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  • What should you do when presented with a horrible design?

    - by plua
    Our firm makes websites. We also design websites. But sometimes our client brings his/her own design. This is often made by an in-house designer, or it is the same design they used for something else. However, sometimes these designs look awful. And I am talking really unprofessional, unbalanced, uncool. But the client really wants this design. I really do not like working with a design that is so awful. It takes away all pleasure in coding. You code. You check the demo. Works great. Looks awful. It's just not fun. And ultimately the client might be happy, but 1) I do not feel proud of the final product and 2) the community sees you 'develop' ugly websites, which is bad for your image. Anybody experiencing this kind of stuff? What do you recommend? I've been thinking: Blocking these clients. If somebody has an 'own' design, ask to see it first. Then somehow politely decline. Drawback: you lose a client. Create a new design. Have our in-house designers work one something really cool. Drawbacks: client would need to pay for this (without asking for it), or it will be declined and the company loses time = money. And it might come as an insult if you propose a new design out of the blue. THEIR designer won't like it for sure. Put a clear disclaimer at the bottom of the site: Website design by XXXXX, Website development by US. Helps for the community-impact (if people pay attention), but not for the uneasy feeling.

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  • Book Recommendation: Web Design

    - by injekt
    I'm looking to get back into advanced Web Design. I'd say I was already fairly advanced but I haven't designed much in a good few years and haven't got any books any more. I was just interested to know if anyone had any good recommendations for Web Design books and resources, I've spent the last couple of days looking around but can't make my mind up. Any contributions are greatly appreciated. PS. I have looked around at other questions on StackOverflow that could be related, but couldn't find any that fitted.

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  • User Interface design books/resources for programmers

    - by mmacaulay
    Hi, I'm going to make my monthly trip to the bookstore soon and I'm kind of interested in learning some user interface and/or design stuff - mostly web related, what are some good books I should look at? One that I've seen come up frequently in the past is Don't Make Me Think, which looks promising. I'm aware of the fact that programmers often don't make great designers, and as such this is more of a potential hobby thing than a move to be a professional designer. I'm also looking for any good web resources on this topic. I subscribed to Jakob Nielsen's Alertbox newsletter, for instance, although it seems to come only once a month or so. Thanks! Somewhat related questions: http://stackoverflow.com/questions/75863/what-are-the-best-resources-for-designing-user-interfaces http://stackoverflow.com/questions/7973/user-interface-design

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  • Design Solution For Storing-Fetching Images

    - by Chaitanya
    This is a design doubt am facing, I have a collection of 1500 images which are to be displayed on an asp.net page, the images to be displayed differ from one page to another, the count of these images will increase in the time to come, a.) is it a good idea to have the images on the database, but the round trip time to fetch the images from the database might be high. b.) is it good to have all the images on a directory, and have a virtual file system over it, and the application will access the images from the directory Do we have in particular any design strategy in a traditional database for fetching images with the least round trip time, does any solution other than usage of a traditional database exists? ps: I use SQL Server to store these images.

