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  • Objected oriented approach to structure inside structure

    - by RishiD
    This is for C++ but should apply to any OO language. Trying to figure out the correct object oriented apporach to do the following (this is what I do in C). struct Container { enum type; union { TypeA a; TypeB b; }; } The type field determines if it TypeA or TypeB object. I am using this to handle responses coming back from a connection, they get parsed and get put into this structure and then based on the message type the appropriate fields get filled in. e.g. struct Container parseResponse(bufferIn, bufferLength); Is there an OO approach for doing this?

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  • Import SSIS Project in Denali CTP1

    For years Analysis Services has had the ability to take an existing database from a server and reverse engineer it into a BIDS project.  This is extremely useful when all you have is the running instance of the database and the project that created it has long since disappeared.  Reverse engineering has never been a feature of SSIS until now. Let me walk you through the simple steps. The first step is that you obviously have to have a project deployed to an SSIS Catalog.  I will do a video on this soon but in case you can’t wait then my good buddy Jamie Thomson has written it up here As you can see I have a project called imaginatively “Denali1” with one package “Package.dtsx” The next thing we need to do is fire up BIDS and choose the right project type (Integration Services Import Project) Now we just follow the wizard.  We make sure we specify on which server to find the Catalog and in which folder to look for the project. Next the setting are validated and we are greeted with the familiar review screen before the creation of our new project from the deployed project happens Hit Import and away we go The result is just what we wanted.

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  • Serialized values or separate table, which is more efficient?

    - by Aravind
    I have a Rails model email_condition_string with a word column in it. Now I have another model called request_creation_email_config with the following columns admin_filter_group:references vendor_service:references email_condition_string:references email_condition_string has many request_creation_email_config and request_creation_email_config belongs to email_condition_string. Instead of this model a colleague of mine is suggesting that strong the word inside the same model as comma separated values is efficient than storing as a separate model. Is that alright?

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  • Write own messaging system vs. utilize existing ones

    - by A.Rashad
    We are trying to have our own startup, with a middleware application to glue small applications with enterprise legacy systems. for such middle-ware to function properly, we will need some sort of messaging system to make different components talk to each other in a reliable way. the alternatives are: use an existing messaging system, such as 0MQ, jBOSS, WebSphere MQ, etc. build our own messaging system the way we see the problem I am more biased towards the later option for the following reasons: to have more control over our final product to avoid any licensing problems later on to learn about messaging while writing the code to invent something new, that might cost us lots of $$$ if reused an existing system What would you do if in my shoes?

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  • Relationship DAO, Servlet, JSP and POJO

    - by John Hendrik
    I want to implement a JSP, POJO, DAO and Servlet in my J2EE program. However, I don't fully understand how the relationship between these elements should be. Is the following (MVC) setup the right way to do it? Main class creates servlet(controller) Servlet has a DAO defined in its class DAO has a POJO defined in its class Servlet communicates with the view (JSP page) Please give your feedback.

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  • Confusion with Libgdx UI

    - by BrotherJack
    I've started with Libgdx and am currently stumbling about trying to understand how to set up the interface. I have generated the base projects in Eclipse ( < proj-name ,< proj-name -android, < proj-name -desktop, < proj-name -html), and can get the program to display a simple background, play a looping sound file, and draw a tank. I have been having some problems implementing the UI though. I want to make a collapsible interface bar at the bottom of the screen that would contain buttons for movement, and selecting weapons. I'm confused since there appears to be several ways of doing this and the documentation (or tutorials explaining it) tend to be obsolete. How would one go about this? Use a stage for the bar and actors for the widgets? I'm a little lost on this.

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  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • Resources about cross platform application development in ANSI C [closed]

    - by Anindya Chatterjee
    Where can I get good resources for learning cross platform application development in plain ISO/ANSI C? I have cygwin and eclipse cdt with me to start in my win7 pc. I just need a couple of good resources containing all the best practices and techniques to write good and robust and scalable cross platform application. I am totally new to this cross platform business, no prior idea. Want to learn it in a proper way from the very beginning. Please help me out here.

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  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • How do I know when should I package my classes in Ruby?

