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  • Game Asset Storage: Archive vs Individual files

    - by David Colson
    As I am in the process of creating a 3D c++ game and I was wondering what would be more beneficial when dealing with game assets with regards to storage. I have seen some games have a single asset file compressed with everything in it and other with lots of little compressed files. If I had lots of individual files I would not need to load a large file at once and use up memory but the code would have to go about file seeking when the level loads to find all the correct files needed. There is no file seeking needed when dealing with one large file, but again, what about all the assets not currently needed that would get loaded with the one file? I could also have an asset file for each level, but then how do I deal with shared assets This has been bothering me for a while so tell me what other advantages and disadvantages are there to either way of doing things.

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  • What Scripting Program would you choose to recover deleted and missing files?

    - by Steven Graf
    For a private project I'm looking for a command line tool to scan and recover files. I'm working on Gnome 3 (but I could also change my OS if it helps reaching my goal) and must be able to find and recover files on attached devices with formats such as NTFS, Fat32, MAC OS Extended and ext3. Is there a command line script to cover all of them or do I need to use different programs to reach my goal? can you recommend command line tools for these kind of tasks? is one of you willing and able to show me some examples and teach me further?

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  • OO Software Architecture - base class that everything inherits from. Bad/good idea?

    - by ale
    I am reviewing a proposed OO software architecture that looks like this: Base Foo Something Bar SomethingElse Where Base is a static class. My immediate thought was that every object in any class will inherit all the methods in Base which would create a large object. Could this cause problems for a large system? The whole architecture is hierarchical.. the 'tree' is much bigger than this really. Does this sort of architecture have a name (hierarchical?!). What are the known pros and cons?

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  • Looking for menu-driven coding platforms

    - by user2634047
    Can anyone point me to an application development environment that uses menu-driven coding? This would mean where commands, variable names, etc. are not keyed in, but rather are selected from a menu of context-specific options. For example, the user selects an If...then command from a menu of commands, and is then presented with a menu of variables to choose from for the the 'if' conditions(s) (or creates new variable(s) on the fly via the menu), and is then presented with a menu of applicable functions that are applicable to the selected variable (e.g., val()), and so on until the If...then statement has been fully coded. The idea is that the user never types any portion of the code, but selects all code elements from a menu, or defines them on the fly via the menu. Thanks.

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  • Languages with C/C++ output [closed]

    - by Vag
    Which languages have compilers able to emit plain standard C/C++ code? For a start: Haxe // uses Boehm GC Haskell (JHC) Haskell (old GHC) // -fvia-c, removed recently (emitted code is super ugly) Clay ATS Cython RPython (Shed Skin) // experimental RPython (PyPy) Python (Nuitka) // although author claims there are no speedups Common Lisp (ECL) COBOL (OpenCobol) Scheme (Chicken) APL // So far I've not found working implementation available for free download Ur/Web // GCC-specific output, and intended to be used only for web developments (included for completeness only) I'd like to build comprehensive up-to-date list but found only these ones so far. I've tested only Haxe and it works pretty well and quite fast. What about other ones? What is your expirience? How much ugly is generated code? Update. Any language chains (e.g. X - Scheme - C) will be perfectly OK as answer if its use is practical enough and suited for production use.

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  • Necessary Infrastructure for large project with many components communicating through IPCs

    - by jluzwick
    I have a fairly in depth question which probably doesn't have an exact answer. As a software engineer, I am usually tasked with working on a program or project with minimal understanding of how other components or programs in the project interact with each other. When one program fails in a sea of multiple components and processes, what infrastructure elements are necessary to ensure that the problem can be accurately tracked to the violating application? More specifically, what infrastructure elements should be necessary for this large project and which are optional but very helpful. One such example I can think of is some form of a common logging infrastructure that allows for a developer or tester to easily browse through a log that contains numerous components for messages that might allude to the culprit program along with a "trail" of what happened before the issue occurred. I'm thinking of something similar to Androids alogcat tool. These necessary infrastructure elements should be language-agnostic. While these elements should be understood by all engineers on the team in question, which elements should be understood at great detail by the technical system engineers and what should the individual software engineers be responsible for adding to their tools to allow for such infrastructures to take hold? Please feel free to ask for clarification if something does not make sense as I understand this question is very broad and needs some refinement. I will refine as necessary from the answers and comments I receive. Thanks for any help!

