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  • Is this an effective monetization method for an Android game? [on hold]

    - by Matthew Page
    The short version: I plan to make an Android puzzle game where the user tries to get 3-6 numbers to their predetermined goal numbers. The free version of the app will have three predetermined levels (easy, medium, hard). The full version ($0.99, probably) will have a level generator where there will be unlimited easy, medium, or hard levels, as well as a custom difficulty option where users can set specific vales to the number of numbers to equate to their goal, the number of buttons to use, etc. Users will also have the option to get a one-time "hint" for a fee of $0.49, or unlimited hints for a one-time fee of $2.99. The long version: Mechanics of Game and Victory The application is a number puzzle. When the user begins a new game, depending on the input by the user, between 3 and 6 numbers show up on the top of the screen, and between 3 and 6 buttons show up on the bottom of the screen. The buttons all have two options: to increase every number the same way, or decrease every number the same way. The buttons either use addition / subtraction, multiplication / division, or exponents / roots, all depending on the number displayed on the button. Addition buttons are green, multiplication buttons are blue, and exponential buttons are red. The user wins when all of the numbers displayed on the screen equate to their goal number, displayed below each number. Monetization If the user is playing the full (priced) version of the app, upon the start of the game, the user will be confronted with a dialogue asking for the number of buttons and the number of numbers to equate in the game. Then, based on the user input, a random puzzle will be generated. If the user is playing the free version of the app, the user will be asked to either play an “easy”, “hard”, or “expert” puzzle. A pre-determined puzzle from each category will be used in the game. If the user has played that puzzle before, a dialogue will show saying this to the user and advertising the full version of the app. The full version of the app will also be advertised upon the successful or in successful completion of a puzzle. Upon exiting this advertisement, another full screen advertisement will appear from a third party. Also, the solution to the puzzle should be stored by the program, and if the user pays a small fee, he/she can see a hint to the solution to the program. In the free version of the app, the user may use their first hint for free. Also, the user can use unlimited hints for a slightly larger fee. Is this an effective monetization method?

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  • How to do pre-loading

    - by Dave
    I have a question that is confusing me with making a game. For my game launch i pre load everything for the main menu then i loop the game to display it. But lets argue player wants to launch a new game or a specific level, then you preload the relevant sounds/graphics for that level right? How ever, the player must already be running the game loop if they are at the main menu, so you can't load in the game loop or you will load every frame...but im pretty sure most big games don't preload every level when you first run the game from desktop because it would take a long time on some of these games.... How is it done :S

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  • Of what significance is the solution to the game of checkers in AI research?

    - by cobie
    I have been doing some research into artificial intelligence and I came across a 2007 paper titled "Checkers is Solved" on the game of checkers being solved by AI techniques after more than 16 years of trial. A solution to the game is defined by the team as "determining the final result in a game with no mistakes made by either player". The search for a solution started back in 1989 and it was finally found in 2007. Of what importance is this to the field of AI?

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  • MapReduce programming system in java-actionscript

    - by eco_bach
    Just finished reading ch23 in the excellent 'Beautiful Code' http://oreilly.com/catalog/9780596510046 on Distributed Programming with MapReduce. I understand that MapReduce is a programming system designed for large-scale data processing problems, but I have a hard time getting my head around the basic examples given and how I might apply them in real world situations. Can someone give a simple example of MapReduce implemented using either java, javascript or actionscript?

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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  • How to stay connected to the programming community?

    - by Anton
    I often find myself detached from the programming community and I generally find out about all the "cool" things that are happening after they have already happened. So my question is how do you stay connected and up to date with the programming community? Podcasts, blogs, meet ups, conventions, twitter, talking with your co-workers whatever it may be that keeps you connected. Please provide actual examples of which blogs, talks, etc you use.

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  • Do 3d assets cost a lot more than 2d?

    - by Balls
    I'm planning to create a game on my own and will most likely hire an artist in the future. I just want to know if making a game in 2d will a lot cheaper than making it on 3d? Here's my plan: If it will be a 2d game.. I'll probably make a platform game. More like a Braid level of graphics. If it will be a 3d game.. Closest of graphics I'll ask for will be far cry 1 or if possible oblivion. So any thoughts? I'm funding all of it on my own. It will be my first game but will use maybe an engine around if it will be a 3d game. If 2d, I have my own engine lying around here. Thank you, Balls

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  • Best programming language for teaching econometrics?

