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  • iOS - Unit tests for KVO/delegate codes

    - by ZhangChn
    I am going to design a MVC pattern. It could be either designed as a delegate pattern, or a Key-Value-Observing(KVO), to notify the controller about changing models. The project requires certain quality control procedures to conform to those verification documents. My questions: Does delegate pattern fit better for unit testing than KVO? If KVO fits better, would you please suggest some sample codes?

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  • Is it unprofessional to leave game resources to the open eye?

    - by ThePlan
    I'm still having problems packing my resources, after going through complicated APIs and basically just zip files which are exhausting my brain, I thought I could also pack the game with the resources visible to the human eye, in a simple folder. Would that be unprofessional? Personally, I've never even seen games do that, it would basically mean that the player could just edit whatever he wants in the game, like go in map1.txt and add an X somewhere to create a wall, or change the player sprite to a pony in MS PAINT.

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  • How to refactor a method which breaks "The law of Demeter" principle?

    - by dreza
    I often find myself breaking this principle (not intentially, just through bad design). However recently I've seen a bit of code that I'm not sure of the best approach. I have a number of classes. For simplicity I've taken out the bulk of the classes methods etc public class Paddock { public SoilType Soil { get; private set; } // a whole bunch of other properties around paddock information } public class SoilType { public SoilDrainageType Drainage { get; private set; } // a whole bunch of other properties around soil types } public class SoilDrainageType { // a whole bunch of public properties that expose soil drainage values public double GetProportionOfDrainage(SoilType soil, double blockRatio) { // This method does a number of calculations using public properties // exposed off SoilType as well as the blockRatio value in some conditions } } In the code I have seen in a number of places calls like so paddock.Soil.Drainage.GetProportionOfDrainage(paddock.Soil, paddock.GetBlockRatio()); or within the block object itself in places it's Soil.Drainage.GetProportionOfDrainage(this.Soil, this.GetBlockRatio()); Upon reading this seems to break "The Law of Demeter" in that I'm chaining together these properties to access the method I want. So my thought in order to adjust this was to create public methods on SoilType and Paddock that contains wrappers i.e. on paddock it would be public class Paddock { public double GetProportionOfDrainage() { return Soil.GetProportionOfDrainage(this.GetBlockRatio()); } } on the SoilType it would be public class SoilType { public double GetProportionOfDrainage(double blockRatio) { return Drainage.GetProportionOfDrainage(this, blockRatio); } } so now calls where it used would be simply // used outside of paddock class where we can access instances of Paddock paddock.GetProportionofDrainage() or this.GetProportionOfDrainage(); // if used within Paddock class This seemed like a nice alternative. However now I have a concern over how would I enforce this usage and stop anyone else from writing code such as paddock.Soil.Drainage.GetProportionOfDrainage(paddock.Soil, paddock.GetBlockRatio()); rather than just paddock.GetProportionOfDrainage(); I need the properties to remain public at this stage as they are too ingrained in usage throughout the code block. However I don't really want a mixture of accessing the method on DrainageType directly as that seems to defeat the purpose altogether. What would be the appropiate design approach in this situation? I can provide more information as required to better help in answers. Is my thoughts on refactoring this even appropiate or should is it best to leave it as is and use the property chaining to access the method as and when required?

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  • Chapter 7–Enforced Data Protection

    - by drsql
    As the book progresses, I find myself veering from the original stated outline quite a bit, because as I teach about this more (and I am teaching a daylong db design class in August at http://www.sqlsolstice.com/ … shameless plug, but it is on topic :) I start to find that a given order works better. Originally I had slated myself to talk more about modeling here for three chapters, then get back to the more implementation topics to finish out the book, but now I am going to keep plugging through...(read more)

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  • Speaking at SQL Saturday #39 in NYC!

    - by andyleonard
    I am honored to present Applied SSIS Design Patterns and Introduction to Incremental Loads at SQL Saturday #39 in New York City! If you're there and you read this blog, be sure to stop by and introduce yourself! :{> Andy Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • Should I use multiple column primary keys or add a new column?

    - by Covar
    My current database design makes use of a multiple column primary key to use existing data (that would be unique anyway) instead of creating an additional column assigning each entry an arbitrary key. I know that this is allowed, but was wondering if this is a practice that I might want to use cautiously and possibly avoid (much like goto in C). So what are some of the disadvantages I might see in this approach or reasons I might want a single column key?

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  • Recommended readings for a sofware construction mini-course [on hold]

    - by Aivar
    I'm going to organize a mini-course for CS students who have completed CS1 (Python) and CS2 (Java). I'd like to show them more principled approach to programming practice and design, something along the lines of McConnel's Code Complete. If I had enough copies of Code Complete, I would assign some readings from that book. Can you recommend some freely available material (books, blog posts, articles, essays) for such a course? (I'd prefer to avoid topics specific to OOP and focus on more universal principles.)

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  • What norms/standards should I follow when writing a functional spec?

    - by user970696
    I would like to know what documents (ISO?) should I follow when I write a functional specification. Or what should designers follow when creating the system design? I was told that there was a progress in last years but was not told what the progress was in (college professor). Thank you EDIT: I do not speak about document content etc. but about standards for capturing requirements, for business analysis.

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  • Is there any online programmer's community, focusing on core game development?

    - by kasperov
    I am looking for a stricktly/mostly programming oriented game community, focusing on core graphics, middleware, and research. Any suggestions? Edit: I am specifically looking for people/community/group, having expertise in core game engine design/programming, directx/opengl reservoir.(And specifically targetting the programming part only).(The platforms can be anything from PC to xbox360/ps3/wii and even 3ds.)

