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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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  • 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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  • Web programming, standard way to deal with a response that takes time to complete

    - by wobbily_col
    With normal form submission I use the pattern Post / Redirect / Get, when processing the forms. I have a database application built with Django. I want to allow the users to select a number of items from the database, then launch a computationally intensive task based on those items. I expect the task to take between 10 minutes and 2 hours to complete. Is there a standard approach to dealing with requests like this (i.e. that don't return immediately)? Ideally there would be some way to display the progress.

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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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  • How are the conceptual pairs Abstract/Concrete, Generic/Specific, and Complex/Simple related to one another in software architecture?

    - by tjb1982
    (= 2 (+ 1 1)) take the above. The requirement of the '=' predicate is that its arguments be comparable. Any two structures are comparable in this case, and so the contract/requirement is pretty generic. The '+' predicate requires that its arguments be numbers. That's more specific. (socket domain type protocol) the arguments here are much more specific (even though the arguments are still just numbers and the function itself returns a file descriptor, which is itself an int), but the arguments are more abstract, and the implementation is built up from other functions whose abstractions are less abstract, which are themselves built from less and less abstract abstractions. To the point where the requirements are something like move from one location to another, observe whether the switch at that location is on or off, turn the switch on or off, or leave it the same, etc. But are functions also less and less complex the less abstract they are? And is there a relationship between the number and range of arguments of a function and the complexity of its implementation, as you go from more abstract to less abstract, and vice versa? (= 2 (+ 1 1) 2r10) the '=' predicate is more generic than the '+' predicate, and thus could be more complex in its implementation. The '+' predicate's contract is less generic, and so could be less complex in its implementation. Is this even a little correct? What about the 'socket' function? Each of those arguments is a number of some kind. What they represent, though, is something more elaborate. It also returns a number (just like the others do), which is also a representation of something conceptually much more elaborate than a number. To boil it down, I'm asking if there is a relationship between the following dimensions, and why: Abstract/Concrete Complex/Simple Generic/Specific And more specifically, do different configurations of these dimensions have a specific, measurable impact on the number and range of the arguments (i.e., the contract) of a function?

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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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  • Accepting a numerical range in a function call

    - by dekpos
    I have encountered two ways of doing it: void foo(int from, int to); /* 'from' inclusive, 'to' exclusive */ void foo(int startIndex, int rangelength); Has one style historically been preferred over the other? If so, was it just a matter of convention or was it due to some deeper underlying reason? I'm currently programming in Java and noticed that the Arrays class uses the former style. The exclusivity of the to argument felt somewhat unintuitive to me, which led me to ask this question.

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  • Integrating with a payment provider; Proper and robust OOP approach

    - by ExternalUse
    History We are currently using a so called redirect model for our online payments (where you send the payer to a payment gateway, where he inputs his payment details - the gateway will then return him to a success/failure callback page). That's easy and straight-forward, but unfortunately quite inconvenient and at times confusing for our customers (leaving the site, changing their credit card details with an additional login on another site etc). Intention & Problem description We are now intending to switch to an integrated approach using an exchange of XML requests and responses. My problem is on how to cater with all (or rather most) of the things that may happen during processing - bearing in mind that normally simplicity is robust whereas complexity is fragile. Examples User abort: The user inputs Credit Card details and hits submit. An XML message to the provider's gateway is sent and waiting for response. The user hits "stop" in his browser or closes the window. ignore_user_abort() in PHP may be an option - but is that reliable? might it be better to redirect the user to a "please wait"-page, that in turn opens an AJAX or other request to the actual processor that does not rely on the connection? Database goes away sounds over-complicated, but with e.g. a webserver in the States and a DB in the UK, it has happened and will happen again: User clicks together his order, payment request has been sent to the provider but the response cannot be stored in the database. What approach could I use, using PHP to sort of start an SQL like "Transaction" that only at the very end gets committed or rolled back, depending on the individual steps? Should then neither commit or roll back have happened, I could sort of "lock" the user to prevent him from paying again or to improperly account for payments - but how? And what else do I need to consider technically? None of the integration examples of e.g. Worldpay, Realex or SagePay offer any insight, and neither Google or my search terms were good enough to find somebody else's thoughts on this. Thank you very much for any insight on how you would approach this!