    - by TJB
    I will be teaching an econometrics course to masters students in the fall. I think it is important for them to learn programming with data as an essential applied research skill. What suggestions do you have for the programming language. I am leaning mostly towards R. What others should I consider?

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  • GUI programming, what to learn, already know console C++

    - by conqrr
    i have already learnt c++ console(love it!) and want to do gui programming, i have looked at Qt but i dont like the size of exe produced at all,even after compressing or static linking.... Shall i learn c# and gui programming?? is it easy to move from c++? what is dot net exactly by the way and how can it be useful to me and my CV in future??

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  • Doing "text mode 'splash' game" during boot.

    - by Vi
    Sometimes I want to do something (for example, playing a simple text-mode game) while the system is booting up. This is especially useful when lengthy reiserfs transaction replays are happening. Current hacky way of doing it is: Put the program on initramfs. Before running /sbin/init, "openvt 2 /my/program". Turn off messages from kernel (sysrq 0) Override /dev/console with /dev/null (to prevent boot messages). The problems are: There are STILL some messages interfering with program output. I can't see boot messages by switching to that virtual terminal back. After finishing the boot sequence, /dev/tty2 ends up being attached both to getty and my program. How to do it properly without of running graphical splashes? The system is Linux Debian Squeeze, no dependency based sysv scripts.

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  • Trying to launch old game using wine

    - by rhon
    I'm using wine 1.5.11 on Archlinux, and I try to launch this old game : http://www.cnetfrance.fr/telecharger/waterboy-11006056s.htm?download=1 The problem is that I always get a "Run-time error '13' : Type mismatch" when I try to launch it. I've tried to switch oleaut.dll and ole32.dll to "native", and switch to "Windows 98" mode using winecfg, and then I had this error : err:module:import_dll Library ole32.dll (which is needed by L"Z:\\games\\WaterBoy\\MSVBVM50.DLL") not found err:module:import_dll Library OLEAUT32.dll (which is needed by L"Z:\\games\\WaterBoy\\MSVBVM50.DLL") not found err:module:import_dll Library MSVBVM50.DLL (which is needed by L"Z:\\games\\WaterBoy\\WaterBoy.exe") not found err:module:LdrInitializeThunk Main exe initialization for L"Z:\\games\\WaterBoy\\WaterBoy.exe" failed, status c0000135 I've installed vb5runtime using winetricks, but it didn't help. Am I doing something wrong ?

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  • Retaining objects in game iphone

    - by Brodie4598
    Hello - I am trying to create a game and have run into what is probably a pretty easy problem to solve. As the player goes through the game, many objects (Vehicle) will be added and removed. The Vehicles get added to an array called currentVehiclesMutableArray. My problem is I cant figure out how to retain a Vehicle so that it remains in the array until I am finished with it.

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  • Website programming language [closed]

    - by Develman
    Hello everybody, I have worked a lot with PHP in last times, but I am not sure if it is the best choice for website programming. What language do you prefer for website programming? Which type (private, business, etc.) of website do you build with that language?

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  • How important is self-teaching in the programming field? [closed]

    - by ThePlan
    I'm 16. I started programming about a year ago when I was about to start high-school. I'm going for a career in programming, and I'm doing my best to learn as much as I can. When I first started, I learned the basics of C++ from a book and I started to learn things by myself from there on. Nowadays I'm much more experienced than I was a year ago. I knew I had to study by myself because high-school won't (likely) teach me anything valuable about programming, and I want to be prepared. The question here is: how important is it to study programming by oneself?

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  • When did you feel comfortable with programming?

    - by misterwebz
    I've been programming for about 6 months, but i still feel like i haven't learned anything. Or maybe i'm overwhelmed by the things i still don't know. Am i doing something wrong here or is this normal? I want to be able to work as a freelancer in a year or two, but i'm not sure if that goal is achievable. So when did you feel comfortable using your programming language of choice and how did you learn it?

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  • java timer for game

    - by user261002
    I have created a game in java and now I just need to add a timer that allow the user to play under 60s. I have searched on internet and found the timer for swing and util packages. could you please just give me a method to be able to use it in my game???

