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  • Pac-Man Hiding Spot Makes High Scores a Snap

    - by Jason Fitzpatrick
    This interesting bug (feature?) in the original Pac-Man game makes it easy to hide from the ghosts, ensuring a long-lived and well-fed Pac-Man. Check out the video above to see the black hole you can park Pac-Man in to avoid assault by the ghosts. There’s two big caveats with this trick: first, it only works in the original game (spin offs and modern adaptations won’t necessarily have it but the original machine and MAME implementations of it will). Second, it doesn’t work if the ghosts see you park yourself there; you need to slip into the spot our of their direct line of sight. Still craving more Pac-Man goodness? Check out these cheat maps that map out all the patterns you need to follow to sneak through every level unmolested by ghosts. [via Neatorama] How To Be Your Own Personal Clone Army (With a Little Photoshop) How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume

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  • Task Flow Design Paper Revised

    - by Duncan Mills
    Thanks to some discussion over at the ADF Methodology Group and contributions from Simon Lessard and Jan Vervecken I have been able to make some refinements to the Task Flow Design Fundamentals paper on OTN.As a bonus, whilst I was making some edits anyway I've included some of Frank Nimphius's memory scope diagrams which are a really useful tool for understanding how request, view, backingBean and pageFlow scopes all fit together.

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  • Database design and performance impact

    - by Craige
    I have a database design issue that I'm not quite sure how to approach, nor if the benefits out weigh the costs. I'm hoping some P.SE members can give some feedback on my suggested design, as well as any similar experiences they may have came across. As it goes, I am building an application that has large reporting demands. Speed is an important issue, as there will be peak usages throughout the year. This application/database has a multiple-level, many-to-many relationship. eg object a object b object c object d object b has relationship to object a object c has relationship to object b, a object d has relationship to object c, b, a Theoretically, this could go on for unlimited levels, though logic dictates it could only go so far. My idea here, to speed up reporting, would be to create a syndicate table that acts as a global many-to-many join table. In this table (with the given example), one might see: +----------+-----------+---------+ | child_id | parent_id | type_id | +----------+-----------+---------+ | b | a | 1 | | c | b | 2 | | c | a | 3 | | d | c | 4 | | d | b | 5 | | d | a | 6 | +----------+-----------+---------+ Where a, b, c and d would translate to their respective ID's in their respective tables. So, for ease of reporting all of a which exist on object d, one could query SELECT * FROM `syndicates` ... JOINS TO child and parent tables ... WHERE parent_id=a and type_id=6; rather than having a query with a join to each level up the chain. The Problem This table grows exponentially, and in a given year, could easily grow past 20,000 records for one client. Given multiple clients over multiple years, this table will VERY quickly explode to millions of records and beyond. Now, the database will, in time, be partitioned across multiple servers, but I would like (as most would) to keep the number of servers as low as possible while still offering flexibility. Also writes and updates would be exponentially longer (though possibly not noticeable to the end user) as there would be multiple inserts/updates/scans on this table to keep it in sync. Am I going in the right direction here, or am I way off track. What would you do in a similar situation? This solution seems overly complex, but allows the greatest flexibility and fastest read-operations. Sidenote 1 - This structure allows me to add new levels to the tree easily. Sidenote 2 - The database querying for this database is done through an ORM framework.

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  • How to Get a Quality Brochure Design

    Today?s small businesses are trying to send their message to the customers in new ways than ever. There is no argument about the effectiveness of the new media but there is also no argument against t... [Author: Emily Matthew - Web Design and Development - March 31, 2010]

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  • How are Programing Language Designed?

    - by Anteater7171
    After doing a bit of programing, I've become quite curious on language design itself. I'm still a novice (I've been doing it for about a year), so the majority of my code pertains to only two fields (GUI design in Python and basic algorithms in C/C++). I have become intrigued with how the actual languages themselves are written. I mean this in both senses. Such as how it was literally written (ie, what language the language was written in). As well as various features like white spacing (Python) or object orientation (C++ and Python). Where would one start learning how to write a language? What are some of the fundamentals of language design, things that would make it a "complete" language?

