacy between your users? Have you use another way to connect your users? Examples of what methods you've choose and how you manage the user's privacy (private by default vs open to the web) are awesome; it could show correlation and provides an actual look.

    Read the article

  • What are the relative merits for implementing an Erlang-style "Continuation" pattern in C#

    - by JoeGeeky
    What are the relative merits (or demerits) for implementing an Erlang-style "Continuation" pattern in C#. I'm working on a project that has a large number of Lowest priority threads and I'm wondering if my approach may be all wrong. It would seem there is a reasonable upper limit to the number of long-running threads that any one Process 'should' spawn. With that said, I'm not sure what would signal the tipping-point for too many thread or when alternate patterns such as "Continuation" would be more suitable. In this case, many of the threads do a small amount of work and then sleep until woken to go again (Ex. Heartbeat, purge caches, etc...). This continues for the life of the Process.

    Read the article

  • Making a game "resize-safe"

    - by CPP_Person
    It's one thing to get the graphics aligned perfectly, it's another to do this for every single resolution and not take too much time and/or make the code unreadable due to size. Games like Battlefield 3 and Minecraft seem to manage this. But what do they do to keep things from stretching or going off the screen? I don't know any algorithms to do this. I'd like some help on this topic. I've always programmed games that only handle a single resolution, so help would be appreciate.

    Read the article

  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

    Read the article

  • How is game development different from other software development?

    - by Davy8
    For a solid general purpose software developer, what specifically is different about game development, either fundamentally or just differences in degree? I've done toy games like Tic-tac-toe, Tetris, and a brute-force sudoku solver (with UI) and I'm now embarking on a mid-sized project (mid-sized for being a single developer and not having done many games) and one thing I've found with this particular project is that separation of concerns is a lot harder since everything affects state, and every object can interact with every other object in a myriad of ways. So far I've managed to keep the code reasonably clean for my satisfaction but I find that keeping clean code in non-trivial games is a lot harder than it is for my day job. The game I'm working on is turn-based and the graphics are going to be fairly simple (web-based, mostly through DOM manipulation) so real time and 3d work aren't really applicable to me, but I'd still be interested in answers regarding those if they're interesting. Mostly interested in general game logic though. P.S. Feel free to retag this, I'm not really sure what tags are applicable.

    Read the article

  • Balancing game difficulty against player progression

    - by Raven Dreamer
    It seems that the current climate of games seems to cater to an obvious progression of player power, whether that means getting a bigger, more explosive gun in Halo, leveling up in an RPG, or unlocking new options in Command and Conquer 4. Yet this concept is not exclusive to video or computer games -- even in Dungeons and Dragons players can strive to acquire a +2 sword to replace the +1 weapon they've been using. Yet as a systems designer, the concept of player progression is giving me headache after headache. Should I balance around the players exact capabilities and give up on a simple linear progression? (I think ESIV:Oblivion is a good example of this) Is it better to throw the players into an "arms race" with their opponents, where if the players don't progress in an orderly manner, it is only a matter of time until gameplay is unbearably difficult? (4th Edition DnD strikes me as a good example of this) Perhaps it would make most sense to untether the core gameplay mechanics from progression at all -- give them flashier, more interesting (but not more powerful!) ways to grow?

    Read the article

  • Use adapter pattern for coupled classes

    - by kaiseroskilo
    I need (for unit testing purposes) to create adapters for external library classes.ExchangeService and ContactsFolder are Microsoft's implementations in its' EWS library. So I created my adapters that implement my interfaces, but it seems that contactsFolder has a dependency for ExchangeService in its' constructor. The problem is that I cannot instantiate ContactsFolderAdapter without somehow accessing the actual ExchangeService instance (I see only ExchangeServiceAdapter in scope). Is there a better pattern for this that retains the adapter classes? Or should I "infect" ExchangeServiceAdapter with some kind of GetActualObject method?

    Read the article

  • Is switch-case over enumeration bad practice?

    - by Puckl
    I have an enumeration with the commands Play, Stop and Pause for a media player. In two classes I do a switch-case over the received commands. The player runs in a different thread and I deliver the commands in a command queue to the thread. If I generate class diagrams the enumeration has dependencies all over the place. Is there a nicer way to deal with the commands? If I would change/extend the enumeration, I would have to change several classes. (Its not super important to keep the player extensible, but I try to write nice software.)