    - by Omega
    In Ruby, I'm creating a small game development framework. Just some personal project - a very small group of friends helping. Now I am in need of handling geometric concepts. Rectangles, Circles, Polygons, Vectors, Lines, etc. So I made a class for each of these. I'm stuck deciding whether I should package such classes in a module, such as Geometry. So I'd access them like Geometry::Rectangle, or just Rectangle if I include the module. Now then, my question isn't about this specific scenario. I'd like to know, when is it suitable to package similar classes into one module in Ruby? What factors should I consider? Amount of classes? Usage frequency? Complexity?

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  • Organizing MVC entities communication

    - by Stefano Borini
    I have the following situation. Imagine you have a MainWindow object who is layouting two different widgets, ListWidget and DisplayWidget. ListWidget is populated with data from the disk. DisplayWidget shows the details of the selection the user performs in the ListWidget. I am planning to do the following: in MainWindow I have the following objects: ListWidget ListView ListModel ListController ListView is initialized passing the ListWidget. ListViewController is initialized passing the View and the Model. Same happens for the DisplayWidget: DisplayWidget DisplayView DisplayModel DisplayController I initialize the DisplayView with the widget, and initialize the Model with the ListController. I do this because the DisplayModel wraps the ListController to get the information about the current selection, and the data to be displayed in the DisplayView. I am very rusty with MVC, being out of UI programming since a while. Is this the expected interaction layout for having different MVC triplets communicate ? In other words, MVC focus on the interaction of three objects. How do you put this interaction as a whole into a larger context of communication with other similar entities, MVC or not ?

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  • Interconnect nodes in a Java distributed infrastructure for tweet processing

    - by David Moreno García
    I'm working in a new version of an old project that I used to download and process user statuses from Twitter. The main problem of that project was its infrastructure. I used multiple instances of a java application (trackers) to download from Twitter given an specific task (basically terms to search for), connected with a central node (a web application) that had to process all tweets once per day and generate a new task for each trackers once each 15 minutes. The central node also had to monitor all trackers and enable/disable them under user petition. This, as I said, was too slow because I had multiple bottlenecks, so in this new version I want to improve the infrastructure and isolate all functionalities in specific nodes. I also need a good notification system to receive notifications for any node. So, in the next diagram I show the components that I'll need in this new version: As you can see, there are more nodes. Here are some notes about them: Dashboard: Controls trackers statuses and send a single task to each of them (under user request). The trackers will use this task until replaced with a new one (if done, not each 15 minutes like before). Search engine: I need to store all the tweets. They are firstly stored in a local database for each tracker but after that I'm thinking on using something like Elasticsearch to be able to do fast searches. Tweet processor: Just and isolated component with its own database (maybe something like the search engine to have fast access to info generated by the module). In the future more could be added. Application UI: A web application with a shared database with the Dashboard (mainly to store users information and preferences). Indeed, both could be merged into a single web. The main difference with the previous version of the project is that now they will be isolated and they will only show information and send requests. I will not do any heavy task in them (like process tweets as I did before). So, having this components, my main headache is how to structure all to not have to rewrite a lot of code every time I need to access any new data. Another headache is how can I interconnect nodes. I could use sockets but that is a pain in the ass. Maybe a REST layer? And finally, if all the nodes are isolated, how could I generate notifications for each user which info is only in the database used by the Application UI? I'm programming this using Java and Spring (at least I used them in the last version) but I have no problems with changing the language if I can take advantage of a tool/library/engine to make my life easier and have a better platform. Any comment will be appreciated.

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  • Can you point me to a nontrivial strategy pattern implementation?

    - by Eugen Martynov
    We are faced implementing a registration workflow with many branches. There are three main flows which in some conditions lead to one another. Each flow has at least four different steps; some steps interact with the server, and every step adds more information to the state. Also the requirement is to have it persistent between sessions, so if the user closes the app (this is a mobile app), it will restore the process from the last completed step with the state from the previous session. I think this could benefit from the use of the strategy pattern, but I've never had to implement it for such a complex case. Does anyone know of any examples in open source or articles from which I could find inspiration? Preferably the examples would be from a live/working/stable application. I'm interested in Java implementation mostly; we are developing for Java mobile phones: android, blackberry and J2ME. We have an SDK which is quite well separated from platform specific implementations, but examples in C++, C#, Objective-C or Python would be acceptable.