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • Security in Software

    The term security has many meanings based on the context and perspective in which it is used. Security from the perspective of software/system development is the continuous process of maintaining confidentiality, integrity, and availability of a system, sub-system, and system data. This definition at a very high level can be restated as the following: Computer security is a continuous process dealing with confidentiality, integrity, and availability on multiple layers of a system. Key Aspects of Software Security Integrity Confidentiality Availability Integrity within a system is the concept of ensuring only authorized users can only manipulate information through authorized methods and procedures. An example of this can be seen in a simple lead management application.  If the business decided to allow each sales member to only update their own leads in the system and sales managers can update all leads in the system then an integrity violation would occur if a sales member attempted to update someone else’s leads. An integrity violation occurs when a team member attempts to update someone else’s lead because it was not entered by the sales member.  This violates the business rule that leads can only be update by the originating sales member. Confidentiality within a system is the concept of preventing unauthorized access to specific information or tools.  In a perfect world the knowledge of the existence of confidential information/tools would be unknown to all those who do not have access. When this this concept is applied within the context of an application only the authorized information/tools will be available. If we look at the sales lead management system again, leads can only be updated by originating sales members. If we look at this rule then we can say that all sales leads are confidential between the system and the sales person who entered the lead in to the system. The other sales team members would not need to know about the leads let alone need to access it. Availability within a system is the concept of authorized users being able to access the system. A real world example can be seen again from the lead management system. If that system was hosted on a web server then IP restriction can be put in place to limit access to the system based on the requesting IP address. If in this example all of the sales members where accessing the system from the 192.168.1.23 IP address then removing access from all other IPs would be need to ensure that improper access to the system is prevented while approved users can access the system from an authorized location. In essence if the requesting user is not coming from an authorized IP address then the system will appear unavailable to them. This is one way of controlling where a system is accessed. Through the years several design principles have been identified as being beneficial when integrating security aspects into a system. These principles in various combinations allow for a system to achieve the previously defined aspects of security based on generic architectural models. Security Design Principles Least Privilege Fail-Safe Defaults Economy of Mechanism Complete Mediation Open Design Separation Privilege Least Common Mechanism Psychological Acceptability Defense in Depth Least Privilege Design PrincipleThe Least Privilege design principle requires a minimalistic approach to granting user access rights to specific information and tools. Additionally, access rights should be time based as to limit resources access bound to the time needed to complete necessary tasks. The implications of granting access beyond this scope will allow for unnecessary access and the potential for data to be updated out of the approved context. The assigning of access rights will limit system damaging attacks from users whether they are intentional or not. This principle attempts to limit data changes and prevents potential damage from occurring by accident or error by reducing the amount of potential interactions with a resource. Fail-Safe Defaults Design PrincipleThe Fail-Safe Defaults design principle pertains to allowing access to resources based on granted access over access exclusion. This principle is a methodology for allowing resources to be accessed only if explicit access is granted to a user. By default users do not have access to any resources until access has been granted. This approach prevents unauthorized users from gaining access to resource until access is given. Economy of Mechanism Design PrincipleThe Economy of mechanism design principle requires that systems should be designed as simple and small as possible. Design and implementation errors result in unauthorized access to resources that would not be noticed during normal use. Complete Mediation Design PrincipleThe Complete Mediation design principle states that every access to every resource must be validated for authorization. Open Design Design PrincipleThe Open Design Design Principle is a concept that the security of a system and its algorithms should not be dependent on secrecy of its design or implementation Separation Privilege Design PrincipleThe separation privilege design principle requires that all resource approved resource access attempts be granted based on more than a single condition. For example a user should be validated for active status and has access to the specific resource. Least Common Mechanism Design PrincipleThe Least Common Mechanism design principle declares that mechanisms used to access resources should not be shared. Psychological Acceptability Design PrincipleThe Psychological Acceptability design principle refers to security mechanisms not make resources more difficult to access than if the security mechanisms were not present Defense in Depth Design PrincipleThe Defense in Depth design principle is a concept of layering resource access authorization verification in a system reduces the chance of a successful attack. This layered approach to resource authorization requires unauthorized users to circumvent each authorization attempt to gain access to a resource. When designing a system that requires meeting a security quality attribute architects need consider the scope of security needs and the minimum required security qualities. Not every system will need to use all of the basic security design principles but will use one or more in combination based on a company’s and architect’s threshold for system security because the existence of security in an application adds an additional layer to the overall system and can affect performance. That is why the definition of minimum security acceptably is need when a system is design because this quality attributes needs to be factored in with the other system quality attributes so that the system in question adheres to all qualities based on the priorities of the qualities. Resources: Barnum, Sean. Gegick, Michael. (2005). Least Privilege. Retrieved on August 28, 2011 from https://buildsecurityin.us-cert.gov/bsi/articles/knowledge/principles/351-BSI.html Saltzer, Jerry. (2011). BASIC PRINCIPLES OF INFORMATION PROTECTION. Retrieved on August 28, 2011 from  http://web.mit.edu/Saltzer/www/publications/protection/Basic.html Barnum, Sean. Gegick, Michael. (2005). Defense in Depth. Retrieved on August 28, 2011 from  https://buildsecurityin.us-cert.gov/bsi/articles/knowledge/principles/347-BSI.html Bertino, Elisa. (2005). Design Principles for Security. Retrieved on August 28, 2011 from  http://homes.cerias.purdue.edu/~bhargav/cs526/security-9.pdf