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  • Overused or abused programming techniques

    - by Anto
    Are there any techniques in programming that you find to be overused (IE used way more excessively than what they should be) or abused, or used a bit for everything, while not being a really good solution to many of the problems which people attempt to solve with it. It could be regular expressions, some kind of design pattern or maybe an algorithm, or something completely different. Maybe you think people abuse multiple inheritance etc.

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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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  • Will there be any more books in the Game Programming Gems series?

    - by Laurent Couvidou
    It's been more than three years now that the last Game Programming Gems book was published. The official website isn't updated anymore, and this page of Mark DeLoura's website seems to imply that the series is over. Was there ever an official statement about this? Was number 8 the last book? The Game Programming Gems were one of the most (if not the most) important resource for me and probably thousands of developers around the globe, did the Internet kill them?

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  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

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  • Facebook Game Development - .NET - Which architecture?

    - by Ben
    I am starting to develop a facebook game using ASP.NET + Silverlight Which architecture would you use? ASP.NET MVC or MVVM or RIA Services? ALso what do you think about using XNA with Silversprite? The game won't be a arcade game. It will be more strategy/RPG. Thanks a lot in advance.

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  • iphone basic game loop

    - by Mrigank Gupta
    I am little confused with my Opengl game loop. as I am skipping touch events some times. My game loop is some thing like this.. I have ScreenManager which draw and update all game screens who so ever has control.In update I am checking input of all screen also. if input state changes, then whichever screen has control, consume touches. EaglView draw update | | ScreenManager.draw ScreenManager.update -> handle input stack ___________ ___________ of ___________ ___________ screen ___________ ___________ Problem comes.. I am changing input state as touch begun and end methods called. but sometimes In my game loop both touchbegun/end methods get called between two updates and I am missing events. I guess approach is not good. can you guys share your approach to this problem.

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  • PTS in flash game

    - by Erik Persson
    Hi, A friend to me made a flash game for my website. The game makes a request to /game/p00ints with the points in $_POST['points']. But, a hacker can easy find out how to get more points I guess, so, how can my friend or I fix this security hole? Best regards, Erik Persson

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  • Points (PTS) in flash game

    - by Erik Persson
    Hi, A friend to me made a flash game for my website. The game makes a request to /game/p00ints.php with the points in $_POST['points']. But, a hacker can easy find out how to get more points I guess, so, how can my friend or I fix this security hole? Best regards, Erik Persson

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  • Learning WPF GUI design

    - by Jon
    GUI's written using WPF seem to be closer to a Web 2.0 feel than older Winforms development has been; do you know of any good quality references online or books which give a general overview of how to design nice WPF applications? I saw this StackOverflow question where some GUI design books are mentioned, but am interested in information specifically for WPF. http://stackoverflow.com/questions/1193001/is-wpf-silverlight-design-worth-learning Thanks!

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  • Non-Relational Database Design

    - by Ian Varley
    I'm interested in hearing about design strategies you have used with non-relational "nosql" databases - that is, the (mostly new) class of data stores that don't use traditional relational design or SQL (such as Hypertable, CouchDB, SimpleDB, Google App Engine datastore, Voldemort, Cassandra, SQL Data Services, etc.). They're also often referred to as "key/value stores", and at base they act like giant distributed persistent hash tables. Specifically, I want to learn about the differences in conceptual data design with these new databases. What's easier, what's harder, what can't be done at all? Have you come up with alternate designs that work much better in the non-relational world? Have you hit your head against anything that seems impossible? Have you bridged the gap with any design patterns, e.g. to translate from one to the other? Do you even do explicit data models at all now (e.g. in UML) or have you chucked them entirely in favor of semi-structured / document-oriented data blobs? Do you miss any of the major extra services that RDBMSes provide, like relational integrity, arbitrarily complex transaction support, triggers, etc? I come from a SQL relational DB background, so normalization is in my blood. That said, I get the advantages of non-relational databases for simplicity and scaling, and my gut tells me that there has to be a richer overlap of design capabilities. What have you done? FYI, there have been StackOverflow discussions on similar topics here: the next generation of databases changing schemas to work with Google App Engine choosing a document-oriented database

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  • My OpenGL game switches Aero DWM Glass off.

    - by marc40000
    Hi ! I wrote a free game a few years ago: http://www.walkover.org. For the lobby and menus, it uses normal dialogs like win32. When the actual game starts it uses OpenGL. Now, on Windows 7, when the actual game starts, it switches windows aero glass off and switches it back on when the game is over. Is there something I can do to prevent this from happening? Some special flags that keep the glass on if it is on? (For newer, I have been using DirectX and this doesn#t happen there.) Maybe some (new) flag I have to specify somewhere? Thx Marc

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  • Design view disappeared from Interface Builder

    - by skywalker168
    All of a sudden, the visual design window disappeared from my Interface Builder. It is a regular UIView, has some UIImageView, UILabel, and UIButtons on it. When I open IB, I can see the document window (with File's Owner, First Responder and View in it), Library and Inspector, but the visual design window disappeared. Double click on "View" in the document window doesn't do anything. If I go to List mode, I can see all the components on the view, but just can no longer find the visual design window. All other XIB can open just fine, only this XIB lost its design window. First I thought maybe it was hidden somewhere on the screen. Tried all kinds of things, even rebooting the computer, but nothing helped. Can anyone help? Thanks in advance! By the way, I'm running SDK 3.2 Beta 3.

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