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  • Software Design for Product Verticals and Service Verticals

    - by Rachel
    In every industry there are two verticals Product Vertical and Service Vertical, so my question is: How does design approach changes while designing Software for Product Vertical as compared to developing Software for Service Vertical ? What are the pros and cons for each case ? Also, in case of Product Vertical, How you go about designing Product or Features and what are steps involved ? Lastly, I was reading How Facebook Ships Code article and it appears that Product Managers have very little influence on how Product is developed and responsibility lies mainly with the Developer for the feature. So is this good practice and why one would go for this approach ? What would be your comment on this kind of approach ?

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  • Why don't more games use vector art?

    - by Parris
    It would seem to me that vector art is more efficient in terms of resources/scalability; however, in most cases I have seen artists using bitmap/rasterized art. Is this a limitation put on the artists by the game programmers/designers? As a programmer I think vector art would be more ideal, since it allows for scaling up resolution without having to recreate the art, creating really large graphics or causing graphics to become blurry. The questions: why aren't more people using SVG/AI to create 2D game art? Would it actually be preferred (and who prefers it)? Are bitmap graphics a standard or a limitation (or maybe neither)? Background: I am working on an engine, and I had some kinda cool ideas for vector based graphics; however, I don't want to piss off artists in the future. I guess this is more a question centered around pragmatism and developing games.

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  • How to design a scalable notification system?

    - by Trent
    I need to write a notification system manager. Here is my requirements: I need to be able to send a Notification on different platforms, which may be totally different (for exemple, I need to be able to send either an SMS or an E-mail). Sometimes the notification may be the same for all recipients for a given platform, but sometimes it may be a notification per recipients (or several) per platform. Each notification can contain platform specific payload (for exemple an MMS can contains a sound or an image). The system need to be scalable, I need to be able to send a very large amount of notification without crashing either the application or the server. It is a two step process, first a customer may type a message and choose a platform to send to, and the notification(s) should be created to be processed either real-time either later. Then the system needs to send the notification to the platform provider. For now, I end up with some though but I don't know how scalable it will be or if it is a good design. I've though of the following objects (in a pseudo language): a generic Notification object: class Notification { String $message; Payload $payload; Collection<Recipient> $recipients; } The problem with the following objects is what if I've 1.000.000 recipients ? Even if the Recipient object is very small, it'll take too much memory. I could also create one Notification per recipient, but some platform providers requires me to send it in batch, meaning I need to define one Notification with several Recipients. Each created notification could be stored in a persistent storage like a DB or Redis. Would it be a good it to aggregate this later to make sure it is scalable? On the second step, I need to process this notification. But how could I distinguish the notification to the right platform provider? Should I use an object like MMSNotification extending an abstract Notification? or something like Notification.setType('MMS')? To allow to process a lot of notification at the same time, I think a messaging queue system like RabbitMQ may be the right tool. Is it? It would allow me to queue a lot of notification and have several worker to pop notification and process them. But what if I need to batch the recipients as seen above? Then I imagine a NotificationProcessor object for which I could I add NotificationHandler each NotificationHandler would be in charge to connect the platform provider and perform notification. I can also use an EventManager to allow pluggable behavior. Any feedbacks or ideas? Thanks for giving your time. Note: I'm used to work in PHP and it is likely the language of my choice.

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  • Top 10 Reasons to Use MySQL and MySQL Cluster as an Embedded Database

    - by Rob Young
    If you are considering using MySQL and/or MySQL Cluster as the embedded database solution for your application, you should join us for today's webcast where we will discuss how you can cut costs, add flexibility and benefit from new performance and scalability enhancements that are now available in MySQL 5.6 and MySQL Cluster 7.2.  We will cover the top 10 reasons that make MySQL and MySQL Cluster the best solutions for embedding in both shrink wrapped and SaaS provided applications, how industry leaders leverage MySQL products and how you can get started with the latest innovations and support offerings across the MySQL product line. You can learn more and reserve your seat here. As always, thanks for your support of MySQL!

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  • Code from my DevConnections Talks and Workshop

    - by dwahlin
    Thanks to everyone who attended my sessions at DevConnections Las Vegas. I had a great time meeting new people, discussing business problems and solutions and interacting. Here’s the code and slides for the sessions.  For those that came to the full-day Silverlight workshop I’ve included the slides that didn’t get printed plus a ton of code to help you get started with various Silverlight topics.   Get Started Building Silverlight Applications Building Architecturally Sound Silverlight Applications Using WCF RIA Services in Silverlight Applications (will post soon) Silverlight Data Integration Options and Usage Scenarios Silverlight Workshop Code

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • March 2010 Meeting of Israel Dot Net Developers User Group (IDNDUG)

    - by Jackie Goldstein
    Note the special date of this meeting - Wednesday March 24, 2010 For our March 2010 meeting of the Israel Dot Net Developers User Group we have the opportunity for a special meeting with Brad Abrams from Microsoft Corp, who will in Israel for the Developer Academy 4 event. Our user group meeting will be held on Wednesday March 24, 2010 .   This meeting will focus on building Line of Business applications with Silverlight 4, RIA Services and VS2010. Abstract: Building Business Applications...(read more)

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  • What are current Biggest Challenges faced by Ecommerce Applications ?