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  • Automatic language transformation in editor or IDE [on hold]

    - by Rumca
    Are there any tools that are capable of editing code but in different language? To be more concrete, I want to parse java source file in editor, compile it to my language X, edit in X and compile back to java on save. Or edit pom.xml file using non-XML syntax. Which editor or IDE would be easiest to use for implementing such prototype? Option to transform only a snippet would be ideal to limit effort on parsing. For one example, Intellij IDEA can display anonymous class so it looks like lambda expression hiding some of boilerplate.

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  • Is return-type-(only)-polymorphism in Haskell a good thing?

    - by dainichi
    One thing that I've never quite come to terms with in Haskell is how you can have polymorphic constants and functions whose return type cannot be determined by their input type, like class Foo a where foo::Int -> a Some of the reasons that I do not like this: Referential transparency: "In Haskell, given the same input, a function will always return the same output", but is that really true? read "3" return 3 when used in an Int context, but throws an error when used in a, say, (Int,Int) context. Yes, you can argue that read is also taking a type parameter, but the implicitness of the type parameter makes it lose some of its beauty in my opinion. Monomorphism restriction: One of the most annoying things about Haskell. Correct me if I'm wrong, but the whole reason for the MR is that computation that looks shared might not be because the type parameter is implicit. Type defaulting: Again one of the most annoying things about Haskell. Happens e.g. if you pass the result of functions polymorphic in their output to functions polymorphic in their input. Again, correct me if I'm wrong, but this would not be necessary without functions whose return type cannot be determined by their input type (and polymorphic constants). So my question is (running the risk of being stamped as a "discussion quesion"): Would it be possible to create a Haskell-like language where the type checker disallows these kinds of definitions? If so, what would be the benefits/disadvantages of that restriction? I can see some immediate problems: If, say, 2 only had the type Integer, 2/3 wouldn't type check anymore with the current definition of /. But in this case, I think type classes with functional dependencies could come to the rescue (yes, I know that this is an extension). Furthermore, I think it is a lot more intuitive to have functions that can take different input types, than to have functions that are restricted in their input types, but we just pass polymorphic values to them. The typing of values like [] and Nothing seems to me like a tougher nut to crack. I haven't thought of a good way to handle them. I doubt I am the first person to have had thoughts like these. Does anybody have links to good discussions about this Haskell design decision and the pros/cons of it?

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  • What are some good debugging techniques [closed]

    - by Brad Bruce
    I frequently run into situations where I'm working with other programmers, helping out with debugging issues. Over the years, I've acquired my own techniques for logically breaking down a problem and tracing through it. I see several others who are great at writing programs, but freeze up when debugging. Are there any good resources I can point people to that describe some good debugging techniques?

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  • How would I go about implementing a globe-like "ballish" map?

    - by rFactor
    I am new to 3D development and I have this idea of having the game world like our globe is - a ball. So, there would be no corners in the map and the game is top-down RTS game. I would like the camera to go on and on and never stop even though you are moving the camera to the same direction all the time. I am not sure if this is even possible, but I would really like to build a globe-like map without borders. Can this be done, and how exactly? I am using XNA, C#, and DirectX. Any tutorials or links or help is greatly appreciated!

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  • Grpahic hardwares

    - by Vanangamudi
    Which vendor provides better GPGPU. my requirements are confined to rendering utilising the GPU for BSDF building for e.g. Intel started providing Ivy Bridge chipset GPU, which are comparably fast to HD5960 cards. I'm not that against nvidia or amd. but I'm a fan of Intel. how it compares to nvidia in price and performance. if possible may I know, how all of them perform with OpenCL?? I'm not sure if it is right to ask it here. but I don't know where to ask.