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  • Suggestions on switching from lamp based web design-development to game design-development

    - by Sandeepan Nath
    I have around 2.5 years of experience as a web developer cum designer working mainly on the LAMP platform. Now, I want to try out game development (of the likes of First Person Shooter games like Call of Duty (COD)). It is one of my dreams to some day succeed in making a profitable, popular, commercial game of this type. However, I have never done any kind of business nor even freelancing yet even in the web domain. Okay, first things first, I am just starting and I don't yet have any idea about the technologies, languages, engines (game engines) etc involved in that. I would like this question to be a complete guide for people with similar interests. Best resources for getting hold really fast What would be the best approach to get the basic hold of the domain really fast? Any resource(s) for programmers coming from other domains/experienced in other domains would be the ideal ones for me. E.g., if anybody would ask me some good resource for quickly learning PHP/Mysql, I would suggest books like "How to do everything with PHP & MySql" - because - it introduces all the basics of the domain (not the advanced things which can be later learnt by practice and also a lot by searching in stackoverflow questions) it contains some very nice working projects in the end, which help in applying the skills learnt in the chapters of the book. This is the best way for self learners, I feel. I would appreciate some similar resource which connects all concepts together to get the bigger picture. I have read about C, C++, C#, JAVA being used in game programming but not sure which language to go for (I have previously learnt a little of C and JAVA). I have also read about game engines but there would be various other concepts. Commonly accepted ways of learning Should 3D games like these be tried after 2D games? Are there some commonly accepted ways of learning such kind of games? Like in web development, we should go for frameworks after practising well with basic language, AJAX after getting properly done with simple page-reload processing etc. Apart from these, any useful tips (like language choices etc.) would be much appreciated. Like it is highly recommended to contribute to open source web projects for getting recognition, are there similar open source game projects? Thanks, Sandeepan

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  • How to use DI and DI containers

    - by Pinetree
    I am building a small PHP mvc framework (yes, yet another one), mostly for learning purposes, and I am trying to do it the right way, so I'd like to use a DI container, but I am not asking which one to use but rather how to use one. Without going into too much detail, the mvc is divided into modules which have controllers which render views for actions. This is how a request is processed: a Main object instantiates a Request object, and a Router, and injects the Request into the Router to figure out which module was called. then it instantiates the Module object and sends the Request to that the Module creates a ModuleRouter and sends the Request to figure out the controller and action it then creates the Controller and the ViewRenderer, and injects the ViewRenderer into the Controller (so that the controller can send data to the view) the ViewRenderer needs to know which module, controller and action were called to figure out the path to the view scripts, so the Module has to figure out this and inject it to the ViewRenderer the Module then calls the action method on the controller and calls the render method on the ViewRenderer For now, I do not have any DI container set up, but what I do have are a bunch of initX() methods that create the required component if it is not already there. For instance, the Module has the initViewRenderer() method. These init methods get called right before that component is needed, not before, and if the component was already set it will not initialize it. This allows for the components to be switched, but it does not require manually setting them if they are not there. Now, I'd like to do this by implementing a DI container, but still keep the manual configuration to a bare minimum, so if the directory structure and naming convention is followed, everything should work, without even touching the config. If I use the DI container, do I then inject it into everything (the container would inject itself when creating a component), so that other components can use it? When do I register components with the DI? Can a component register other components with the DI during run-time? Do I create a 'common' config and use that? How do I then figure out on the fly which components I need and how they need to be set up? If Main uses Router which uses Request, Main then needs to use the container to get Module (or does the module need to be found and set beforehand? How?) Module uses Router but needs to figure out the settings for the ViewRenderer and the Controller on the fly, not in advance, so my DI container can't be setting those on the Module before the module figures out the controller and action... What if the controller needs some other service? Do I inject the container into every controller? If I start doing that, I might just inject it into everything... Basically I am looking for the best practices when dealing with stuff like this. I know what DI is and what DI containers do, but I am looking for guidance to using them in real life, and not some isolated examples on the net. Sorry for the lengthy post and many thanks in advance.