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  • Can You Have "Empty" Abstract/Classes?

    - by ShrimpCrackers
    Of course you can, I'm just wondering if it's rational to design in such a way. I'm making a breakout clone and was doing some class design. I wanted to use inheritance, even though I don't have to, to apply what I've learned in C++. I was thinking about class design and came up with something like this: GameObject - base class (consists of data members like x and y offsets, and a vector of SDL_Surface* MovableObject : GameObject - abstract class + derived class of GameObject (one method void move() = 0; ) NonMovableObject : GameObject - empty class...no methods or data members other than constructor and destructor(at least for now?). Later I was planning to derive a class from NonMovableObject, like Tileset : NonMovableObject. I was just wondering if "empty" abstract classes or just empty classes are often used...I notice that the way I'm doing this, I'm just creating the class NonMovableObject just for sake of categorization. I know I'm overthinking things just to make a breakout clone, but my focus is less on the game and more on using inheritance and designing some sort of game framework.

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  • Game of Phones

    - by Carlos Chang
    Game  of  Phones There’s an excellent DZone article titled: 2014 Guide to Mobile Development. It’s loaded with excellent information including some results from a mobile related survey to more than 1000 IT professionals. Without giving away too much, these highlights should convince you to read the entire article.  Web and Hybrid apps are gaining tons of traction particularly in the enterprise. If you want to better understand the differences between Web, Native and Hybrid, this article has you covered. Enterprise developers are increasingly more interested in cross platform tools. Makes sense right?  I mean, unless you have infinite resources (e.g. Facebook) and can afford to write native apps to every platform, finding something that can meet your needs for iOS and Android makes sense.  And toss in the possibility of Windows Phone …and oh, just to be current, the addition of Apple’s new mobile language, Swift, to add to Objective C.. and oh boy.  Why not check out cross platform tools? BTW, don’t  forget testing on each platform, and maintenance and the next versions of the app. It’s not one and done. If you’re successful, you’re never done. Various mobile vendors are represented and many provide some great information.  Oracle's own Suhas Uliyar, VP of Mobile Strategy, represented with some great insights into the challenges of mobile back end integration (SOA, mBaaS, etc.) and moving from "mobile first" to a mobile plus world. BTW, Suhas was recently named Top 100 Wireless Technology Experts for 2014 by Today's Wireless World magazine.  And if your not yet convinced, DZone did a very nice job with their mobile infographic stylized after the insanely popular series, Game of Thrones.  Even though there were no dragons illustrated, worth the price of admission just for that.   Check it out here.

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  • Constraint-based expert systems design and development [on hold]

    - by Alex B.
    I would appreciate some recommendations & resources on design and development of expert systems, in particular, knowledge-based & constraint-based (not recommendation) systems. Ideally, your answers should consider the perspective (context) of using a SaaS business model and open source rules engine. How would you advise to address performance, scalability and other architectural criteria? Any other considerations on undertaking such project will be appreciated. Thanks much in advance!

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  • Google Chrome Extensions: UI Design

    Google Chrome Extensions: UI Design Erik Kay, an engineer at Google, provides more information about the UI of Google Chrome's extension system. For more information visit code.google.com/chrome/extensions. From: GoogleDevelopers Views: 10120 57 ratings Time: 03:49 More in Science & Technology

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  • Few specific questions on how games are developed

    - by russ
    When it comes to programming games from the old school sega games like sonic to indie games or angry birds or even to more advance games like Diablo, how exactly is level design done? As in, are the levels sometimes designed straight out of code in an IDE? Or do they create a visual level design editor where things can be placed at the click of a mouse button? I'm imagining old school games or very simple ones like indies are done via code, where extremely complicated ones require a visual editor. Is this correct? Also, when it comes to libraries like SDL or XNA, how often are these used rather than just utilizing OpenGL or DirectX? What about creating your own game engine vs utilizing one already made? Do most use already built engines? This question is directed toward the whole gaming spectrum of indie/big game development. Thanks.