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  • Use the right tool for the job: embedded programming

    - by EmbeddedProg
    I'm interested in programming languages well suited for embedded programming. In particular: Is it possible to program embedded systems in C++? Or is it better to use pure C? Or is C++ OK only if some features of the language (e.g. RTTI, exceptions and templates) are excluded? What about Java in this domain? Thanks.

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  • How can I figure out if programming is right for me? [closed]

    - by user66414
    I have an IT background and was pretty confident until an opportunity came up at work to go into programming(C#). I have never programmed before this, and the software I am programming for is a program I have never used before (a 3D modeling software). It has been 6 months since then and I feel like giving up. I didn't get much training... about 3 weeks of training spread out over the last 6 months. I think I would be good at programming but this experience is kinda making me rethink my decision. I'm not sure if it's just me, or if this frustration is normal. How can I tell if programming is right for me?

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  • Project manager programming background

    - by Henryk Konsek
    Do you think that project manager should have programming background? Do you consider this role as a natural way of evolution for the skilled/leader programmers (as an alternative for architect role)? Or maybe you believe that PM should be just a good manager with a basic understanding of the programming concepts and a fundamental knowledge about the technology you use. What is your experience with working with both kinds of managers (ex-programmers or just managers).

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  • Cluster for game servers [closed]

    - by Boby
    We want to make a cluster for game servers, but we don't know which cluster system to choose. We need load balancing cluster. Now we have 2 server for test (First - 2 x Xeon E5320, 8 GB RAM and second i5 2500, 16 GB RAM), this servers will work as nodes. After we will add more. We use Linux. We need some help with cluster. We don't know which cluster system to use for this reason. And maybe some help (instructions). And please don't say that we need to forget it. Thank you for answers!

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  • Design by Contract with Microsoft .Net Code Contract

