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  • Relationship DAO, Servlet, JSP and POJO

    - by John Hendrik
    I want to implement a JSP, POJO, DAO and Servlet in my J2EE program. However, I don't fully understand how the relationship between these elements should be. Is the following (MVC) setup the right way to do it? Main class creates servlet(controller) Servlet has a DAO defined in its class DAO has a POJO defined in its class Servlet communicates with the view (JSP page) Please give your feedback.

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  • Resources about cross platform application development in ANSI C [closed]

    - by Anindya Chatterjee
    Where can I get good resources for learning cross platform application development in plain ISO/ANSI C? I have cygwin and eclipse cdt with me to start in my win7 pc. I just need a couple of good resources containing all the best practices and techniques to write good and robust and scalable cross platform application. I am totally new to this cross platform business, no prior idea. Want to learn it in a proper way from the very beginning. Please help me out here.

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  • What technologies are used for Game development now days?

    - by Monika Michael
    Whenever I ask a question about game development in an online forum I always get suggestions like learning line drawing algorithms, bit level image manipulation and video decompression etc. However looking at games like God of War 3, I find it hard to believe that these games could be developed using such low level techniques. The sheer awesomeness of such games defy any comprehensible(for me) programming methodology. Besides the gaming hardware is really a monster now days. So it stands to reason that the developers would work at a higher level of abstraction. What is the latest development methodology in the gaming industry? How is it that a team of 30-35 developers (of which most is management and marketing fluff) able to make such mind boggling games?

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  • Vernon's book Implementing DDD and modeling of underlying concepts

    - by EdvRusj
    Following questions all refer to examples presented in Implementing DDD In article we can see from Figure 6 that both BankingAccount and PayeeAccount represent the same underlying concept of Banking Account BA 1. On page 64 author gives an example of a publishing organization, where the life-cycle of a book goes through several stages ( proposing a book, editorial process, translation of the book ... ) and at each of those stages this book has a different definition. Each stage of the book is defined in a different Bounded Context, but do all these different definitions still represent the same underlying concept of a Book, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? 2. a) I understand why User shouldn't exist in Collaboration Context ( CC ), but instead should be defined within Identity and Access Context IAC ( page 65 ). But still, do User ( IAC ), Moderator ( CC ), Author ( CC ),Owner ( CC ) and Participant ( CC ) all represent different aspects of the same underlying concept? b) If yes, then this means that CC contains several model elements ( Moderator, Author, Owner and Participant ), each representing different aspect of the same underlying concept ( just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA ). But isn't this considered a duplication of concepts ( Evan's book, page 339 ), since several model elements in CC represent the same underlying concept? c) If Moderator, Author ... don't represent the same underlying concept, then what underlying concept does each represent? 3. In an e-commerce system, the term Customer has multiple meanings ( page 49 ): When user is browsing the Catalog, Customer has different meaning than when user is placing an Order. But do these two different definitions of a Customer represent the same underlying concept, just like both BankingAccount and PayeeAccount represent the same underlying concept of a BA? thanks

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  • Ensuring non conflicting components in a modular system

    - by Hailwood
    So lets say we are creating a simple "modular system" framework. The bare bones might be the user management. But we want things like the Page Manager, the Blog, the Image Gallery to all be "optional" components. So a developer could install the Page Manager to allow their client to add a static home page and about page with content they can easily edit with a wysiwyg editor. The developer could then also install the Blog component to allow the client to add blog entries. The developer could then also install the Gallery component to allow the client to show off a bunch of images. The thing is, all these components are designed to be independent, so how do we go about ensuring they don't clash? E.g. ensuring the client doesn't create a /gallery page with the Page Manager and then wonder why the gallery stopped working, or the same issue with the Blog component, assuming we allow the users to customize the URL structure of the blog (because remember, the Page Manager doesn't necessarily have to be there, so we might not wan't our blog posts to be Date/Title formatted), likewise our clients aren't always going to be happy to have their pages under pages/title formatting. My core question here is, when building a modular system how to we ensure that the modules don't conflict without restricting functionality? Do we just leave it up to the clients/developer using the modules to ensure they get setup in a way that does not conflict?

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  • How does a game developer get feedback from gamers (not developers) or start a forum community without paying for advertising or hiring Q&A teams?