    - by Rachel
    I am in the process to start Product Development for E-commerce and Online Retail domain but before starting I would like to know what are the biggest challenges faced by current state of Art E-Commerce Application ? Also I have not experience building e-commerce products and so what things should I keep in mind before developing one ? Is there are books, articles, blogs outside which I should refer to gain some knowledge before starting out ? Update: What are you thoughts on the recommendation engines for ecommerce applications ? What challenges we have with current state of recommendations engines for ecommerce web application and how can we overcome them ?

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Designing a Content-Based ETL Process with .NET and SFDC

    - by Patrick
    As my firm makes the transition to using SFDC as our main operational system, we've spun together a couple of SFDC portals where we can post customer-specific documents to be viewed at will. As such, we've had the need for pseudo-ETL applications to be implemented that are able to extract metadata from the documents our analysts generate internally (most are industry-standard PDFs, XML, or MS Office formats) and place in networked "queue" folders. From there, our applications scoop of the queued documents and upload them to the appropriate SFDC CRM Content Library along with some select pieces of metadata. I've mostly used DbAmp to broker communication with SFDC (DbAmp is a Linked Server provider that allows you to use SQL conventions to interact with your SFDC Org data). I've been able to create [console] applications in C# that work pretty well, and they're usually structured something like this: static void Main() { // Load parameters from app.config. // Get documents from queue. var files = someInterface.GetFiles(someFilterOrRegexPattern); foreach (var file in files) { // Extract metadata from the file. // Validate some attributes of the file; add any validation errors to an in-memory // structure (e.g. List<ValidationErrors>). if (isValid) { var fileData = File.ReadAllBytes(file); // Upload using some wrapper for an ORM or DAL someInterface.Upload(fileData, meta.Param1, meta.Param2, ...); } else { // Bounce the file } } // Report any validation errors (via message bus or SMTP or some such). } And that's pretty much it. Most of the time I wrap all these operations in a "Worker" class that takes the needed interfaces as constructor parameters. This approach has worked reasonably well, but I just get this feeling in my gut that there's something awful about it and would love some feedback. Is writing an ETL process as a C# Console app a bad idea? I'm also wondering if there are some design patterns that would be useful in this scenario that I'm clearly overlooking. Thanks in advance!

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  • Testing with Profiler Custom Events and Database Snapshots

    We've all had them. One of those stored procedures that is huge and contains complex business logic which may or may not be executed. These procedures make it an absolute nightmare when it comes to debugging problems because they're so complex and have so many logic offshoots that it's very easy to get lost when you're trying to determine the path that the procedure code took when it ran. Fortunately Profiler lets you define custom events that you can raise in your code and capture in a trace so you get a better window into the sub events occurring in your code. I found it very useful to use custom events and a database snapshot to debug some code recently and we'll explore both in this article. I find raising these events and running Profiler to be very useful for testing my stored procedures on my own as well as when my code is going through official testing and user acceptance. It's a simple approach and a great way to catch any performance problems or logic errors.

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  • IValidatableObject vs Single Responsibility

    - by Boris Yankov
    I like the extnesibility point of MVC, allowing view models to implement IValidatableObject, and add custom validation. I try to keep my Controllers lean, having this code be the only validation logic: if (!ModelState.IsValid) return View(loginViewModel); For example a login view model implements IValidatableObject, gets ILoginValidator object via constructor injection: public interface ILoginValidator { bool UserExists(string email); bool IsLoginValid(string userName, string password); } It seems that Ninject, injecting instances in view models isn't really a common practice, may be even an anti-pattern? Is this a good approach? Is there a better one?

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  • DDD: Service or Repository

    - by tikhop
    I am developing an app in DDD manner. And I have a little problem with it. I have a Fare (airline fare) and FareRepository objects. And at some point I should load additional fare information and set this information to existing Fare. I guess that I need to create an Application Service (FareAdditionalInformationService) that will deal with obtaining data from the server and than update existing Fare. However, some people said me that it is necessary to use FareRepository for this problem. I don't know wich place is better for my problem Service or Repository.