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  • Inheritance vs composition in this example

    - by Gerenuk
    I'm wondering about the differences between inheritance and composition examined with concrete code relevant arguments. In particular my example was Inheritance: class Do: def do(self): self.doA() self.doB() def doA(self): pass def doB(self): pass class MyDo(Do): def doA(self): print("A") def doB(self): print("B") x=MyDo() vs Composition: class Do: def __init__(self, a, b): self.a=a self.b=b def do(self): self.a.do() self.b.do() x=Do(DoA(), DoB()) (Note for composition I'm missing code so it's not actually shorter) Can you name particular advantages of one or the other? I'm think of: composition is useful if you plan to reuse DoA() in another context inheritance seems easier; no additional references/variables/initialization method doA can access internal variable (be it a good or bad thing :) ) inheritance groups logic A and B together; even though you could equally introduce a grouped delegate object inheritance provides a preset class for the users; with composition you'd have to encapsule the initialization in a factory so that the user does have to assemble the logic and the skeleton ... Basically I'd like to examine the implications of inheritance vs composition. I heard often composition is prefered, but I'd like to understand that by example. Of course I can always start with one and refactor later to the other.

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  • What's a good tool for Scrum Project Management in game development? [closed]

    - by BleakCabalist
    I'm looking for an efficient, easy-to-learn tool for Scrum project management not for proffesional use but to use it in my thesis concerning the use of Scrum in game development. Basically I want to visualize a production process of a hypothetical game. Some fragments of the production process should be really detailed to make my point, so basically user stories, tasks, burndown charts etc. are a must. I'm using Scrum, Kanban and some Lean practices for eliminating waste. I also want to use Extreme Programming practices in this production process including TDD and Continuous Integration. I have zero experience in proffesional project management so I need something that's fairly simple to use for a newb like me. Anyone can recommend a tool like that? For now I was thinking about TargetProcess and ScrumWorks. Thanks.

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  • Ensuring non conflicting components in a modular system

    - by Hailwood
    So lets say we are creating a simple "modular system" framework. The bare bones might be the user management. But we want things like the Page Manager, the Blog, the Image Gallery to all be "optional" components. So a developer could install the Page Manager to allow their client to add a static home page and about page with content they can easily edit with a wysiwyg editor. The developer could then also install the Blog component to allow the client to add blog entries. The developer could then also install the Gallery component to allow the client to show off a bunch of images. The thing is, all these components are designed to be independent, so how do we go about ensuring they don't clash? E.g. ensuring the client doesn't create a /gallery page with the Page Manager and then wonder why the gallery stopped working, or the same issue with the Blog component, assuming we allow the users to customize the URL structure of the blog (because remember, the Page Manager doesn't necessarily have to be there, so we might not wan't our blog posts to be Date/Title formatted), likewise our clients aren't always going to be happy to have their pages under pages/title formatting. My core question here is, when building a modular system how to we ensure that the modules don't conflict without restricting functionality? Do we just leave it up to the clients/developer using the modules to ensure they get setup in a way that does not conflict?

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  • What can make a peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but I don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

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  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

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  • Finding most Important Node(s) in a Directed Graph

    - by Srikar Appal
    I have a large (˜ 20 million nodes) directed Graph with in-edges & out-edges. I want to figure out which parts of of the graph deserve the most attention. Often most of the graph is boring, or at least it is already well understood. The way I am defining "attention" is by the concept of "connectedness" i.e. How can i find the most connected node(s) in the graph? In what follows, One can assume that nodes by themselves have no score, the edges have no weight & they are either connected or not. This website suggest some pretty complicated procedures like n-dimensional space, Eigen Vectors, graph centrality concepts, pageRank etc. Is this problem that complex? Can I not do a simple Breadth-First Traversal of the entire graph where at each node I figure out a way to find the number of in-edges. The node with most in-edges is the most important node in the graph. Am I missing something here?

