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  • Use constructor or setter method?

    - by user633600
    I am working on a UI code where I have an Action class, something like this - public class MyAction extends Action { public MyAction() { setText("My Action Text"); setToolTip("My Action Tool tip"); setImage("Some Image"); } } When this Action class was created it was pretty much assumed that the Action class wont be customizable (in a sense- its text, tooltip or image will be not be changed anywhere in the code). Of late, now we are in need of changing the action text at some location in code. So I suggested my co-worker to remove the hardcoded action text from the constructor and accept it as an argument, so that everybody is forced to pass the action text. Something like this code below - public class MyAction extends Action { public MyAction(String actionText) { setText(actionText); setTooltip("My Action tool tip); setImage("My Image"); } } He however thinks that since setText() method belongs to base class. It can be flexibly used to pass the action text wherever action instance is created. That way, there is no need to change the existing MyAction class. So his code would look something like this. MyAction action = new MyAction(); //this creates action instance with the hardcoded text action.setText("User required new action text"); //overwrite the exisitng text. I am not sure if that is a correct way to deal with problem. I think in above mentioned case user is anyway going to change the text, so why not force him while constructing the action. The only benefit I see with the original code is that user can create Action class without much thinking about setting text.

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  • Will you still play a good Red Alert 3 mission map? [closed]

    - by W.N.
    I've been creating a RA3 mission map (play in Skirmish), most likely a remake of RA2 Yuri "To the Moon" mission, with more interesting elements. However, because of my work, the process was corrupted for more than a year. And now, I see that very few people still play RA3. So, should I continue making this map? Because there're still a lot of work to complete this map. I can assure you, the mission will be interesting. However, if few people play it, there's no need to waste time to it. Please give me some advice. Thank you.

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  • How do you go from a so so programmer to a great one? [closed]

    - by Cervo
    How do you go from being an okay programmer to being able to write maintainable clean code? For example David Hansson was writing Basecamp when in the process he created Rails as part of writing Basecamp in a clean/maintainable way. But how do you know when there is value in a side project like that? I have a bachelors in computer science, and I am about to get a masters and I will say that colleges teach you to write code to solve problems, not neatly or anything. Basically you think of a problem, come up with a solution, and write it down...not necessarily the most maintainable way in the world. Also my first job was in a startup, and now my third is in a small team in a large company where the attitude was/is get it done yesterday (also most of my jobs are mainly database development with SQL with a few ASP.NET web pages/.NET apps on the side). So of course cut/paste is more favored than making things more cleanly. And they would rather have something yesterday even if you have to rewrite it next month rather than to have something in a week that lasts for a year. Also spaghetti code turns up all over the place, and it takes very smart people to write/understand/maintain spaghetti code...However it would be better to do things so simple/clean that even a caveman/woman could do maintenance. Also I get very bored/unmotivated having to go modify the same things cut/pasted in a few locations. Is this the type of skill that you need to learn by working with a serious software organization that has an emphasis on maintenance and maybe even an architect who designs a system architecture and reviews code? Could you really learn it by volunteering on an open source project (it seems to me that a full time programmer job is way more practice than a few hours a week on an open source project)? Is there some course where you can learn this? I can attest that graduate school and undergraduate school do not really emphasize clean software at all. They just teach the structures/algorithms and then send you off into the world to solve problems. Overall I think the first thing is learning to write clean/maintainable code within the bounds of the project in order to become a good programmer. Then the next thing is learning when you need to do a side project (like a framework) to make things more maintainable/clean even while you still deliver things for the deadline in order to become a great programmer. For example, you are making an SQL report and someone gives you 100 calculations for individual columns. At what point does it make sense to construct a domain specific language to encode the rules in simply and then generate all the SQL as opposed to cut/pasting the query from the table a bunch of times and then adjusting each query to do the appropriate calculations. This is the type of thing I would say a great programmer would know. He/she would maybe even know ways to avoid the domain specific language and to still do all the calculations without creating an unmaintainable mess or a ton of repetitive code to cut/paste everywhere.