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  • Is dynamic casting Entities A good design?

    - by Milo
    For my game, Everything inherits from Entity, then other things like Player, PhysicsObject, etc, inherit from Entity. The physics engine sends collision callbacks which has an Entity* to the B that A collided on. Then, lets say A is a Bullet, A tries to cast the entity as a player, if it succeeds, it reduces the player's health. Is this a good design? The problem I have with a message system is that I'd need messages for everything, like: entity.sendMessage(SET_PLAYER_HEALTH,16); So that's why I think casting is cleaner.

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  • How to ...set up new Java environment - largely interfaces...

    - by Chris Kimpton
    Hi, Looks like I need to setup a new Java environment for some interfaces we need to build. Say our system is X and we need to interfaces to systems A, B and C. Then we will be writing interfaces X-A, X-B, X-C. Our system has a bus within it, so the publishing on our side will be to the bus and the interface processes will be taking from the bus and mapping to the destination system. Its for a vendor based system - so most of the core code we can't touch. Currently thinking we will have several processes, one per interface we need to do. The question is how to structure things. Several of the APIs we need to work with are Java based. We could go EJB, but prefer to keep it simple, one process per interface, so that we can restart them individually. Similarly SOA seems overkill, although I am probably mixing my thoughts about implementations of it compared to the concepts behind it... Currently thinking that something Spring based is the way to go. In true, "leverage a new tech if possible"-style, I am thinking maybe we can shoe horn some jruby into this, perhaps to make the APIs more readable, perhaps event-machine-like and to make the interface code more business-friendly, perhaps even storing the mapping code in the DB, as ruby snippets that get mixed in... but thats an aside... So, any comments/thoughts on the Spring approach - anything more up-to-date/relevant these days. EDIT: Looking a JRuby further, I am tempted to write it fully in JRuby... in which case do we need any frameworks at all, perhaps some gems to make things clearer... Thanks in advance, Chris

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  • Why did Alan Kay say, "The Internet was so well done, but the web was by amateurs"?

    - by kalaracey
    OK, so I paraphrased. The full quote: The Internet was done so well that most people think of it as a natural resource like the Pacific Ocean, rather than something that was man-made. When was the last time a technology with a scale like that was so error-free? The Web, in comparison, is a joke. The Web was done by amateurs. -- Alan Kay. I am trying to understand the history of the Internet and the web, and this statement is hard to understand. I have read elsewhere that the Internet is now used for very different things than it was designed for, and so perhaps that factors in. What makes the Internet so well done, and what makes the web so amateurish? (Of course, Alan Kay is fallible, and no one here is Alan Kay, so we can't know precisely why he said that, but what are some possible explanations?) *See also the original interview*.

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  • The term 'enterprise'

    - by SkonJeet
    I see the term 'enterprise' being thrown around software developers and programmers a lot and used loosely it seems. en·ter·prise/'ent?r?priz/ Noun: A project or undertaking, typically one that is difficult or requires effort. Initiative and resourcefulness. Can someone please clarify what this term actually encompasses? "At an enterprise level", "enterprise scale". There are even "enterprise editions" of things. What exactly does it mean? It obviously doesn't make sense judging by the above definition so more specifically to software what does one mean when using the word enterprise??? EDIT: To add a spin on this - how does this term then fit into phrases such as Enterprise Framework Model? What does data access and data context have to do with company-wide descriptions?

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  • What are requirements for a successful SOA?

    - by Amir Rezaei
    I’m an EA in an organisation with 10000+ employees. Strategically we are heading towards SOA. Currently I’m researching about SOA’s and creating a road map and I have come over many blogs that talk about “SOA is dead”. We can all agree that SOA is not just web-services. The problem is that I have hard to find any information on the reason behind SOA-fail stories in enterprises. What went bad and what went right? My question is: What are common SOA mistakes in enterprises that make SOA fail in long term? Is the any best practice for SOA? What are the most important requirements for a successful SOA in an enterprise? It would be good feedback towards our SOA strategy in this organisation. I have tried to narrow down the question, but it’s hard due to the nature of the question.

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  • How to Be a Software Engineer?

    - by Mistrio
    My problem is kind of weird so please bear with me. I have been working in a start up concerned basically with mobile development since my graduation 2 years ago. I develop apps for iOS but it's not really relevant. The start up structure is simply founders developers, with no middle-tier technical supervision or project management whatsoever. A typical project cycle of ours is like this: meet with a client send very vague recruitment to an outsourced graphics designer dig in development right after we get the design, no questions asked then improvise improvise improvise! It's not that we are unaware that stuff like requirements analysis, UML, design patterns, source code control, testing, development methodologies... etc. exist, we just simply don't use them, and I mean like never. The result is usually a clunk of hardly-maintainable yet working code. Despite everything we are literally flourishing with many successful apps on all platforms and bigger clients each project. The thing is, we want the chaos and we're looking for advice. How would you fix our company technically? Given that you can't hire project managers or team leaders just because we are barely 5 developers, so it wouldn't be a justified cost for the founders, but one-time things like courses, books, private training... etc is an option. Lastly, if it's relevant, we are based in Egypt. Thank you a lot in advance.