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  • Team seeks collaboration for 2D action adventure RPG

    - by AlchemicTempest
    not entirely sure if it's appropriate to post this here, but I'll try: We are looking for all kinds of game dev interested people for our 2D sci-fi action adventure rpg "Quantum Nucleus" This is voluntary collaboration. We are seeking programmers(Java), artists, designers, audio people and writers So basically all kinds of people. Please watch our video, for further information: Video Link Thanks ! :D http://www.Alchemic-Tempest.com

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  • Should single purpose utility app use a class

    - by jmoreno
    When writing a small utility app, that does just one thing, should that one thing be encapsulated in a seperate class, or just let it be part of whatever class/module is used to start the application? I.e. Main would consist of 2 or three lines calling the constructor and then the DoIt methods, nothing else. Or should Main be the DoIt method, with whatever functions it needs added to the main class? Asking because I want to get some alternative perspective, but couldn't find a similar question. If my google-fu is bad and there's a dup, please close.

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  • Do functional generics exist or 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 this can be interpreted by the compiler? Well, for me it is just the sortcut 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 structrue should be discriminated by the EntityType. So the question is whether such construct exist in any programming language?

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  • How to implement string matching based on a pattern

    - by Vincent Rischmann
    I was asked to build a tool that can identify if a string match a pattern. Example: {1:20} stuff t(x) {a,b,c} would match: 1 stuff tx a 20 stuff t c It is a sort of regex but with a different syntax Parentheses indicate an optional value {1:20} is a interval; I will have to check if the token is a number and if it is between 1 and 20 {a,b,c} is just an enumeration; it can be either a or b or c Right now I implemented this with a regex, and the interval stuff was a pain to do. On my own time I tried implementing some kind of matcher by hand, but it turns out it's not that easy to do. By experimenting I ended up with a function that generates a state table from the pattern and a state machine. It worked well until I tried to implement the optional value, and I got stuck and how to generate the state table. After that I searched how I could do this, and that led me to stuff like LL parser, LALR parser, recursive-descent parser, context-free grammars, etc. I never studied any of this so it's hard to know what is relevant here, but I think this is what I need: A grammar A parser which generates states from the grammar and a pattern A state machine to see if a string match the states So my first question is: Is this right ? And second question, what do you recommend I read/study to be able to implement this ?

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  • What to do if I hate C++ header files?

    - by BlaXpirit
    I was always confused about header files. They are so strange: you include .h file which doesn't include .cpp but .cpp are somehow compiled too. NOTE: I UNDERSTAND EVERYTHING ABOUT THE HEADERS, PLEASE DON'T TELL ME I'M STUPID OR SHOULD USE OTHER LANGUAGE Recently I joined a team project, and of course, both .h and .cpp are used. I understand that this is very important, but I can't live with copy-pasting every function declaration in each of multiple classes we have. How do I handle the 2-file convention efficiently? Are there any tools to help with that, or automatically change one file that looks like example below to .h and .cpp? (specifically for MS VC++ 2010) class A { ... Type f(Type a,Type b) { //implementation here, not in another file! } ... }; Type f(Type a) { //implementation here } ...

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  • What's is the point of PImpl pattern while we can use interface for same purpose in C++?

    - by ZijingWu
    I see a lot of source code which using PIMPL idiom in C++. I assume Its purposes are hidden the private data/type/implementation, so it can resolve dependence, and then reduce compile time and header include issue. But interface class in C++ also have this capability, it can also used to hidden data/type and implementation. And to hidden let the caller just see the interface when create object, we can add an factory method in it declaration in interface header. The comparison is: Cost: The interface way cost is lower, because you doesn't even need to repeat the public wrapper function implementation void Bar::doWork() { return m_impl->doWork(); }, you just need to define the signature in the interface. Well understand: The interface technology is more well understand by every C++ developer. Performance: Interface way performance not worse than PIMPL idiom, both an extra memory access. I assume the performance is same. Following is the pseudocode code to illustrate my question: // Forward declaration can help you avoid include BarImpl header, and those included in BarImpl header. class BarImpl; class Bar { public: // public functions void doWork(); private: // You doesn't need to compile Bar.cpp after change the implementation in BarImpl.cpp BarImpl* m_impl; }; The same purpose can be implement using interface: // Bar.h class IBar { public: virtual ~IBar(){} // public functions virtual void doWork() = 0; }; // to only expose the interface instead of class name to caller IBar* createObject(); So what's the point of PIMPL?