    - by Fredrik N
    I have done some talks on different events and summits about Defensive Programming and Design by Contract, last time was at Cornerstone’s Developer Summit 2010. Next time will be at SweNug (Sweden .Net User Group). I decided to write a blog post about of some stuffs I was talking about. Users are a terrible thing! Protect your self from them ”Human users have a gift for doing the worst possible thing at the worst possible time.” – Michael T. Nygard, Release It! The kind of users Michael T. Nygard are talking about is the users of a system. We also have users that uses our code, the users I’m going to focus on is the users of our code. Me and you and another developers. “Any fool can write code that a computer can understand. Good programmers write code that humans can understand.” – Martin Fowler Good programmers also writes code that humans know how to use, good programmers also make sure software behave in a predictable manner despise inputs or user actions. Design by Contract   Design by Contract (DbC) is a way for us to make a contract between us (the code writer) and the users of our code. It’s about “If you give me this, I promise to give you this”. It’s not about business validations, that is something completely different that should be part of the domain model. DbC is to make sure the users of our code uses it in a correct way, and that we can rely on the contract and write code in a way where we know that the users will follow the contract. It will make it much easier for us to write code with a contract specified. Something like the following code is something we may see often: public void DoSomething(Object value) { value.DoIKnowThatICanDoThis(); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Where “value” can be uses directly or passed to other methods and later be used. What some of us can easily forget here is that the “value” can be “null”. We will probably not passing a null value, but someone else that uses our code maybe will do it. I think most of you (including me) have passed “null” into a method because you don’t know if the argument need to be specified to a valid value etc. I bet most of you also have got the “Null reference exception”. Sometimes this “Null reference exception” can be hard and take time to fix, because we need to search among our code to see where the “null” value was passed in etc. Wouldn’t it be much better if we can as early as possible specify that the value can’t not be null, so the users of our code also know it when the users starts to use our code, and before run time execution of the code? This is where DbC comes into the picture. We can use DbC to specify what we need, and by doing so we can rely on the contract when we write our code. So the code above can actually use the DoIKnowThatICanDoThis() method on the value object without being worried that the “value” can be null. The contract between the users of the code and us writing the code, says that the “value” can’t be null.   Pre- and Postconditions   When working with DbC we are specifying pre- and postconditions.  Precondition is a condition that should be met before a query or command is executed. An example of a precondition is: “The Value argument of the method can’t be null”, and we make sure the “value” isn’t null before the method is called. Postcondition is a condition that should be met when a command or query is completed, a postcondition will make sure the result is correct. An example of a postconditon is “The method will return a list with at least 1 item”. Commands an Quires When using DbC, we need to know what a Command and a Query is, because some principles that can be good to follow are based on commands and queries. A Command is something that will not return anything, like the SQL’s CREATE, UPDATE and DELETE. There are two kinds of Commands when using DbC, the Creation commands (for example a Constructor), and Others. Others can for example be a Command to add a value to a list, remove or update a value etc. //Creation commands public Stack(int size) //Other commands public void Push(object value); public void Remove(); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   A Query, is something that will return something, for example an Attribute, Property or a Function, like the SQL’s SELECT.   There are two kinds of Queries, the Basic Queries  (Quires that aren’t based on another queries), and the Derived Queries, queries that is based on another queries. Here is an example of queries of a Stack: //Basic Queries public int Count; public object this[int index] { get; } //Derived Queries //Is related to Count Query public bool IsEmpty() { return Count == 0; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } To understand about some principles that are good to follow when using DbC, we need to know about the Commands and different Queries. The 6 Principles When working with DbC, it’s advisable to follow some principles to make it easier to define and use contracts. The following DbC principles are: Separate commands and queries. Separate basic queries from derived queries. For each derived query, write a postcondition that specifies what result will be returned, in terms of one or more basic queries. For each command, write a postcondition that specifies the value of every basic query. For every query and command, decide on a suitable precondition. Write invariants to define unchanging properties of objects. Before I will write about each of them I want you to now that I’m going to use .Net 4.0 Code Contract. I will in the rest of the post uses a simple Stack (Yes I know, .Net already have a Stack class) to give you the basic understanding about using DbC. A Stack is a data structure where the first item in, will be the first item out. Here is a basic implementation of a Stack where not contract is specified yet: public class Stack { private object[] _array; //Basic Queries public uint Count; public object this[uint index] { get { return _array[index]; } set { _array[index] = value; } } //Derived Queries //Is related to Count Query public bool IsEmpty() { return Count == 0; } //Is related to Count and this[] Query public object Top() { return this[Count]; } //Creation commands public Stack(uint size) { Count = 0; _array = new object[size]; } //Other commands public void Push(object value) { this[++Count] = value; } public void Remove() { this[Count] = null; Count--; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   Note: The Stack is implemented in a way to demonstrate the use of Code Contract in a simple way, the implementation may not look like how you would implement it, so don’t think this is the perfect Stack implementation, only used for demonstration.   Before I will go deeper into the principles I will simply mention how we can use the .Net Code Contract. I mention before about pre- and postcondition, is about “Require” something and to “Ensure” something. When using Code Contract, we will use a static class called “Contract” and is located in he “System.Diagnostics.Contracts” namespace. The contract must be specified at the top or our member statement block. To specify a precondition with Code Contract we uses the Contract.Requires method, and to specify a postcondition, we uses the Contract.Ensure method. Here is an example where both a pre- and postcondition are used: public object Top() { Contract.Requires(Count > 0, "Stack is empty"); Contract.Ensures(Contract.Result<object>() == this[Count]); return this[Count]; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   The contract above requires that the Count is greater than 0, if not we can’t get the item at the Top of a Stack. We also Ensures that the results (By using the Contract.Result method, we can specify a postcondition that will check if the value returned from a method is correct) of the Top query is equal to this[Count].   1. Separate Commands and Queries   When working with DbC, it’s important to separate Command and Quires. A method should either be a command that performs an Action, or returning information to the caller, not both. By asking a question the answer shouldn’t be changed. The following is an example of a Command and a Query of a Stack: public void Push(object value) public object Top() .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   The Push is a command and will not return anything, just add a value to the Stack, the Top is a query to get the item at the top of the stack.   2. Separate basic queries from derived queries There are two different kinds of queries,  the basic queries that doesn’t rely on another queries, and derived queries that uses a basic query. The “Separate basic queries from derived queries” principle is about about that derived queries can be specified in terms of basic queries. So this principles is more about recognizing that a query is a derived query or a basic query. It will then make is much easier to follow the other principles. The following code shows a basic query and a derived query: //Basic Queries public uint Count; //Derived Queries //Is related to Count Query public bool IsEmpty() { return Count == 0; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   We can see that IsEmpty will use the Count query, and that makes the IsEmpty a Derived query.   