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  • Does an inventory limit in an MMORPG make sense?

    - by Philipp
    I am currently developing a simple 2d MMORPG. My current focus is the inventory system. I am currently wondering if I should implement a limit on what a player character can carry. Either in form of a maximum weight, a limited number of inventory slots, or a combination of both. Almost every MMORPG I ever played limits inventory space. But plausibility aside, is this really necessary from a gameplay point of view? Maybe it would in fact improve the game experience when I just let the players carry as much stuff as they want. tl;dr: What is the game development rationale behind limiting carrying capacity of player characters?

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  • How should I implement the repository pattern for complex object models?

    - by Eric Falsken
    Our data model has almost 200 classes that can be separated out into about a dozen functional areas. It would have been nice to use domains, but the separation isn't that clean and we can't change it. We're redesigning our DAL to use Entity Framework and most of the recommendations that I've seen suggest using a Repository pattern. However, none of the samples really deal with complex object models. Some implementations that I've found suggest the use of a repository-per-entity. This seems ridiculous and un-maintainable for large, complex models. Is it really necessary to create a UnitOfWork for each operation, and a Repository for each entity? I could end up with thousands of classes. I know this is unreasonable, but I've found very little guidance implementing Repository, Unit Of Work, and Entity Framework over complex models and realistic business applications.

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  • Whats the right program for me?

    - by andyphillips20
    I would like to learn C++ so I can get a job in the game industry, but there are so many options it a little confusing. I know most of you will say I should read up on C++ before attempting to program it but I learn best by doing things rather then reading. That being said I don't understand some of the thing suggested on other questions, because I've read a few trying to find whats right for me, so putting things in the simplest terms would be helpful. I've been making a couple of games 2d using gamemaker and if theres a C++ equivalent that would be perfect, but if not possible I would like an IDE that allows me to easily continue making 2d games, and is fairly simple to learn. Having a 2d sprite editor would be a nice plus but I can understand if its not every thing I want in one program

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  • How to calculate production when player is offline

    - by Kaizer
    What is the best way to do for example food growth based on how many food buildings you have? Lets say I have a webbased game where you can build a farm wich generates 60 food units per hour. A player has 1 farm in his possession. What is the best way to keep on producing these units even when the player is offline? Should I do the math when the player get's back online again? If so..how can I do this without having to save his last online time every 5 seconds so I can do some maths with it when he logs back in (datetime.now - lastonlinetime)? Next thing is when the player is online, should I refresh his resource count every 5 seconds or so by going to the database and back? This would seem weird to do for every logged on player. I hope you understand my question. kind regards

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  • Storing images in file system and returning URLs or virtually resizing and returning byte arrays?

    - by ismaelf
    I need to create a REST web service to manage user submitted images and displaying them all in a website. There are multiple websites that are going to use this service to manage and display images. The requirements are to have 5 pre-defined image sizes available. The 2 options I see are the following: The web service will create the 5 images, store them in the file system and and store the URL's in the database when the user submits the image. When the image is requested, the web service will return an array of URLs. I see this option to be a little hard on the hard drive. The estimates are 10,000 users per site, and lets say, 100 sites. The heavy processing will be done when the user submits the image and each image is going to be pulled from the File System. The web service will store just the image that the user submits in the file system and it's URL in the database. When the user request images, the web service will get the info from the DB, load the image on memory, create its 5 instances and return an object with 5 image arrays (I will probably cache the arrays). This option is harder on the processor and memory. The heavy processing will be done when the images get requested. A plus I see for option 2 is that it will give me the option to rewrite the URL of the image and make them site dependent (prettier) than having a image repository for all websites. But this is not a big deal. What do you think of these options? Do you have any other suggestions?

