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  • Java EE 6: How to get module name and app name

    - by user12798506
    Java EE 6??????????????????????????????????????????????? ???????????????[1] ?????????????JNDI???????????????????"java:module/ModuleName"?????? ?????"java:app/AppName"???????? InitialContext ctx = new InitialContext(); String moduleName = ctx.lookup("java:module/ModuleName"); // ?????? String appName = ctx.lookup("java:app/AppName"); // ????????? ???@Resource?????????????????????????????????????????? @Resource(lookup="java:module/ModuleName") String moduleName; // ?????????????????? @Resource(lookup="java:app/AppName") String appName; // ????????????????????? ???EAR???????Web????????EJB??????????????????AppName???????????????? ?????????GlassFish V3 (3.1.2.2)?WebLogic 12c (12.1.1)?JBoss AS 7 (7.1.1)?????????? ????????????????AppName???ModuleName??????????????? ?????????Web Profile??????????????????(GlassFish?JBoss?????Web Profile ?????)?????Apache TomEE (1.5.0)????????ModuleName???"localhost/<Web?????? >"?????????????????????????????????????? Java EE 6??????????????????????????????????????????????? ??????????????????????????????????????????????????? ???????????????????????????????????????????????????? ???????? ???Apache Tomcat 7.0?Servlet 3.0??????????????????????????????·??? ???????JNDI???????????????????????? ??:?Tomcat????????Java EE?????????????????????? [1] Java EE 6????(JSR 316)????????????? (pp.122-123): EE.5.15 Application Name and Module Name References A component may access the name of the current application using the pre-defined JNDI name java:app/AppName. A component may access the name of the current module using the pre-defined JNDI name java:module/ModuleName. Both of these names are represented by String objects.

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  • Cyclic Dependencies.

    - by PhilCK
    Are cyclic dependencies a common thing in games dev? I ask as I keep getting into situation where I'm using and have been told more than once that they should be avoided. I am wondering if this is just a what people say as a general rule of thumb in the software development business. and that the nature of game programming produces such dependencies. // Foo #include <Bar.hpp> class Foo { bar& m_bar; }; and // Bar class Foo; class Bar { Foo* m_foo; }; I do this alot in Ruby, but dynamic languages are more forgiving in this instance, where as static ones, not so much.

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  • What are some good examples of exuberant in-game instructions for telling the player to repeatedly smash a button?

    - by Michael
    What are some good examples of exuberant in-game instructions for telling the player to repeatedly and quickly press a button or perform an action? I'm especially interested in examples in retro games (e.g., from the NES, SNES, and 1980-90s arcade eras), and I would love to see examples with text, graphics, or both. To illustrate, here are a few examples of the type of instructions that I'm thinking of: Smash the A button to lift something heavy! Toggle the joystick back and forth to break free! Quickly press the button to build power in a meter! I'm working on a 2D iOS game with retro-style pixel art, and there's a point where I want the player to quickly tap on a sprite to complete an action. I have a serviceable starting point -- the word "TAP" flashing with an arrow repeatedly moving downward beneath it: But it still doesn't feel quite right. I would love to see some actual examples from the golden days of 2D gaming to use as reference material. I know examples abound, but I'm just struggling to think of any concrete ones at the moment. Can you think of any examples of this type of thing in old games?

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  • 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?

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  • Storing Attendance Data in database

    - by Ali Abbas
    So i have to store daily attendance of employees of my organisation from my application . The part where I need some help is, the efficient way to store attendance data. After some research and brain storming I came up with some approaches . Could you point me out which one is the best and any unobvious ill effects of the mentioned approaches. The approaches are as follows Create a single table for whole organisation and store empid,date,presentstatus as a row for every employee everyday. Create a single table for whole organisation and store a single row for each day with a comma delimited string of empids which are absent. I will generate the string on my application. Create different tables for each department and follow the 1 method. Please share your views and do mention any other good methods

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  • Is true multithreading really necessary?

    - by Jonathan Graef
    So yeah, I'm creating a programming language. And the language allows multiple threads. But, all threads are synchronized with a global interpreter lock, which means only one thread is allowed to execute at a time. The only way to get the threads to switch off is to explicitly tell the current thread to wait, which allows another thread to execute. Parallel processing is of course possible by spawning multiple processes, but the variables and objects in one process cannot be accessed from another. However the language does have a fairly efficient IPC interface for communicating between processes. My question is: Would there ever be a reason to have multiple, unsynchronized threads within a single process (thus circumventing the GIL)? Why not just put thread.wait() statements in key positions in the program logic (presuming thread.wait() isn't a CPU hog, of course)? I understand that certain other languages that use a GIL have processor scheduling issues (cough Python), but they have all been resolved.