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  • Scene Graph as Object Container?

    - by Bunkai.Satori
    Scene graph contains game nodes representing game objects. At a first glance, it might seem practical to use Scene Graph as physical container for in game objects, instead of std::vector< for example. My question is, is it practical to use Scene Graph to contain the game objects, or should it be used only to define scene objects/nodes linkages, while keepig the objects stored in separate container, such as std::vector<?

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  • Entity component system -> handling components that depend on one another

    - by jtedit
    I really like the idea of an entity component system and feel it has great flexibility, but have a question. How should dependent components be handled? I'm not talking about how components should communicate with other components they depend on, I have that sorted, but rather how to ensure components are present. For example, an entity cannot have a "velocity" component if it doesn't have a "position" component, in the same way it cant have an "acceleration" component if it doesn't have a "velocity" component. My first idea was every component class overrides an "onAddedToEntity(Entity ent)" function. Then in that function it checks that prerequisite components are also added to the entity, eg: struct EntCompVelocity() : public EntityComponent{ //member variables here void onAddedToEntity(Entity ent){ if(!ent.hasComponent(EntCompPosition::Id)){ ent.addComponent(new EntCompPosition()); } } } This has the nice property that if the acceleration component adds the velocity component, the velocity component will itself add the position component to the entity so dependency "trees" will sort themselves out. However my concern is if I do this components will silently be added with default values and, in the example of adding position, many entities will appear at the origin. Another idea was to simple have the "Entity.addComponent();" function return false if the component's prerequisite components aren't already on the entity, this would force you to manually add the position component and set its value before adding the velocity component. Finally I could simply not ensure a components prerequisite components are added, the "UpdatePosition" system only deals with entities with both a position and velocity component, so therefore adding a velocity component without having a position component wont be a problem (it wont cause crashes due to null pointer/etc), but it does mean entities will carry useless unused data if you add components but not their prerequisite components. Does anyone have experience with this problem and/or any of these methods to solve it? How did you solve the problem?

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  • Finite state machine in C++

    - by Electro
    So, I've read a lot about using FSMs to do game state management, things like what and FSM is, and using a stack or set of states for building one. I've gone through all that. But I'm stuck at writing an actual, well-designed implementation of an FSM for that purpose. Specifically, how does one cleanly resolve the problem of transitioning between states, (how) should a state be able to use data from other states, and so on. Does anyone have any tips on designing and writing a implementation in C++, or better yet, code examples?

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  • What is a best practice tier structure of a Java EE 6/7 application?

    - by James Drinkard
    I was attempting to find a best practice for modeling the tiers in a Java EE application yesterday and couldn't come up with anything current. In the past, say java 1.4, it was four tiers: Presentation Tier Web Tier Business Logic Tier DAL (Data Access Layer ) which I always considered a tier and not a layer. After working with Web Services and SOA I thought to add in a services tier, but that may fall under 3. the business logic tier. I did searches for quite a while and reading articles. It seems like Domain Driven Design is becoming more popular, but I couldn't find a diagram on it's tier structure. Anyone have ideas or diagrams on what the proper tier structure is for newer Java EE applications or is it really the same, but more items are ranked under the four I've mentioned?

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  • Alternative to Game State System?

    - by Ricket
    As far as I can tell, most games have some sort of "game state system" which switches between the different game states; these might be things like "Intro", "MainMenu", "CharacterSelect", "Loading", and "Game". On the one hand, it totally makes sense to separate these into a state system. After all, they are disparate and would otherwise need to be in a large switch statement, which is obviously messy; and they certainly are well represented by a state system. But at the same time, I look at the "Game" state and wonder if there's something wrong about this state system approach. Because it's like the elephant in the room; it's HUGE and obvious but nobody questions the game state system approach. It seems silly to me that "Game" is put on the same level as "Main Menu". Yet there isn't a way to break up the "Game" state. Is a game state system the best way to go? Is there some different, better technique to managing, well, the "game state"? Is it okay to have an intro state which draws a movie and listens for enter, and then a loading state which loops on the resource manager, and then the game state which does practically everything? Doesn't this seem sort of unbalanced to you, too? Am I missing something?

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