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  • Android Bitmap: Collision Detecting

    - by Aekasitt Guruvanich
    I am writing an Android game right now and I would need some help in the collision of the Pawns on screen. I figured I could run a for loop on the Player class with all Pawn objects on the screen checking whether or not Width*Height intersects with each other, but is there a more efficient way to do this? And if you do it this way, many of the transparent pixel inside the rectangular area will also be considered as collision as well. Is there a way to check for collision between Bitmap on a Canvas that disregard transparent pixels? The class for player is below and the Pawn class uses the same method of display. Class Player { private Resources res; // Used for referencing Bitmap from predefined location private Bounds bounds; // Class that holds the boundary of the screen private Bitmap image; private float x, y; private Matrix position; private int width, height; private float velocity_x, velocity_y; public Player (Resources resources, Bounds boundary) { res = resources; bounds = boundary; image = BitmapFactory.decodeResource(res, R.drawable.player); width = image.getWidth(); height = image.getHeight(); position = new Matrix(); x = bounds.xMax / 2; // Initially puts the Player in the middle of screen y = bounds.yMax / 2; position.preTranslate(x,y); } public void draw(Canvas canvas) { canvas.drawBitmap(image, position, null); } }

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  • Moving multiple objects on a map

    - by Dave
    I have multiple objects on my isometric game, for example, NPC's doing path finding automatically to walk around the map. Now there could be any number of them from 0 to infinity (hypthetical as no PC could handle that). My question is: is simply looping each one individually the smartest way to animate them all? Surely as the number of units increases you will notice a lag occuring on units near the end of loop still "waiting" for their next animation movement. The alternative is a swarm algorithm to move all objects together. Is that a smarter idea or do both situations apply depending on the circumstances of the game?

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  • Is there ever a time when creating a level/world editor with your game is a bad idea?

    - by Borgel
    I have created a few smaller games on my own in the past. My approach has always been to create a completed editor where it has all the functionality needed to save a level file and load it into the game. This has always made most sense to me but I keep hearing from people that a game is never fully done in the editor. I have never worked in a game development team and so I don't have first hand experience, but not adding everything needed to make the game to the editor just seams wrong. Am I missing something? Is there ever a reason not to add a tool to the editor?

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  • Do functional generics exist and what is the correct name for them if they do?

    - by voroninp
    Consider the following generic class: public class EntityChangeInfo<EntityType,TEntityKey> { ChangeTypeEnum ChangeType {get;} TEntityKeyType EntityKey {get;} } Here EntityType unambiguously defines TEntityKeyType. So it would be nice to have some kind of types' map: public class EntityChangeInfo<EntityType,TEntityKey> with map < [ EntityType : Person -> TEntityKeyType : int] [ EntityType : Car -> TEntityKeyType : CarIdType ]> { ChangeTypeEnum ChangeType {get;} TEntityKeyType EntityKey {get;} } Another one example is: public class Foo<TIn> with map < [TIn : Person -> TOut1 : string, TOut2 : int, ..., TOutN : double ] [TIn : Car -> TOut1 : int, TOut2 :int, ..., TOutN : Price ] > { TOut1 Prop1 {get;set;} TOut2 Prop2 {get;set;} ... TOutN PropN {get;set;} } The reasonable question: how can this be interpreted by the compiler? Well, for me it is just the shortcut for two structurally similar classes: public sealed class Foo<Person> { string Prop1 {get;set;} int Prop2 {get;set;} ... double PropN {get;set;} } public sealed class Foo<Car> { int Prop1 {get;set;} int Prop2 {get;set;} ... Price PropN {get;set;} } But besides this we could imaging some update of the Foo<>: public class Foo<TIn> with map < [TIn : Person -> TOut1 : string, TOut2 : int, ..., TOutN : double ] [TIn : Car -> TOut1 : int, TOut2 :int, ..., TOutN : Price ] > { TOut1 Prop1 {get;set;} TOut2 Prop2 {get;set;} ... TOutN PropN {get;set;} public override string ToString() { return string.Format("prop1={0}, prop2={1},...propN={N-1}, Prop1, Prop2,...,PropN); } } This all can seem quite superficial but the idea came when I was designing the messages for our system. The very first class. Many messages with the same structure should be discriminated by the EntityType. So the question is whether such construct exists in any programming language?