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  • Is constantly looking for code examples a sign of a bad developer?

    - by Newly Insecure
    I am a CS student with several years of experience in C and C++, and for the last few years I've been constantly working with Java/Objective C doing app development and now I have switched to web development and am mainly focused on ruby on rails and I came to the realization that (as with app development , really) I reference other code way too much. I constantly Google functionality for lots of things I imagine I should be able to do from scratch and it's really cracked my confidence a bit. Basic fundamentals are not an issue, I hate to use this as an example but I can run through javabat in both java/python at a sprint - obviously not an accomplishment and but what I mean to say is I have a strong base for the fundamentals I think? I know what I need to use typically but reference syntax constantly. Would love some advice and input on this, as it has been holding me back pretty solidly in terms of looking for work in this field even though I'm finishing my degree. My main reason for asking is not really about employment, but more that I don't want to be the only guy at a hackathon not hammering out nonstop code and sitting there with 20 Google/github tabs open, and I have refrained from attending any due to a slight lack of confidence... Is a person a bad developer by constantly looking to code examples for moderate to complex tasks?

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  • Sites with overlapping code-bases. Developing multiple sites with little changes

    - by Web Developer
    I have to develop 3 different sites video.com for hosting video audio.com for hosting audio docs.com for hosting docs. domain names for example only Almost 80% of the functionality is the same for all the three, with remaining 20% being completely different features... How do I handle this? How does sites like SO handle this? I am developing this in YII framework and was thinking of having these different features as modules but in this case the menu/code links in html code can become difficult.

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  • Is it ethical for a programmer to promote his/her own library?

    - by Kit Menke
    Fairly recently I started maintaining my own open source JavaScript library. I created it to solve a pretty specific need but fairly regularly see questions that can be solved (in whole/part) by using my library. I've always gone ahead to post my answer including my library and make sure to always include a disclosure specifying that I maintain it. I feel for open source projects this may not be such a big deal but where do you draw the line? (ex: commercial products) Is it ethical for a programmer to promote is own library? When is it not?

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  • How to deal with elimination of duplicate logic vs. cost of complexity increase?

    - by Gabriel
    I just wrote some code that is very representative of a recurring theme (in my coding world lately): repeated logic leads to an instinct to eliminate duplication which results in something that is more complex the tradeoff seems wrong to me (the examples of the negative side aren't worth posting - but this is probably the 20th console utility I've written in the past 12 months). I'm curious if I'm missing some techniques or if this is really just on of those "experience tells you when to do what" type of issues. Here's the code... I'm tempted to leave it as is, even though there will be about 20 of those if-blocks when I'm done. static void Main(string[] sargs) { try { var urls = new DirectTrackRestUrls(); var restCall = new DirectTrackRestCall(); var logger = new ConsoleLogger(); Args args = (Args)Enum.Parse(typeof(Args), string.Join(",", sargs)); if (args.HasFlag(Args.Campaigns)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.Advertisers)) { var getter = new ResourceGetter(logger, urls.ListAdvertisers, restCall); restCall.UriVariables.Add("access_id", 1); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } if (args.HasFlag(Args.CampaignGroups)) { var getter = new ResourceGetter(logger, urls.ListCampaignGroups, restCall); getter.GotResource += new ResourceGetter.GotResourceEventHandler(getter_GotResource); getter.GetResources(); SaveResources(); } } catch (Exception e) { Console.WriteLine(e.InnerException); Console.WriteLine(e.StackTrace); }

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  • Contiguous Time Periods

    It is always better, and more efficient, to maintain referential integrity by using constraints rather than triggers. Sometimes it is not at all obvious how to do this, and the history table, and other temporal data tables, presented problems for checking data that were difficult to solve with constraints. Suddenly, Alex Kuznetsov came up with a good solution, and so now history tables can benefit from more effective integrity checking. Joe explains...

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  • Is the Entity Component System architecture object oriented by definition?