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  • Whole map design vs. tiles array design

    - by Mikalichov
    I am working on a 2D RPG, which will feature the usual dungeon/town maps (pre-generated). I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map. However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages. What is the most common method, and what are advantages/disadvantages of each?

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  • Castle, sharing a transient component between a decorator and a decorated component

    - by Marius
    Consider the following example: public interface ITask { void Execute(); } public class LoggingTaskRunner : ITask { private readonly ITask _taskToDecorate; private readonly MessageBuffer _messageBuffer; public LoggingTaskRunner(ITask taskToDecorate, MessageBuffer messageBuffer) { _taskToDecorate = taskToDecorate; _messageBuffer = messageBuffer; } public void Execute() { _taskToDecorate.Execute(); Log(_messageBuffer); } private void Log(MessageBuffer messageBuffer) {} } public class TaskRunner : ITask { public TaskRunner(MessageBuffer messageBuffer) { } public void Execute() { } } public class MessageBuffer { } public class Configuration { public void Configure() { IWindsorContainer container = null; container.Register( Component.For<MessageBuffer>() .LifeStyle.Transient); container.Register( Component.For<ITask>() .ImplementedBy<LoggingTaskRunner>() .ServiceOverrides(ServiceOverride.ForKey("taskToDecorate").Eq("task.to.decorate"))); container.Register( Component.For<ITask>() .ImplementedBy<TaskRunner>() .Named("task.to.decorate")); } } How can I make Windsor instantiate the "shared" transient component so that both "Decorator" and "Decorated" gets the same instance? Edit: since the design is being critiqued I am posting something closer to what is being done in the app. Maybe someone can suggest a better solution (if sharing the transient resource between a logger and the true task is considered a bad design)

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  • Better Understand the 'Strategy' Design Pattern

    - by Imran Omar Bukhsh
    Greetings Hope you all are doing great. I have been interested in design patterns for a while and started reading 'Head First Design Patterns'. I started with the first pattern called the 'Strategy' pattern. I went through the problem outlined in the images below and first tried to propose a solution myself so I could really grasp the importance of the pattern. So my question is that why is my solution ( below ) to the problem outlined in the images below not good enough. What are the good / bad points of my solution vs the pattern? What makes the pattern clearly the only viable solution ? Thanks for you input, hope it will help me better understand the pattern. MY SOLUTION Parent Class: DUCK <?php class Duck { public $swimmable; public $quackable; public $flyable; function display() { echo "A Duck Looks Like This<BR/>"; } function quack() { if($this->quackable==1) { echo("Quack<BR/>"); } } function swim() { if($this->swimmable==1) { echo("Swim<BR/>"); } } function fly() { if($this->flyable==1) { echo("Fly<BR/>"); } } } ?> INHERITING CLASS: MallardDuck <?php class MallardDuck extends Duck { function MallardDuck() { $this->quackable = 1; $this->swimmable = 1; } function display() { echo "A Mallard Duck Looks Like This<BR/>"; } } ?> INHERITING CLASS: WoddenDecoyDuck <?php class WoddenDecoyDuck extends Duck { function woddendecoyduck() { $this->quackable = 0; $this->swimmable = 0; } function display() { echo "A Wooden Decoy Duck Looks Like This<BR/>"; } } Thanking you for your input. Imran

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  • Game software design

    - by L. De Leo
    I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development but, while spotting a big issue about how I was keeping the application state (basically using a global variable), I reached the point that I'm stuck. The thing is that ignoring the design flaw, in a single-threaded environment such as under the Django development server, the game works perfectly. While I tried to design classes cleanly and keep methods short I now have in front of me an issue that has been keeping me busy for the last 2 days and that countless print statements and visual debugging hasn't helped me spot. The reason I think has to do with some side-effects of functions and to solve it I've been wondering if maybe refactoring the code entirely with static classes that keep no state and just passing the state around might be a good option to keep side-effects under control. Or maybe trying to program it in a functional programming style (although I'm not sure Python allows for a purely functional style). I feel that now there's already too many layers that the software (which I plan to make incredibly more complex by adding non trivial features) has already become unmanageable. How would you suggest I re-take control of my code-base that (despite being still only at < 1000 LOC) seems to have taken a life of its own?