    - by Carter81
    I am familiar with a lot of game developer forums, but I'd assume this is much less likely to attract more casual commentators. I also fear that feedback from a gamer's perspective would often be tainted by their game dev perspective. For example, if I were making a RTS game and wanted to get feedback from "The RTS gamers" where would I go? Is there a general idea of what type of website or forum to go to? Do you go to specific game websites, to try to "steal" attention? Would this not equate to spam or inappropriate posting? What is considered appropriate and inappropriate? I am not asking for specifics. I am asking how one "starts a community", or how one "gets feedback from gamers" without resorting to spamming forums or 'advertising' just to see what sticks. What TYPE OF PLACE does one go? Are there already sites designed for this purpose? I tried going to what was once a very popular forum for feedback from what I believed was a niche hardcore group of gamers in the genre, but its popularity seemed to have died significantly; Leaving only trolls and very young teenagers. The resulting feedback was quite disappointing, mainly for how little feedback it resulted. Many years ago, feedback would flood in by the hundreds so quickly. Without this website, I am at a loss as to where to go to see what people think of ideas, gather feedback from a gamer's perspective (not a developer's perspective), or where to pull from to start my own site's forum. I am out of ideas of what to do, short of going to various game forums to post in the off-topic sections there.

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  • When should one use the Abstract, Implements, or extends keywords?

    - by kdavis8
    I'm just now moving from a beginner to intermediate level android programmer in the java language. i can successfully write a game framework of classes that work together to accomplish a task beyond basic things, like hello world. but i'm having issues with some pretty basic OOP concepts; When should i derive from an abstract class? When is it more efficient to use an Interface instead of simply sub classing a parent? Basically, between extends, implements, and the abstract keywords, which keywords should be used instead of the others? i'm not looking for a basic definition, as i know them. i need to no when and why i should apply them to my code? what advantages does one have over the other? which is best for game development?

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  • Recommendations for a web-based help system

    - by ggkmath
    Hi Experts, I'm putting together a fairly large GUI. I'm a tech person, but more on the hardware side, not software. I'm wondering what software package would be best suited to enable me to generate a web-based help-system. Preferably it takes care of a lot of coding, allowing me to focus on the content. For example, the user would click on a link in the GUI when they have a question, that brings them to a web-based Help Guide, for example, providing an overview of how to use the GUI, perhaps a searchable index (key-word based index), table of contents, etc, for navigating through the Help Guide. My first thought was to program everything in XHTML using Dreamweaver, but my layout requirements are fairly modest (just figures and text, maybe a few equations), and I'd prefer not to spend a lot of time concentrating on the programming. Was wondering if any software existed that made generating web-based navigatable pages easy to create/publish. Again, I'm not really a programmer, so if there's something obvious out there, I'm probably not aware of it. Any advice much appreciated! Thanks in advance.

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  • How do I know if my game's average game session time is too small?

    - by you786
    My game has only one life, and the aim is to stay alive as long as possible to get as many points as possible (it's an endless runner). Using Google Analytics I found that players are staying alive for an average of 17 seconds. I could easily increase or decrease this by manipulating acceleration or starting speed. The question is, should I change it at all? Is there any research or general ideas on the best playing time for a game like this? I would also like to know about any research about how long an ideal mobile game session should last.

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  • What Type of Options should be on the Game Settings Menu?

    - by A13X
    I have seen a post about the main menu options here: UI: Main Menu options for mobile games. What options should be listed? What do users want to see? But I want to know what kind of options should/need to be available on the settings screen. I am making a rather simple 2D game for Android, but really I haven't found many aspects that warrant an options button or a check box besides turning the sound and music on/off. I was thinking graphics settings but then again, how many apps really need graphics settings besides immersive 3D ones?

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  • Drawing large 2D sidescroller level terrain

    - by Yar
    I'm a relatively good programmer but now that it comes to add some basic levels to my 2D game I'm kinda stuck. What I want to do: An acceptable, large (8000 * 1000 pixels) "green hills" test level for my game. What is the best way for me to do this? It doesn't have to look great, it just shouldn't look like it was made in MS paint with the line and paint bucket tool. Basically it should just mud with grass on top of it, shaped in some form of hills. But how should I draw it, I can't just take out the pencil tool and start drawing it pixel per pixel, can I?