    Read the article

  • Help me classify this type of software architecture

    - by Alex Burtsev
    I read some books about software architecture as we are using it in our project but I can't classify the architecture properly. It's some kind of Enterprise Architecture, but what exactly... SOA, ESB (Enterprise Service Bus), Message Bus, Event Driven SOA, there are so many terms in Enterprise software.... The system is based on custom XML messages exchanges between services. (it's not SOAP, nor any other XML based standard, just plain XML). These messages represent notifications (state changes) that are applied to the Domain model, (it's not like CRUD when you serialize the whole domain object, and pass it to service for persistence). The system is centralized, and system participants use different programming languages and frameworks (c++, c#, java). Also, messages are not processed at the moment they are received as they are stored first and the treatment begins on demand. It's called SOA+EDA -:)

    Read the article

  • When following SRP, how should I deal with validating and saving entities?

    - by Kristof Claes
    I've been reading Clean Code and various online articles about SOLID lately, and the more I read about it, the more I feel like I don't know anything. Let's say I'm building a web application using ASP.NET MVC 3. Let's say I have a UsersController with a Create action like this: public class UsersController : Controller { public ActionResult Create(CreateUserViewModel viewModel) { } } In that action method I want to save a user to the database if the data that was entered is valid. Now, according to the Single Responsibility Principle an object should have a single responsibility, and that responsibility should be entirely encapsulated by the class. All its services should be narrowly aligned with that responsibility. Since validation and saving to the database are two separate responsibilities, I guess I should create to separate class to handle them like this: public class UsersController : Controller { private ICreateUserValidator validator; private IUserService service; public UsersController(ICreateUserValidator validator, IUserService service) { this.validator = validator; this.service= service; } public ActionResult Create(CreateUserViewModel viewModel) { ValidationResult result = validator.IsValid(viewModel); if (result.IsValid) { service.CreateUser(viewModel); return RedirectToAction("Index"); } else { foreach (var errorMessage in result.ErrorMessages) { ModelState.AddModelError(String.Empty, errorMessage); } return View(viewModel); } } } That makes some sense to me, but I'm not at all sure that this is the right way to handle things like this. It is for example entirely possible to pass an invalid instance of CreateUserViewModel to the IUserService class. I know I could use the built in DataAnnotations, but what when they aren't enough? Image that my ICreateUserValidator checks the database to see if there already is another user with the same name... Another option is to let the IUserService take care of the validation like this: public class UserService : IUserService { private ICreateUserValidator validator; public UserService(ICreateUserValidator validator) { this.validator = validator; } public ValidationResult CreateUser(CreateUserViewModel viewModel) { var result = validator.IsValid(viewModel); if (result.IsValid) { // Save the user } return result; } } But I feel I'm violating the Single Responsibility Principle here. How should I deal with something like this?

    Read the article

  • Should all foreign table references use foreign key constraints

    - by TecBrat
    Closely related to: Foreign key restrictions -> yes or no? I asked a question on SO and it led me to ask this here. If I'm faced with a choice of having a circular reference or just not enforcing the restraint, which is the better choice? In my particular case I have customers and addresses. I want an address to have a reference to a customer and I want each customer to have a default billing address id and a default shipping address id. I might query for all addresses that have a certain customer ID or I might query for the address with the ID that matches the default shipping or billing address ids. I'm not sure yet how the constraints (or lack of) will effect the system as my application and it's data age.

    Read the article

  • Is Paypal the best solution for payment gateway for a website?

    - by Pennf0lio
    I have a realty website that needs a payment gateway for their property reservation. The reservation fee range from $500-$600 and about 5-6 people per month. I was wondering if Paypal is the best solution for accepting Payment. What will be the Pros and Cons using Paypal. Paypal was my first choice because It's easy to integrate on my existing website and I wouldn't be minding so much on the security. P.S. It's not a part of the question, But If you can site some realty website that accept payment and would be a good inspiration. It would be highly appreciated. Thanks!

    Read the article

< Previous Page | 115 116 117 118 119 120 121 122 123 124 125 126  | Next Page >