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  • How far to go with Domain Driven Design?

    - by synti
    I've read a little about domain driven design and the usage of a rich domain model, as described by Martin Fowler, and I've decided to put it in practice in a personal project, instead of using transaction scripts. Everything went fine until UI implementation started. The thing is some views will use rich components that are backed up by unusual models and, thus, I must transform the domain model into what is used by those components. And that transformation is specially "complex" in the view-to-domain portion, up to the point that some business logic is involved. Wich brings me to the questioning: where should I do these adaptations? So far I've got the following conclusions: Doing it in the presentation layer is good because, well, if that layer imposes restrictions in it's model, then it should be the one to handle them. But it's bad because there'll be some business leakage. If I do it on the services objects (controllers, actions, whatever), then it'd be good because there won't be any change to the domain API just because of presentation layer, but it's bad because then I'd have transaction scripts, wich is not the intended design. Finally, if I do it on the domain model, there'd be no leakage of business logic at all. But in the future I could expect an explosion of the API into a series of methods designed just to handle that view-model <- domain-model adaptation. I hope I could make myself clear on this.

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  • DDD Model Design and Repository Persistence Performance Considerations

    - by agarhy
    So I have been reading about DDD for some time and trying to figure out the best approach on several issues. I tend to agree that I should design my model in a persistent agnostic manner. And that repositories should load and persist my models in valid states. But are these approaches realistic practically? I mean its normal for a model to hold a reference to a collection of another type. Persisting that model should mean persist the entire collection. Fine. But do I really need to load the entire collection every time I load the model? Probably not. So I can have specialized repositories. Some that load maybe a subset of the object graph via DTOs and others that load the entire object graph. But when do I use which? If I have DTOs, what's stopping client code from directly calling them and completely bypassing the model? I can have mappers and factories to create my models from DTOs maybe? But depending on the design of my models that might not always work. Or it might not allow my models to be created in a valid state. What's the correct approach here?

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  • Architecture design with MyBatis mappers

    - by Wolf
    I am creating rest web service for providing data. I am using Spring MVC for handling rest requests, and MyBatis for data access. Application should be designed in the way that it should be easy to change the data access implementation (for example to hibernate or something else) and it has to be fast (so I am trying to avoid unnecessary overcomplication of design). Now my question is about the general design of layers. I would normally use DAO interface and then different implementations for different data access strategies, but MyBatis uses interfaces to access the data. So I can think of 2 possible models but I am not sure which one is better or if there is any other nice way: Controller layer - uses Service layer interfaces services are then implemented for each data access stretegy - for example for mybatis: service implementation uses Mapper classes to access data and do whatever it needs to do with them and sends them to controller layer Controller layer - uses Service layer - service layer uses DAO interfaces DAOs are then implemented for each data access strategy - for example for mybatis: DAO class uses mapper interface to access data and sends them to service layer, service layer then do whatever it needs to do with them and sends them to controller layer I prefer the first strategy as it seems to be less complicated, but then I would have to write all of the service code for another data access again. What do you think? Thank You

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  • 5 Design Tricks Facebook Uses To Affect Your Privacy Decisions

    - by Jason Fitzpatrick
    If you feel like Facebook increasingly has fewer and fewer options to reject applications and organization access to your private information, you’re not imagining it. Here are five ways Facebook’s design choices in the App Center have minimized your choices over time. Over at TechCrunch they have a guest post by Avi Charkham highlighting five ways recent changes to the Facebook App Center put privacy settings on the back burner. In regard to the comparison seen in the image above, for example, he writes: #1: The Single Button Trick In the old design Facebook used two buttons – “Allow” and “Don’t Allow” – which automatically led you to make a decision. In the new App Center Facebook chose to use a single button. No confirmation, no decisions to make. One click and, boom, your done! Your information was passed on to the app developers and you never even notice it. Hit up the link below to check out the other four redesign choices that minimize the information about privacy and data usage you see and maximize the click-through and acceptance rate for apps. How To Switch Webmail Providers Without Losing All Your Email How To Force Windows Applications to Use a Specific CPU HTG Explains: Is UPnP a Security Risk?