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  • How can I better manage far-reaching changes in my code?

    - by neuviemeporte
    In my work (writing scientific software in C++), I often get asked by the people who use the software to get their work done to add some functionality or change the way things are done and organized right now. Most of the time this is just a matter of adding a new class or a function and applying some glue to do the job, but from time to time, a seemingly simple change turns out to have far-reaching consequences that require me to redesign a substantial amount of existing code, which takes a lot of time and effort, and is difficult to evaluate in terms of time required. I don't think it has as much to do with inter-dependence of modules, as with changing requirements (admittedly, on a smaller scale). To provide an example, I was thinking about the recently-added multi-user functionality in Android. I don't know whether they planned to introduce it from the very beginning, but assuming they didn't, it seems hard to predict all the areas that will be affected by the change (apps preferences, themes, need to store account info somehow, etc...?), even though the concept seems simple enough, and the code is well-organized. How do you deal with such situations? Do you just jump in to code and then sort out the cruft later like I do? Or do you do a detailed analysis beforehand of what will be affected, what needs to be updated and how, and what has to be rewritten? If so, what tools (if any) and approaches do you use?

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  • What are the best practices to use NHiberante sessions in asp.net (mvc/web api) ?

    - by mrt181
    I have the following setup in my project: public class WebApiApplication : System.Web.HttpApplication { public static ISessionFactory SessionFactory { get; private set; } public WebApiApplication() { this.BeginRequest += delegate { var session = SessionFactory.OpenSession(); CurrentSessionContext.Bind(session); }; this.EndRequest += delegate { var session = SessionFactory.GetCurrentSession(); if (session == null) { return; } session = CurrentSessionContext.Unbind(SessionFactory); session.Dispose(); }; } protected void Application_Start() { AreaRegistration.RegisterAllAreas(); FilterConfig.RegisterGlobalFilters(GlobalFilters.Filters); RouteConfig.RegisterRoutes(RouteTable.Routes); BundleConfig.RegisterBundles(BundleTable.Bundles); var assembly = Assembly.GetCallingAssembly(); SessionFactory = new NHibernateHelper(assembly, Server.MapPath("/")).SessionFactory; } } public class PositionsController : ApiController { private readonly ISession session; public PositionsController() { this.session = WebApiApplication.SessionFactory.GetCurrentSession(); } public IEnumerable<Position> Get() { var result = this.session.Query<Position>().Cacheable().ToList(); if (!result.Any()) { throw new HttpResponseException(new HttpResponseMessage(HttpStatusCode.NotFound)); } return result; } public HttpResponseMessage Post(PositionDataTransfer dto) { //TODO: Map dto to model IEnumerable<Position> positions = null; using (var transaction = this.session.BeginTransaction()) { this.session.SaveOrUpdate(positions); try { transaction.Commit(); } catch (StaleObjectStateException) { if (transaction != null && transaction.IsActive) { transaction.Rollback(); } } } var response = this.Request.CreateResponse(HttpStatusCode.Created, dto); response.Headers.Location = new Uri(this.Request.RequestUri.AbsoluteUri + "/" + dto.Name); return response; } public void Put(int id, string value) { //TODO: Implement PUT throw new NotImplementedException(); } public void Delete(int id) { //TODO: Implement DELETE throw new NotImplementedException(); } } I am not sure if this is the recommended way to insert the session into the controller. I was thinking about using DI but i am not sure how to inject the session that is opened and binded in the BeginRequest delegate into the Controllers constructor to get this public PositionsController(ISession session) { this.session = session; } Question: What is the recommended way to use NHiberante sessions in asp.net mvc/web api ?

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  • What is the most concise, unambiguous syntax for operator associated methods (for overloading etc.) that doesn't pollute the namespace?