    - by tieTYT
    Is the Entity Component System architecture object oriented, by definition? It seems more procedural or functional to me. My opinion is that it doesn't prevent you from implementing it in an OO language, but it would not be idiomatic to do so in a staunchly OO way. It seems like ECS separates data (E & C) from behavior (S). As evidence: The idea is to have no game methods embedded in the entity. And: The component consists of a minimal set of data needed for a specific purpose Systems are single purpose functions that take a set of entities which have a specific component I think this is not object oriented because a big part of being object oriented is combining your data and behavior together. As evidence: In contrast, the object-oriented approach encourages the programmer to place data where it is not directly accessible by the rest of the program. Instead, the data is accessed by calling specially written functions, commonly called methods, which are bundled in with the data. ECS, on the other hand, seems to be all about separating your data from your behavior.

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  • How to avoid whitespace in PHP and ASP.NET? [closed]

    - by Goma
    You know that the PHP interpreter avoids whitespace and comments. However, I have heared that there is something you can do to make the interpreter does not see the whitespace at all and does not even think to avoid it, the same for the compiler in ASP.NET. What is that thing? Is it a function in PHP and a class in ASP.NET? or what exactly? Edit: For example the php_strip_whitespace function in PHP "Returns the PHP source code in filename with PHP comments and whitespace removed". Will this help in load time?

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  • Is this high coupling?

    - by Bono
    Question I'm currently working a on an assignment for school. The assignment is to create a puzzle/calculator program in which you learn how to work with different datastructures (such as Stacks). We have generate infix math strings suchs as "1 + 2 * 3 - 4" and then turn them in to postfix math strings such as "1 2 + 3 * 4 -". In my book the author creates a special class for converting the infix notation to postfix. I was planning on using this but whilst I was about to implement it I was wondering if the following is what you would call "high coupling". I have read something about this (nothing that is taught in the book or anything) and was wondering about the aspect (since I still have to grasp it). Problem I have created a PuzzleGenerator class which generates the infix notation of the puzzle (or math string, whatever you want to call it) when it's instantiated. I was going to make a method getAnswer() in which I would instantiate the InToPost class (the class from the book) to convert the infix to postfox notation and then calculate the answer. But whilst doing this I thought: "Is using the InToPost class inside this method a form a high coupling, and would it be better to place this in a different method?" (such as a "convertPostfixToInfix" method, inside the PuzzleGenerator class) Thanks in advance.

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • Problem in udp socket programing in c

    - by Md. Talha
    I complile the following C code of UDP client after I run './udpclient localhost 9191' in terminal.I put "Enter Text= " as Hello, but it is showing error in sendto as below: Enter text: hello hello : error in sendto()guest-1SDRJ2@md-K42F:~/Desktop$ " Note: I open 1st the server port as below in other terminal ./server 9191. I beleive there is no error in server code. The udp client is not passing message to server. If I don't use thread , the message is passing .But I have to do it by thread. UDP client Code: /* simple UDP echo client */ #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> #include <arpa/inet.h> #include <netdb.h> #include <stdio.h> #include <pthread.h> #define STRLEN 1024 static void *readdata(void *); static void *writedata(void *); int sockfd, n, slen; struct sockaddr_in servaddr; char sendline[STRLEN], recvline[STRLEN]; int main(int argc, char *argv[]) { pthread_t readid,writeid; struct sockaddr_in servaddr; struct hostent *h; if(argc != 3) { printf("Usage: %s <proxy server ip> <port>\n", argv[0]); exit(0); } /* create hostent structure from user entered host name*/ if ( (h = gethostbyname(argv[1])) == NULL) { printf("\n%s: error in gethostbyname()", argv[0]); exit(0); } /* create server address structure */ bzero(&servaddr, sizeof(servaddr)); /* initialize it */ servaddr.sin_family = AF_INET; memcpy((char *) &servaddr.sin_addr.s_addr, h->h_addr_list[0], h->h_length); servaddr.sin_port = htons(atoi(argv[2])); /* get the port number from argv[2]*/ /* create a UDP socket: SOCK_DGRAM */ if ( (sockfd = socket(AF_INET,SOCK_DGRAM, 0)) < 0) { printf("\n%s: error in socket()", argv[0]); exit(0); } pthread_create(&readid,NULL,&readdata,NULL); pthread_create(&writeid,NULL,&writedata,NULL); while(1) { }; close(sockfd); } static void * writedata(void *arg) { /* get user input */ printf("\nEnter text: "); do { if (fgets(sendline, STRLEN, stdin) == NULL) { printf("\n%s: error in fgets()"); exit(0); } /* send a text */ if (sendto(sockfd, sendline, sizeof(sendline), 0, (struct sockaddr *) &servaddr, sizeof(servaddr)) < 0) { printf("\n%s: error in sendto()"); exit(0); } }while(1); } static void * readdata(void *arg) { /* wait for echo */ slen = sizeof(servaddr); if ( (n = recvfrom(sockfd, recvline, STRLEN, 0, (struct sockaddr *) &servaddr, &slen)) < 0) { printf("\n%s: error in recvfrom()"); exit(0); } /* null terminate the string */ recvline[n] = 0; fputs(recvline, stdout); }