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  • Is there a pattern to restrict which classes can update another class?

    - by Mike
    Say I have a class ImportantInfo with a public writable property Data. Many classes will read this property but only a few will ever set it. Basically, if you want to update Data you should really know what you're doing. Is there a pattern I could use to make this explicit other than by documenting it? For example, some way to enforce that only classes that implement IUpdateImportantData can do it (this is just an example)? I'm not talking about security here, but more of a "hey, are you sure you want to do that?" kind of thing.

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  • Do you have a data roadmap?

    - by BuckWoody
    I often visit companies where they asked me “What is SQL Server’s Roadmap?” What they mean is that they want to know where Microsoft is going with our database products. I explain that we’re expanding not only the capacities in SQL Server but the capabilities – we’re trying to make an “information platform”, rather than just a data store. But it’s interesting when I ask the same question back. “What is your data roadmap?” Most folks are surprised by the question, thinking only about storage and archival. To them, data is data. Ah, not so. Your data is one of the most valuable, if not the most valuable asset in your organization. And you should be thinking about how you’ll acquire it, how it will be distributed, how you’ll archive it (which includes more than just backing it up) and most importantly, how you’ll leverage it. Because it’s only when data becomes information that it is truly useful. to be sure, the folks on the web that collect lots of data have a strategy for it – do you? Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • OOP PHP make separate classes or one

    - by user2956219
    I'm studying OOP PHP and working on a small personal project but I have hard time grasping some concepts. Let's say I have a list of items, each item belongs to subcategory, and each subcategory belongs to category. So should I make separate classes for category (with methods to list all categories, add new category, delete category), class for subcategories and class for items? Or should I make creating, listing and deleting categories as methods for item class? Both category and subcategory are very simple and basically consist of ID, Name and parentID (for subcategory).

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  • How to plan a PHP based project with DB involved in the below scenario? [closed]

    - by San
    I'm starting a project on web monitoring where other websites can be monitored. Recently, I have found codeIgniter, yii, kohana frameworks online, but I'm confused as to whether to choose any of those or start directly. Moreover, this is my first big project that I'm planning for. So can anyone give me suggestions on how to start, how to plan, what books to refer to, to start this kind of web application and share some links to understand for myself on how to work on this project?

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  • What is realism?

    - by eversor
    Beyond the obvious something that seams real, realism in games is a hard feature to hit. In some cases, things that are completely impossible in real life are seen as realistic by gamers. For instance, in some FPS you can survive being hit by a fair amount of bullets when in real life one is enough, Newton-defying car drifts, etc. So, in some cases, reductions of life-like actions or consequences implies a bigger sense of realism. The root of this pseudo-philosophical question lies in: I am going to create a engine for battles in an online (browser-based) strategic game. Browser-based means that the battle would not be seen. And i do not know how to approach this realism issue.

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  • share code between check and process methods

    - by undu
    My job is to refactor an old library for GIS vector data processing. The main class encapsulates a collection of building outlines, and offers different methods for checking data consistency. Those checking functions have an optional parameter that allows to perform some process. For instance: std::vector<Point> checkIntersections(int process_mode = 0); This method tests if some building outlines are intersecting, and return the intersection points. But if you pass a non null argument, the method will modify the outlines to remove the intersection. I think it's pretty bad (at call site, a reader not familiar with the code base will assume that a method called checkSomething only performs a check and doesn't modifiy data) and I want to change this. I also want to avoid code duplication as check and process methods are mostly similar. So I was thinking to something like this: // a private worker std::vector<Point> workerIntersections(int process_mode = 0) { // it's the equivalent of the current checkIntersections, it may perform // a process depending on process_mode } // public interfaces for check and process std::vector<Point> checkIntersections() /* const */ { workerIntersections(0); } std::vector<Point> processIntersections(int process_mode /*I have different process modes*/) { workerIntersections(process_mode); } But that forces me to break const correctness as workerIntersections is a non-const method. How can I separate check and process, avoiding code duplication and keeping const-correctness?