    - by Doug Treadwell
    Python tends to add double underscores before its built-in or overloadable operator methods, like __add(), whereas C++ requires declaring overloaded operators as operator + (Thing& thing) { /* code */ } for example. Personally I like the operator syntax because it seems to be more explicit and keeps these operator overloading methods separated from other methods without introducing weird prefix notation. What are your thoughts? Also, what about the case of built-in methods that are needed for the programming language to work properly? Is name mangling (like adding __ prefix or sys or something) the best solution here? What do you think about having another type of method declaration, like ... "system method" for lack of creativity at the moment. So there would be two kinds of declarations: int method_name() { ... } system int method_name() { ... } ... and the call would need to be different to distinguish between them. obj.method_name(); vs obj:method_name(); perhaps, assuming a language where : can be unambiguously used in this situation. obj.method_name() vs obj.(system method_name)() Sure, the latter is ugly, but the idea is to make the common case simple and system stuff should be kept out of the way. Maybe the Objective-C notation of method calls? [obj method_name]? Are there more alternatives? Please make suggestions.

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  • Is there a colloquial term for the web dev equivalent of "Script Kiddies"? [on hold]

    - by Darkcat Studios
    I recently came across a couple of lets say "young people" who were convinced that they were "Web Developers", despite the fact that they were only able to configure a wordpress template, and not even able to edit images properly. So this got me thinking, "back in the day" kids who thought they were hackers but just ran other peoples scripts they had found, were known as Script Kiddies. Do we have a term for these yet?

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  • Is there a better way to organize my module tests that avoids an explosion of new source files?

    - by luser droog
    I've got a neat (so I thought) way of having each of my modules produce a unit-test executable if compiled with the -DTESTMODULE flag. This flag guards a main() function that can access all static data and functions in the module, without #including a C file. From the README: -- Modules -- The various modules were written and tested separately before being coupled together to achieve the necessary basic functionality. Each module retains its unit-test, its main() function, guarded by #ifdef TESTMODULE. `make test` will compile and execute all the unit tests, producing copious output, but importantly exitting with an appropriate success or failure code, so the `make test` command will fail if any of the tests fail. Module TOC __________ test obj src header structures CONSTANTS ---- --- --- --- -------------------- m m.o m.c m.h mfile mtab TABSZ s s.o s.c s.h stack STACKSEGSZ v v.o v.c v.h saverec_ f.o f.c f.h file ob ob.o ob.c ob.h object ar ar.o ar.c ar.h array st st.o st.c st.h string di di.o di.c di.h dichead dictionary nm nm.o nm.c nm.h name gc gc.o gc.c gc.h garbage collector itp itp.c itp.h context osunix.o osunix.c osunix.h unix-dependent functions It's compile by a tricky bit of makefile, m:m.c ob.h ob.o err.o $(CORE) itp.o $(OP) cc $(CFLAGS) -DTESTMODULE $(LDLIBS) -o $@ $< err.o ob.o s.o ar.o st.o v.o di.o gc.o nm.o itp.o $(OP) f.o where the module is compiled with its own C file plus every other object file except itself. But it's creating difficulties for the kindly programmer who offered to write the Autotools files for me. So the obvious way to make it "less weird" would be to bust-out all the main functions into separate source files. But, but ... Do I gotta?

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  • engine for responsive gameplay

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • Where, in an object oriented system should you, if at all, choose (C-style) structs over classes?

    - by Anto
    C and most likely many other languages provide a struct keyword for creating structures (or something in a similar fashion). These are (at least in C), from a simplified point of view like classes, but without polymorphism, inheritance, methods, and so on. Think of an object-oriented (or multi paradigm) language with C-style structs. Where would you choose them over classes? Now, I don't believe they are to be used with OOP as classes seem to replace their purposes, but I wonder if there are situations where they could be preferred over classes in otherwise object-oriented programs and in what kind of situations. Are there such situations?

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  • A separate solution for types, etc?

    - by hayer
    I'm currently in progress updating some engine-code(which does not work, so it is more like creating a engine). I've decided to swap over to SFML(instead of my own crappy renderer, window manager, and audio), Box2d(since I need physics, but have none), and some small utils I've built myself. The problem is that each of the project mentioned over use different types for things like Vector2, etc. So to the question; Is it a good idea to replace box2d and SFML vectors with my own vector class? (Which is one of my better implementations) My idea then was to have a seperate .lib with all my classes that should be shared between all the projects in the solution.