3. For each derived query, write a postcondition that specifies what result will be returned, in terms of one or more basic queries.   When the derived query is recognize we can follow the 3ed principle. For each derived query, we can create a postcondition that specifies what result our derived query will return in terms of one or more basic queries. Remember that DbC is about contracts between the users of the code and us writing the code. So we can’t use demand that the users will pass in a valid value, we must also ensure that we will give the users what the users wants, when the user is following our contract. The IsEmpty query of the Stack will use a Count query and that will make the IsEmpty a Derived query, so we should now write a postcondition that specified what results will be returned, in terms of using a basic query and in this case the Count query, //Basic Queries public uint Count; //Derived Queries public bool IsEmpty() { Contract.Ensures(Contract.Result<bool>() == (Count == 0)); return Count == 0; } The Contract.Ensures is used to create a postcondition. The above code will make sure that the results of the IsEmpty (by using the Contract.Result to get the result of the IsEmpty method) is correct, that will say that the IsEmpty will be either true or false based on Count is equal to 0 or not. The postcondition are using a basic query, so the IsEmpty is now following the 3ed principle. We also have another Derived Query, the Top query, it will also need a postcondition and it uses all basic queries. The Result of the Top method must be the same value as the this[] query returns. //Basic Queries public uint Count; public object this[uint index] { get { return _array[index]; } set { _array[index] = value; } } //Derived Queries //Is related to Count and this[] Query public object Top() { Contract.Ensures(Contract.Result<object>() == this[Count]); return this[Count]; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   4. For each command, write a postcondition that specifies the value of every basic query.   For each command we will create a postconditon that specifies the value of basic queries. If we look at the Stack implementation we will have three Commands, one Creation command, the Constructor, and two others commands, Push and Remove. Those commands need a postcondition and they should include basic query to follow the 4th principle. //Creation commands public Stack(uint size) { Contract.Ensures(Count == 0); Count = 0; _array = new object[size]; } //Other commands public void Push(object value) { Contract.Ensures(Count == Contract.OldValue<uint>(Count) + 1); Contract.Ensures(this[Count] == value); this[++Count] = value; } public void Remove() { Contract.Ensures(Count == Contract.OldValue<uint>(Count) - 1); this[Count] = null; Count--; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   As you can see the Create command will Ensures that Count will be 0 when the Stack is created, when a Stack is created there shouldn’t be any items in the stack. The Push command will take a value and put it into the Stack, when an item is pushed into the Stack, the Count need to be increased to know the number of items added to the Stack, and we must also make sure the item is really added to the Stack. The postconditon of the Push method will make sure the that old value of the Count (by using the Contract.OldValue we can get the value a Query has before the method is called)  plus 1 will be equal to the Count query, this is the way we can ensure that the Push will increase the Count with one. We also make sure the this[] query will now contain the item we pushed into the Stack. The Remove method must make sure the Count is decreased by one when the top item is removed from the Stack. The Commands is now following the 4th principle, where each command now have a postcondition that used the value of basic queries. Note: The principle says every basic Query, the Remove only used one Query the Count, it’s because this command can’t use the this[] query because an item is removed, so the only way to make sure an item is removed is to just use the Count query, so the Remove will still follow the principle.   5. For every query and command, decide on a suitable precondition.   We have now focused only on postcondition, now time for some preconditons. The 5th principle is about deciding a suitable preconditon for every query and command. If we starts to look at one of our basic queries (will not go through all Queries and commands here, just some of them) the this[] query, we can’t pass an index that is lower then 1 (.Net arrays and list are zero based, but not the stack in this blog post ;)) and the index can’t be lesser than the number of items in the stack. So here we will need a preconditon. public object this[uint index] { get { Contract.Requires(index >= 1); Contract.Requires(index <= Count); return _array[index]; } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Think about the Contract as an documentation about how to use the code in a correct way, so if the contract could be specified elsewhere (not part of the method body), we could simply write “return _array[index]” and there is no need to check if index is greater or lesser than Count, because that is specified in a “contract”. The implementation of Code Contract, requires that the contract is specified in the code. As a developer I would rather have this contract elsewhere (Like Spec#) or implemented in a way Eiffel uses it as part of the language. Now when we have looked at one Query, we can also look at one command, the Remove command (You can see the whole implementation of the Stack at the end of this blog post, where precondition is added to more queries and commands then what I’m going to show in this section). We can only Remove an item if the Count is greater than 0. So we can write a precondition that will require that Count must be greater than 0. public void Remove() { Contract.Requires(Count > 0); Contract.Ensures(Count == Contract.OldValue<uint>(Count) - 1); this[Count] = null; Count--; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   6. Write invariants to define unchanging properties of objects.   The last principle is about making sure the object are feeling great! This is done by using invariants. When using Code Contract we can specify invariants by adding a method with the attribute ContractInvariantMethod, the method must be private or public and can only contains calls to Contract.Invariant. To make sure the Stack feels great, the Stack must have 0 or more items, the Count can’t never be a negative value to make sure each command and queries can be used of the Stack. Here is our invariant for the Stack object: [ContractInvariantMethod] private void ObjectInvariant() { Contract.Invariant(Count >= 0); } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; }   Note: The ObjectInvariant method will be called every time after a Query or Commands is called. Here is the full example using Code Contract:   public class Stack { private object[] _array; //Basic Queries public uint Count; public object this[uint index] { get { Contract.Requires(index >= 1); Contract.Requires(index <= Count); return _array[index]; } set { Contract.Requires(index >= 1); Contract.Requires(index <= Count); _array[index] = value; } } //Derived Queries //Is related to Count Query public bool IsEmpty() { Contract.Ensures(Contract.Result<bool>() == (Count == 0)); return Count == 0; } //Is related to Count and this[] Query public object Top() { Contract.Requires(Count > 0, "Stack is empty"); Contract.Ensures(Contract.Result<object>() == this[Count]); return this[Count]; } //Creation commands public Stack(uint size) { Contract.Requires(size > 0); Contract.Ensures(Count == 0); Count = 0; _array = new object[size]; } //Other commands public void Push(object value) { Contract.Requires(value != null); Contract.Ensures(Count == Contract.OldValue<uint>(Count) + 1); Contract.Ensures(this[Count] == value); this[++Count] = value; } public void Remove() { Contract.Requires(Count > 0); Contract.Ensures(Count == Contract.OldValue<uint>(Count) - 1); this[Count] = null; Count--; } [ContractInvariantMethod] private void ObjectInvariant() { Contract.Invariant(Count >= 0); } } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Summary By using Design By Contract we can make sure the users are using our code in a correct way, and we must also make sure the users will get the expected results when they uses our code. This can be done by specifying contracts. To make it easy to use Design By Contract, some principles may be good to follow like the separation of commands an queries. With .Net 4.0 we can use the Code Contract feature to specify contracts.