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  • Is the Observer pattern adequate for this kind of scenario?

    - by Omega
    I'm creating a simple game development framework with Ruby. There is a node system. A node is a game entity, and it has position. It can have children nodes (and one parent node). Children are always drawn relatively to their parent. Nodes have a @position field. Anyone can modify it. When such position is modified, the node must update its children accordingly to properly draw them relatively to it. @position contains a Point instance (a class with x and y properties, plus some other useful methods). I need to know when a node's @position's state changes, so I can tell the node to update its children. This is easy if the programmer does something like this: @node.position = Point.new(300,300) Because it is equivalent to calling this: # Code in the Node class def position=(newValue) @position = newValue update_my_children # <--- I know that the position changed end But, I'm lost when this happens: @node.position.x = 300 The only one that knows that the position changed is the Point instance stored in the @position property of the node. But I need the node to be notified! It was at this point that I considered the Observer pattern. Basically, Point is now observable. When a node's position property is given a new Point instance (through the assignment operator), it will stop observing the previous Point it had (if any), and start observing the new one. When a Point instance gets a state change, all observers (the node owning it) will be notified, so now my node can update its children when the position changes. A problem is when this happens: @someNode.position = @anotherNode.position This means that two nodes are observing the same point. If I change one of the node's position, the other would change as well. To fix this, when a position is assigned, I plan to create a new Point instance, copy the passed argument's x and y, and store my newly created point instead of storing the passed one. Another problem I fear is this: somePoint = @node.position somePoint.x = 500 This would, technically, modify @node's position. I'm not sure if anyone would be expecting that behavior. I'm under the impression that people see Point as some kind of primitive rather than an actual object. Is this approach even reasonable? Reasons I'm feeling skeptical: I've heard that the Observer pattern should be used with, well, many observers. Technically, in this scenario there is only one observer at a time. When assigning a node's position as another's (@someNode.position = @anotherNode.position), where I create a whole new instance rather than storing the passed point, it feels hackish, or even inefficient.

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  • When you’re on a high, start something big

    - by BuckWoody
    Most days are pretty average – we have some highs, some lows, and just regular old work to do. But some days the sun is shining, your co-workers are especially nice, and everything just falls into place. You really *enjoy* what you do. Don’t let that moment pass. All of us have “big” projects that we need to tackle. Things that are going to take a long time, and a lot of money. Those kinds of data projects take a LOT of planning, and many times we put that off just to get to the day’s work. I’ve found that the “high” moments are the perfect time to take on these big projects. I’m more focused, and more importantly, more positive. And as the quote goes, “whether you think you can or you think you can’t, you’re probably right.” You’ll find a way to make it happen if you’re in a positive mood. Now – having those “great days” is actually something you can influence, but I’ll save that topic for a future post. I have a project to work on. :) Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Settings object with singleton pattern

    - by axis
    I need to build an object that will have only one instance because this Object is dedicated to the storage of vital settings for my application and I would like to avoid a misuse of this type or a conflict at run-time. The most popular solution for this, according to the internet, is the Singleton pattern. But I would like to know about other ideas or solutions for this; also I would like to know if other solutions can be much more easy to grasp for an user of this hypothetical library. Thanks.

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  • Do open world games need less backstory?

    - by Raceimaztion
    I've played a few open-world games and really enjoyed them, though the ones I've really enjoyed have generally received complaints about how little story there is to them. The Saboteur is one example of this. Fully open-world, good enough story (for me, anyway), engaging gameplay, and still has received complaints in reviews about not having enough story. Do open-world games actually need a full, all-encompassing story? Or can fun and engaging gameplay fill in the gap and let the designer get away with a slightly less complete story?

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  • Charakter coding / programming

    - by Jery
    lately I tryed a few times to create charakters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your charakter is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together =\ thx in advance for some input

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