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  • designing classes with similar goal but widely different decisional core

    - by Stefano Borini
    I am puzzled on how to model this situation. Suppose you have an algorithm operating in a loop. At every loop, a procedure P must take place, whose role is to modify an input data I into an output data O, such that O = P(I). In reality, there are different flavors of P, say P1, P2, P3 and so on. The choice of which P to run is user dependent, but all P have the same finality, produce O from I. This called well for a base class PBase with a method PBase::apply, with specific reimplementations of P1::apply(I), P2::apply(I), and P3::apply(I). The actual P class gets instantiated in a factory method, and the loop stays simple. Now, I have a case of P4 which follows the same principle, but this time needs additional data from the loop (such as the current iteration, and the average value of O during the previous iterations). How would you redesign for this case?

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  • Acceptable placement of the composition root using dependency injection and inversion of control containers

    - by Lumirris
    I've read in several sources including Mark Seemann's 'Ploeh' blog about how the appropriate placement of the composition root of an IoC container is as close as possible to the entry point of an application. In the .NET world, these applications seem to be commonly thought of as Web projects, WPF projects, console applications, things with a typical UI (read: not library projects). Is it really going against this sage advice to place the composition root at the entry point of a library project, when it represents the logical entry point of a group of library projects, and the client of a project group such as this is someone else's work, whose author can't or won't add the composition root to their project (a UI project or yet another library project, even)? I'm familiar with Ninject as an IoC container implementation, but I imagine many others work the same way in that they can scan for a module containing all the necessary binding configurations. This means I could put a binding module in its own library project to compile with my main library project's output, and if the client wanted to change the configuration (an unlikely scenario in my case), they could drop in a replacement dll to replace the library with the binding module. This seems to avoid the most common clients having to deal with dependency injection and composition roots at all, and would make for the cleanest API for the library project group. Yet this seems to fly in the face of conventional wisdom on the issue. Is it just that most of the advice out there makes the assumption that the developer has some coordination with the development of the UI project(s) as well, rather than my case, in which I'm just developing libraries for others to use?

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • Client-Server connection response timeout issues

    - by Srikar
    User creates a folder in client and in the client-side code I hit an API to the server to make this persistent for that user. But in some cases, my server is so busy that the request timesout. The server has executed my request but timedout before sending a response back to client. The timeout set is 10 seconds in client. At this point the client thinks that server has not executed its request (of creating a folder) and ends up sending it again. Now I have 2 folders on the server but the user has created only 1 folder in the client. How to prevent this? One of the ways to solve this is to use a unique ID with each new request. So the ID acts as a distinguisher between old and new requests from client. But this leads to storing these IDs on my server and do a lookup for each API call which I want to avoid. Other way is to increase the timeout duration. But I dont want to change this from 10 seconds. Something tells me that there are better solutions. I have posted this question in stackoverflow but I think its better suited here. UPDATE: I will make my problem even more explicit. The client is a webbrowser and the server is running nginx+django+mysql (standard stack). The user creates a folder in webbrowser. As a result I need to hit a server API. The API call responds back, thereby client knows API call was success. This is normal scenario. Sometimes though, server successfully completes the API request but the client-side (webbrowser) connection timesout before server can respond back. The client has no clue at this point. The user thinks the request was a fail & clicks again. This time it was a success but when the UI refreshes he sees 2 folders. I want to remedy this situation.

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  • Infrastructure to effectively set up experiements and learn from them

    - by David
    Open-org.com is in the early stages of creating our first product, a place on the web, where one can ask lawyers questions at a fraction of their normal costs. An early stage front page can be found here. I got inspired by this video, which is recommended by Jeff Atwood, which talks about getting feedback faster, which is the reason for this question. The problem Needless to say, we want our conversion rates to be as high as possible. Therefore, we want to be able to rapidly set up a new experiment where we change something on the site (like moving an image slightly, rewriting a sentence etc.). We then want to present the modified page to a random subset of the users. After that we will compare the conversion rates of the experiment with another version. I could very well imagine that we want to run 10-100 experiments simultaneously and it would be nice to have features, where experiments that obviously have worse results will be ended before schedule. My question Does infrastructure to support the whole process exist? A short description of our infrastructure... We use EC2 and PHP and have a script to automatically start up new instances with all needed software. Still, starting up a new server for every experiment, seems like a bit of overkill, so I am wondering what other options exist. Btw. If you feel like working for Open-org.com, you can pick a task, and start working, or suggest a new task. All profits are given out to the contributors.

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