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  • Acceptable sound quality: stereo needed for an Android game?

    - by Thomas Calc
    I have various simple short sound effects (damage sound, dying sound, thunderbolt, fanfare, breaking) for a game that is developed for Android currently. I use OGG files: 96kbps VBR, 44.1KHz, 2 channels (that means stereo, right?). I read the other stackexchange topics about "acceptable sound quality", but they're too general, address too many things. My experience is that even with 80kbps, my effects sound OK. But I tested it on a limited number of Android devices (including a Sony Ericsson Xperia Neo and a HTC Desire HD). My questions: For mobile phones and tablets, generally, what parameters are recommended? Won't my 80kbps sounds be bad on a newer device (such as a modern tablet)? I don't hear any difference between stereo and mono (2 channels vs. 1 channel, right?), is there any noticeable difference at all for mobile phones / tablets? (in terms of the player experience) May it worth it at all? I assume that stereo sounds take much more in memory (when they're decoded to PCM), despite of the fact that the compressed OGG size is practically the same. Reacting to Roy T.'s great comment: Actually, I couldn't measure the PCM size (Android decodes OGG internally), but I thought that stereo will take more space than mono when uncompressed After throwing out one of the WAV channels in Audacity, and re-exporting it: The new WAV file size is half than before The OGG file size is practically the same as before The sound effects and game music was recorded by my friend who is an experienced hobby musician/composer, but he knows little about computers & software so he just gave me some high-quality WAV files generated via his hardware.These were stereo, but if I check them in Audacity, both channels appear to be exactly the same.Can I consider them the same (= moving to mono), or might there be some unnoticeable differences to the human eye?

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