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  • How to better explain complex software process in software specs?

    - by Lostsoul
    I'm really struggling with my software specs. I am not a professional programmer but enjoy doing it for fun and made some software that I want to sell later but I'm not happy with the code quality. So I wanted to hire a real developer to rewrite my software in a more professional way so it will be maintainable by other developers in the future. I read and found some sample specs and made my own by applying their structure to my document and wanted to get my developer friend to read it and give me advice. After an hour and a half he understood exactly what I was trying to do and how I did it(my algorithms,stack,etc.). How can I get better at explaining things to developers? I add many details and explanations for everything(including working code) but I'm unsure the best way I can learn to pass detailed domain knowledge(my software applies big data, machine learning, graph theory to finance). My end goal is to get them to understand as much as possible from the document and then ask anything they do not understand, but right now it seems they need to extract alot of information from me. How can I get better at communicating domain knowledge to developers?

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  • How to handle status columns in designing tables

    - by altsyset
    How to handle multiple statuses for a table entry, for example an item table may have an active, inactive, fast moving, and/or batch statuses. And I wanted to handle them in single column with VARCHAR type. Also I might set each of those attributes as a boolean with different columns. But I am not sure what consequences this might lead to. So if you have experienced such situations which one would be the best way to handle it?

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  • Complex, yet simple crafting system model

    - by KatShot
    I'm working on some arcade shooter/slasher, and the main logline is "Kick'em with everything you want". There's not so many enemies in GDD, main focus is on tons of weapons and gadgets to cause mayhem. To get weapon, you need to craft it, and now crafting system looks simple, like: 1) You got three slots for weapon parts (like A, B, C) 2) You collect misc weapon parts, and when you got atleast one for every slot, you can craft a weapon (for example, if you got A1, B1, B2, B3 and C1, you can craft such models - A1B1C1, A1B2C1, A1B3C1) As for me, this crafting system is too simple, because weapon parts will just fall from the top of screen, often enough. That's why I'm thinking about adding some more crafting system levels, like resources (collect 10 scrap pieces to make part A1 or C3), etc. My question is: How can i add some more complex, still simple, transparent levels in crafting system? upd. For example, in Minecraft or Terraria, first 5-10 crafting recipies quite transparent and simple IMHO. But then it turns into huge mess to understand, how to craft this or that (for example, fishing rod)

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  • Classless tables possible with Datamapper?

    - by barerd
    I have an Item class with the following attributes: itemId,name,weight,volume,price,required_skills,required_items. Since the last two attributes are going to be multivalued, I removed them and create new schemes like: itemID,required_skill (itemID is foreign key, itemID and required_skill is primary key.) Now, I'm confused how to create/use this new table. Here are the options that came to my mind: 1) The relationship between Items and Required_skills is one-to-many, so I may create a RequiredSkill class, which belongs_to Item, which in turn has n RequiredSkills. Then I can do Item.get(1).requiredskills. This sounds most logical to me. 2) Since required_skills may well be thought of as constants (since they resemble rules), I may put them into a hash or gdbm database or another sql table and query from there, which I don't prefer. My question is: is there sth like a modelless table in datamapper, where datamapper is responsible from the creation and integrity of the table and allows me to query it in datamapper way, but does not require a class, like I may do it in sql?

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  • What kind of programs/solutions can only be written with OOP or are too hard to achieve without it?

    - by user1598390
    Paraphrasing a recent question: What is Object Oriented Programming ill-suited for? I would like to ask the opposite question: What kind of programs cannot be written unless you use OOP? What kind of programs are not recommended to be written using non-OOP techniques? What kind of programs need OOP in order to even be written? What kind of programs would be too hard to write without OOP ? The answer to this question can help sell the idea of OOP to project leaders that have no special interest in code quality. At least they could buy the idea if one shows them the kind of things that are not even possible unless you use OOP.

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