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  • Sounds to describe the weather?

    - by Matthew
    I'm trying to think of sounds that will help convey the time of day and weather condition. I'm not even sure of all the weather conditions I would consider, and some are obvious. Like if it's raining, the sound of rain. But then I'm thinking, what about for a calm day? If it's morning time, I could do birds chirping or something. Night time could be an owl or something. What are some good combinations of sounds/weather/time to have a good effect?

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  • The next next C++ [closed]

    - by Roger Pate
    It's entirely too early for speculation on what C++ will be like after C++0x, but idle hands make for wild predictions. What features would you find useful and why? Is there anything in another language that would fit nicely into the state of C++ after 0x? What should be considered for the next TC and TR? (Mostly TR, as the TC would depend more on what actually becomes the next standard.) Export was removed, rather than merely deprecated, in 0x. (It remains a keyword.) What other features carry so much baggage to also be more harmful than helpful? ISO Standards' process I'm not involved in the C++ committee, but it's also a mystery, unfortunately, to most programmers using C++. A few things worth keeping in mind: There will be 10 years between standards, barring extremely exceptional circumstances. The standard can get "bug fixes" in the form of a Technical Corrigendum. This happened to C++98 with TC1, named C++03. It fixed "simple" issues such as making the explicit guarantee that std::vector stores items contiguously, which was always intended. The committee can issue reports which can add to the language. This happened to C++98/03 with TR1 in 2005, which introduced the std::tr1 namespace.

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  • Merge two different API calls into One

    - by dhilipsiva
    I have two different apps in my django project. One is "comment" and an other one is "files". A comment might save some file attached to it. The current way of creating a comment with attachments is by making two API calls. First one creates an actual comment and replies with the comment ID which serves as foreign key for the Files. Then for each file, a new request is made with the comment ID. Please note that file is a generic app, that can be used with other apps too. What is the cleanest way of making this into one API call? I want to have this as a single API call because I am in a situation where I need to send user an email with all the files as attachment when a comment is made. I know Queueing is the ideal way to do it. But I don't have the liberty to add queing to our stack now. So this was the only way I could think of.

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  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

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  • 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.

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  • 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;}

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  • Preffered lambda syntax?

    - by Roger Alsing
    I'm playing around a bit with my own C like DSL grammar and would like some oppinions. I've reserved the use of "(...)" for invocations. eg: foo(1,2); My grammar supports "trailing closures" , pretty much like Ruby's blocks that can be passed as the last argument of an invocation. Currently my grammar support trailing closures like this: foo(1,2) { //parameterless closure passed as the last argument to foo } or foo(1,2) [x] { //closure with one argument (x) passed as the last argument to foo print (x); } The reason why I use [args] instead of (args) is that (args) is ambigious: foo(1,2) (x) { } There is no way in this case to tell if foo expects 3 arguments (int,int,closure(x)) or if foo expects 2 arguments and returns a closure with one argument(int,int) - closure(x) So thats pretty much the reason why I use [] as for now. I could change this to something like: foo(1,2) : (x) { } or foo(1,2) (x) -> { } So the actual question is, what do you think looks best? [...] is somewhat wrist unfriendly. let x = [a,b] { } Ideas?

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  • Developing an ELO like point system for a multiplayer gaming site

    - by Alejandro Piad
    I'm currently working on a gaming site where users will submit virtual players for different games, like Chess, Nash, Backgammon, Go, etc. The idea is that users don't compete themselves, but through their virtual players. There will be leagues, tournaments, and other competition formats. The question is which would be a good rating system for users in this environment. Take into account that every user may have many different virtual players playing in many different games. As a general guideline I would like to guarantee the following properties: Users who have a lot of mediocre players should not score higher than users with a few very good players. A user with a high rating should not be penalized if he adds a new bad player, until he has had enough time to improve his player. Users who don't play often should not score higher than users who play every day. Thanks in advance.

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  • What would a database look like if it were normalized to be completely abstracted? lets call it Max(n) normal form

    - by Doug Chamberlain
    edit: By simplest form i was not implying that it would be easy to understand. For instance, developing in low level assembly language is the simplest way to can develop code, but it is far from the easiest. Essentially, what I am asking is in math you can simplify a fraction to a point where it can no longer be simplfied. Can the same be true for a database and what would a database look like in its simplest, form?