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  • Star Wars Roguelike Combines Star Wars and Old School ASCII Adventures

    - by Jason Fitzpatrick
    Mashup ASCII-based adventuring, Star Wars, and some sweet light saber sound effects, and you’ve got this old-school in-browser adventure game: Star Wars Roguelike. Play a Jedi or Sith and move about the ASCII world with simple keyboard commands. You’re not going to be blow away by the photo-realistic graphics, but you are going to be able to play it on your aging work computer. Hit up the link below to take the game for a spin. Star Wars Roguelike [via Boing Boing] How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices

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  • Design patterns to avoiding breaking the SRP while performing heavy data logging

    - by Kazark
    A class that performs both computations and data logging seems to have at least two responsibilities. Given a system for which the specifications require heavy data logging, what kind of design patterns or architectural patterns can be used to avoid bloating all the classes with logging calls every time they compute something? The decorator pattern be used (e.g. Interpolator decorated to LoggingInterpolator), but it seems that would result in a situation hardly more desirable in which almost every major class would need to be decorated with logging.

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  • Patterns to refactor common code in multi-platform software

    - by L. De Leo
    I have a Django application and a PyQt application that share a lot of code. A big chunk of the PyQt application are copied verbatim from the Django application's views. As this is a game, I have already an engine.py module that I'm sharing among the two applications, but I was wondering how to restructure the middle layer (what in Django corresponds to the largest part of the views minus the return HttpResponse part) into its own component. In the web application the components are those of a classic Django application (with the only exception that I don't make any use of models): the game engine the url dispatcher the template the views My PyQt application is divided into: the game engine the UI definition where I declare the UI components and react to the events (basically this takes the place of the template and the url dispatcher in the Django app) the controller where I instantiate the window object and reproduce the methods that map the views in the Django app

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  • Joomla Template Club Makes Your Web Design a Breeze

    Building a new web site will be a lot of trouble when you begin looking at all the minute details. You have to find a company that can provide you with a domain name that is offered and expresses the... [Author: Joel Morrison - Web Design and Development - April 20, 2010]

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  • Design Principles: An Illuminati For Better Solution

    From my earliest memory of programming, I was taught that we should do some level of design before coding. Somewhere around the way I started hearing phrases Dependency Injection, IoC etc., but whenever I asked people the need for these patterns, I seldom got an answer that satisfied me…

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  • 5 Steps for Creating a Successful Banner Design

    Banners are supposed to be one of the most effective ways of marketing your products and services. They account for a better visibility and scope for placing your products in the eyes of your custome... [Author: Jessica Woodson - Web Design and Development - March 29, 2010]

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  • Finding Out the Right Graphic Design Agency for You

    The role of graphic designers has increased manifold. They are now being hired by all business owners. With internet playing a great platform for all online business purposes, it?s now become essenti... [Author: David Jackson - Web Design and Development - August 31, 2009]

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  • SEO and Web Design Edicts

    Reading up extensively on SEO methods, practices and tools and the advantages of Chicago web design or redesigning, it is impossible to ignore some ground rules. Google is boss. Google is actually, really fair.

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  • Not getting paid for hours you've worked?

    - by Mercfh
    So I was reading from a previous thread about App vs Game Development Here Which brought me to this site: Clicky Alot of it talked about devs working something like 85 hours a week.....and not getting paid overtime, or anything. Just getting paid for the 40 hours.....Is this normal for most software companies? I mean where I work im only an entry level guy....but I get overtime, and Anything over 40 hours is considered this. But it got me thinking "Holy crap" I could never do that. My FREE time is important to me. But is this commonplace in most software companies? or...more a rarity to certain types (game development, etc) Cause it got me scared! Like I understand having to put some extra hours in for a project......but like 80! thats ridiculous.

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  • Web Design Services For Your Business

    A basic requirement for an Internet marketer is a Website; and two fundamental questions related to it at the outset are whether to take on the designing of your website yourself or hire a firm for t... [Author: Mike Smith - Web Design and Development - April 02, 2010]

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