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • Design pattern for client/server sessions?

    - by nonot1
    Are there any common patterns or general guidance I can learn from for how to design a client/server system where the both the client and server must maintain some kind per-client session state? I've found any number of libraries that can help with some of the plumbing, but it's the overall design I'm wondering about. Open issues in my mind: How to structure the client/server communication so that bidirectional synchronous and asynchronous requests are possible? The server side needs to spawn a couple of per-connected-client session-long helper process. How to manage that? How to manage the mapping from a given client (and any of it's requests) to server state and helper process instances in the face of multiple clients and intermittent network connectivity. Most communication can be simple blocking request/reply, but some will be long running processing tasks that the client will want to keep tabs on. To the extent that it matters, the platform is Linux/C/C++. Not web based. Just an existing thick-client software app being modified to talk to backend servers for some tasks.

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  • Class Design for special business rules

    - by Samuel Front
    I'm developing an application that allows people to place custom manufacturing orders. However, while most require similar paperwork, some of them have custom paperwork that only they require. My current class design has a Manufacturer class, of which of one of the member variables is an array of RequiredSubmission objects. However, there are two issues that I am somewhat concerned about. First, some manufacturers are willing to accept either a standard form or their own custom form. I'm thinking of storing this in the RequiredSubmission object, with an array of alternate forms that are a valid substitute. I'm not sure that this is ideal, however. The major issue, however, is that some manufacturers have deadline cycles. For example, forms A, B and C have to be delivered by January 1, while payment must be rendered by January 10. If you miss those, you'll have to wait until the next cycle. I'm not exactly sure how I can get this to work with my existing classes—how can I say "this set of dates all belong to the same cycle, with date A for form A, date B for form B, etc." I would greatly appreciate any insights on how to best design these classes.

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  • KISS principle applied to programming language design?

    - by Giorgio
    KISS ("keep it simple stupid", see e.g. here) is an important principle in software development, even though it apparently originated in engineering. Citing from the wikipedia article: The principle is best exemplified by the story of Johnson handing a team of design engineers a handful of tools, with the challenge that the jet aircraft they were designing must be repairable by an average mechanic in the field under combat conditions with only these tools. Hence, the 'stupid' refers to the relationship between the way things break and the sophistication available to fix them. If I wanted to apply this to the field of software development I would replace "jet aircraft" with "piece of software", "average mechanic" with "average developer" and "under combat conditions" with "under the expected software development / maintenance conditions" (deadlines, time constraints, meetings / interruptions, available tools, and so on). So it is a commonly accepted idea that one should try to keep a piece of software simple stupid so that it easy to work on it later. But can the KISS principle be applied also to programming language design? Do you know of any programming languages that have been designed specifically with this principle in mind, i.e. to "allow an average programmer under average working conditions to write and maintain as much code as possible with the least cognitive effort"? If you cite any specific language it would be great if you could add a link to some document in which this intent is clearly expressed by the language designers. In any case, I would be interested to learn about the designers' (documented) intentions rather than your personal opinion about a particular programming language.

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  • How to visualize the design of a program in order to communicate it to others

    - by Joris Meys
    I am (re-)designing some packages for R, and I am currently working out the necessary functions, objects, both internal and for the interface with the user. I have documented the individual functions and objects. So I have the description of all the little parts. Now I need to give an overview of how the parts fit together. The scheme of the motor so to say. I've started with making some flowchart-like graphs in Visio, but that quickly became a clumsy and useless collection of boxes, arrrows and-what-not. So hence the question: Is there specific software you can use for vizualizing the design of your program If so, care to share some tips on how to do this most efficiently If not, how do other designers create the scheme of their programs and communicate that to others? Edit: I am NOT asking how to explain complex processes to somebody, nor asking how to illustrate programming logic. I am asking how to communicate the design of a program/package, i.e.: the objects (with key features and representation if possible) the related functions (with arguments and function if possible) the interrelation between the functions at the interface and the internal functions (I'm talking about an extension package for a scripting language, keep that in mind) So something like this : But better. This is (part of) the interrelations between functions in the old package that I'm now redesigning for obvious reasons :-) PS : I made that graph myself, using code extraction tools on the source and feeding the interrelation matrix to yEd Graph Editor.