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  • Deferent ways of solving problems in code.

    - by Erin
    I now program in C# for a living but before that I programmed in python for 5 years. I have found that I write C# very that most examples I see on the web. Rather then writing things like: foreach (string bar in foo) { //bar has something doen to it here } I write code that looks like this. foo.ForEach( c => c.someActionhere() ) Or var result = foo.Select( c => { //Some code here to transform the item. }).ToList(); I think my using code like above came form my love of map and reduce in python while not exactly the same thing the concepts are close. Now it's time for my question. What concepts do you take and move with you from language to language. That allow you to solve a problem in a way that is not the normal accepted solution in that language?

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  • What Software or tool to ease the building of an eye catching GUI (functional) [closed]

    - by CaBieberach
    I want to make a control panel that opens different files but I'm not sure what would be the right tool/Sw to make this. In the company we have about 30 files that we use almost every day. They are all related to each other. I would like to create a "Control panel" to ease the opening and searching of these files. Kind of a control panel with 30 buttons. The only duty of this control panel is to open one of the file selected by the user. I need this "Control Panel" to: Look GREAT Open very fast Could you please recomend me some tool/Sw to acomplish this. What tool or SW is specially focused to make stunning GUIs? Note: In the company We are all using MS Windos 7. Thanks for the help! EDIT: This would be a Stand alone program installed or saved in a network drive. Each person can open the porgram and it pops the GUI. Not for the web. "Looks GREAT" is definitively a subjective matter. I want something that gives me plenty options to display/modify the objetcs that compose the GUI. So i can experiment and find what looks and works the best.

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  • How do I use Instagram to post to my business page but not my personal page?

    - by DEdesigns57
    I tried asking this question on the Facebook forums but got no answer, maybe someone here might be able to help me with this. I have a Facebook account and within that same account is my Facebook page for my business. Problem is every time that I try to use Instagram to upload a photo it gets uploaded to my personal/primary Facebook page and not the business page which is under the same email address and password. Instagram ask for this email address and password but how can I just have Instagram upload it to my business page and not my personal page? Or at very least how can I do both?

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  • How can I support scrolling when using batched rendering for my tiles?

    - by dardanel
    I have tiled map 100*75 and tiles are 32*32 pixel.I want to use batching for performance .I don't figure it out , because of my game needs scrolling and every frame i draw 22*16 tiles (my screen is 20*16 tile) .I thought that batching tiles for every frame .Is it good or any suggestion? edit :to more clarify I want to use occlusion culling and batching at the same time.I thought that drawing only visible areas and batching them together .But there is a something i couldn't figure out .When scrolling screen with translate matrix , if one row become invisible , I bind new row and batch them again.Every batched objects needs to buffer again.So I batch tiles and buffer to VBO every time when one row become invisible .I don't know these way is efficient or not .This is my question .And i am open to any suggestions.

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