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • 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 -:)

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  • Code and Slides: Techniques, Strategies, and Patterns for Structuring JavaScript Code

    - by dwahlin
    This presentation was given at the spring 2012 DevConnections conference in Las Vegas and is based on my Structuring JavaScript Code course from Pluralsight. The goal of the presentation is to show how closures combined with code patterns can be used to provide structure to JavaScript code and make it more re-useable, maintainable, and less susceptible to naming conflicts.  Topics covered include: Closures Using Object literals Namespaces The Prototype Pattern The Revealing Module Pattern The Revealing Prototype Pattern View more of my presentations here. Sample code from the presentation can be found here. Check out the full-length course on the topic at Pluralsight.com.

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  • Which data structure you will use to for a witness list?

    - by mateen
    I'm making a game where the plot is a bank robbery. Lots of people witness that robbery. The game will load a list of suspects, while the players (witnesses) will have to identify the suspects of this robbery. The game should load a list of suspects to identify the one as quickly as possible. Admin can add/remove suspects in the lists and two or more lists of suspects can also be merged into one (to show it to the player). The question is which data structure will be suitable to develop the lists?

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  • UML - Class Diagrams Order -> Products

    - by Phorce
    I have a class diagram that is like this: < Order > (1) CAN HAVE (M) < products > But therefore "Order" has the following: Order_Id Customer_Id Order_date_day Order_date_month Order_date_yeah But I do not know how it would handle the Products? Because, I couldn't have "ProductID" because that would mean that each item in this class would have to have a separate instance for each product (E.g. someone ordered 100 products, but only placed 1 order). Could I have an Product object in class Order? If so, how do you represent that in UML? Thank you

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  • String patterns that can be used to filter and group files

    - by Louis Rhys
    One of our application filters files in certain directory, extract some data from it and export a document from the extracted data. The algorithm for extracting the data depends on the file, and so far we use regex to select the algorithm to be used, for example .*\.txt will be processed by algorithm A, foo[0-5]\.xml will be processed by algo B, etc. However now we need some files to be processed together. For example, in one case we need two files, foo.*\.xml and bar.*\.xml. Part of the information to be extracted exist in the foo file, and the other part in the bar file. Moreover, we need to make sure the wild card is compatible. For example, if there are 6 files foo1.xml foo23.xml bar1.xml bar9.xml bar23.xml foo4.xml I would expect foo1 and bar1 to be identified as a group, and foo23 and bar23 as another group. bar9 and foo4 has no pair, so they will not be treated. Now, since the filter is configured by user, we need to have a pattern that can express the above requirement. I don't think you can express meaning like above in standard regex. (foo|bar).*\.xml will match all 6 file above and we can't identify which file is paired for a particular file. Is there any standard pattern that can express it? Or any idea how to modify regex to support this, that can be implemented easily?

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  • 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.

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  • When to use abstract classes instead of interfaces and extension methods in C#?

    - by Gulshan
    "Abstract class" and "interface" are similar type of ideas, while interface being more abstract. One need of abstract classes was to provide method implementations for the derived classes. But in C#, that need has also been reduced by lately introduced extension methods. So, in C#, when should we use abstract classes instead of using interfaces and extension methods associated with the interface? And now, we can use 'Properties' in interfaces also. A notable example of interface+ extension methods is the Heavily used IEnumerable and it's helper methods. You use Linq and it's all by this extension methods!

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  • Building a distributed system on Amazon Web Services

    - by Songo
    Would simply using AWS to build an application make this application a distributed system? For example if someone uses RDS for the database server, EC2 for the application itself and S3 for hosting user uploaded media, does that make it a distributed system? If not, then what should it be called and what is this application lacking for it to be distributed? Update Here is my take on the application to clarify my approach to building the system: The application I'm building is a social game for Facebook. I developed the application locally on a LAMP stack using Symfony2. For production I used an a single EC2 Micro instance for hosting the app itself, RDS for hosting my database, S3 for the user uploaded files and CloudFront for hosting static content. I know this may sound like a naive approach, so don't be shy to express your ideas.

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  • How can I make an MMORPG appeal to casual players?

    - by Philipp
    I believe that there is a significant market of players who would enjoy the exploration and interaction aspects of MMORPGs, but simply don't have the time for the endless grinding marathons which are part of the average MMORPG. MMORPGs are all about interaction between players. But when different players have different amounts of time to invest into a game, those with less time to spend will soon lack behind their power-leveling friends and won't be able to interact with them anymore. One way to solve this would be to limit the progress a player can achieve per day, so that it simply doesn't make sense to play more than one or two hours a day. But even the busiest casual players sometimes like to spend a whole sunday afternoon playing a video game. Just stopping them after two hours would be really frustrating. It also creates a pressure to use the daily progress limit every day, because otherwise the player would feel like wasting something. This pressure would be detrimental for casual gamers. What else could be done to level the playing field between those players who play 40+ hours a week and those who can't play more than 10?

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