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  • Data classes: getters and setters or different method design

    - by Frog
    I've been trying to design an interface for a data class I'm writing. This class stores styles for characters, for example whether the character is bold, italic or underlined. But also the font-size and the font-family. So it has different types of member variables. The easiest way to implement this would be to add getters and setters for every member variable, but this just feels wrong to me. It feels way more logical (and more OOP) to call style.format(BOLD, true) instead of style.setBold(true). So to use logical methods insteads of getters/setters. But I am facing two problems while implementing these methods: I would need a big switch statement with all member variables, since you can't access a variable by the contents of a string in C++. Moreover, you can't overload by return type, which means you can't write one getter like style.getFormatting(BOLD) (I know there are some tricks to do this, but these don't allow for parameters, which I would obviously need). However, if I would implement getters and setters, there are also issues. I would have to duplicate quite some code because styles can also have a parent styles, which means the getters have to look not only at the member variables of this style, but also at the variables of the parent styles. Because I wasn't able to figure out how to do this, I decided to ask a question a couple of weeks ago. See Object Oriented Programming: getters/setters or logical names. But in that question I didn't stress it would be just a data object and that I'm not making a text rendering engine, which was the reason one of the people that answered suggested I ask another question while making that clear (because his solution, the decorator pattern, isn't suitable for my problem). So please note that I'm not creating my own text rendering engine, I just use these classes to store data. Because I still haven't been able to find a solution to this problem I'd like to ask this question again: how would you design a styles class like this? And why would you do that? Thanks on forehand!

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  • Putting Together a Game Design Team?

    - by Kaia
    I'm attempting to put together a game design team that is willing to help me design/program, test, and somewhat produce the game we make to the public. I need anyone who knows anything about programming/coding, designing, etc. Once we get it up and running and out into the world (over dramatic maybe? haha) I have ideas of generating a profit from it so there is a possibility of payment. My thinking on it (so far) is this: 2D (possibly. I haven't decided if I want it 2D or 3D. It really depends on what is easier) 3rd person. Adventure (I want there to be a point to it, but like a point with no real end) I want there to be a story to it. If you've ever played Dofus, think like that. There is a story to the game, but no real end. I want (if possible) to include mini-games. These could end up becoming a possible way for a player to aquire in-game money, quest items, etc. If anyone is interested in helping me create the story line/script (which we will finsih first, before creating the game) please contact me. I want to get this completed as soon as possible.

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  • How to effectively design a piece of software

    - by ti83plus
    Im a compsci student and ive got some experience in various languages and paradigms c/java/python/ruby/html/css/scheme/sql/asp(classic). I realise that i want to have some software in my portfolio for future job hunting even tho i still have 2 years left of my education. Ive got a pretty good idea of what i want to make, its a webapp. Most shops around here are either .net or java and since i know java best and dont have access to ms developer tools im thinking i should go with java. Even tho i feel i know the principles of OOP pretty good ive got no clue how to go from my idea to a working solution. Where can i access information about designing the underlying architechture of my solution? Also i would like to know what other technologies i should train on, my current list includes javascript(and possibly a javascript library) some sort of java web framework tips are appreciated. I would like to add support for android/iphone apps in the future and this is something i have to take into account when designing the app. I have done a course on software engineering but i found this to be more centered around project management ideas then the actual design and implementation. So i would like tips on technologies i should focus on to get the most out of my time without the massive overhead of huge config processes but at the same time keep my project viable in a business sense, so that i use technologies that are relevant for business (java developer jobs). And i would also like tips on where i can learn more about the design process around a software project, i will be working mostly alone. But i find the approach ive used up until now (start coding and figure it out as you go) wont suffice.

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  • Example of DOD design

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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