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  • Designing an API on top with Java RMI and Rest APIs

    - by user1303881
    I'm working on the backend of a java web application. We have a document repository (Fedora Commons specifically) where we house xml files. I want to abstract the API of the repository internally so that we aren't tightly coupled to one product. I'd also like to give the flexibility of connecting to to a repository via Java RMI or REST APIs. I was hoping to get advice or resources on how to implement something like this. My thought it that I'd have some abstract repository class that had methods like getRecord, updateRecord, and deleteRecord. In the constructor I would pass the URI for the repository and the API method and port. This would allow some flexibility in the future so that if the REST api became more practical, but allow the flexibility or using RMI which could (should?) have better performance. Am I over thinking this or am I on the right path?

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  • How to manage long running background threads and report progress with DDD

    - by Mr Happy
    Title says most of it. I have found surprising little information about this. I have a long running operation of which the user wants to see the progress (as in, item x of y processed). I also need to be able to pause and stop the operation. (Stopping doesn't rollback the items already processed.) The thing is, it's not that each item takes a long time to get processed, it's that that there are usually a lot of items. And what I've read about so far is that it's somewhat of an anti-pattern to put something like a queue in the DB. I currently don't have any messaging system in place, and I've never worked with one either. Another thing I read somewhere is that progress reporting is something that belongs in the application layer, but it didn't go into the details. So having said all this, what I have in mind is the following. User request with list of items enters the application layer. Application layer gets some information from the domain needed to process the items. Application layer passes the items and the information off to some domain service (should the implementation of this service belong in the infrastructure layer?) This service spins up a worker thread with callbacks for both progress reporting and pausing/stopping it. This worker thread will process each item in it's own UoW. This means the domain information from earlier needs to be stored in some DTO. Since nothing is really persisted, the service should be singleton and thread safe Whenever a user requests a progress report or wants to pause/stop the operation, the application layer will ask the service. Would this be a correct solution? Or am I at least on the right track with this? Especially the singleton and thread safe part makes the whole thing feel icky.

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  • How do they keep track of the NPCs in Left 4 Dead?

    - by f20k
    How do they keep track of the NPC zombies in Left 4 Dead? I am talking about the NPCs that just walk into walls or wander around aimlessly. Even though the players cannot see them, they are there (say inside rooms or behind doors). Let's say there's about 10 or so zombies in a hallway and inside rooms. Does the game keep all of those zombies in a list and iterate through giving them commands? Do they just spawn when the user is within a certain radius or reached a special location? Say you placed the 4 units (controlled by players) on completely different places throughout the map. Let's assume you aren't being swarmed and then you have not killed any of these aimless NPCs. Would the game be keeping track of 10 x 4 = 40 zombies in total? Or is my understanding completely off? The reason I ask is if I were to implement something similar on a mobile device, keeping track of 40 or more NPCs might not be such a great idea.

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  • Comparison of languages by usage type? [closed]

    - by Tom
    Does anyone know of a good place to go find comparisons of programming languages by the intended platform/usage? Basically, what I want to know, is of the more popular languages, which ones are meant for high level application development, low level system development, mobile development, web, etc. If there's a good listing out there already, I'm not finding it so far. Does anyone know of a place that would have this? Thanks.

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  • How would you code an AI engine to allow communication in any programming language?

    - by Tokyo Dan
    I developed a two-player iPhone board game. Computer players (AI) can either be local (in the game code) or remote running on a server. In the 2nd case, both client and server code are coded in Lua. On the server the actual AI code is separate from the TCP socket code and coroutine code (which spawns a separate instance of AI for each connecting client). I want to be able to further isolate the AI code so that that part can be a module coded by anyone in their language of choice. How can I do this? What tecniques/technology would enable communication between the Lua TCP socket/coroutine code and the AI module?

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  • Interconnect nodes in a Java distributed infrastructure for tweet processing

    - by David Moreno García
    I'm working in a new version of an old project that I used to download and process user statuses from Twitter. The main problem of that project was its infrastructure. I used multiple instances of a java application (trackers) to download from Twitter given an specific task (basically terms to search for), connected with a central node (a web application) that had to process all tweets once per day and generate a new task for each trackers once each 15 minutes. The central node also had to monitor all trackers and enable/disable them under user petition. This, as I said, was too slow because I had multiple bottlenecks, so in this new version I want to improve the infrastructure and isolate all functionalities in specific nodes. I also need a good notification system to receive notifications for any node. So, in the next diagram I show the components that I'll need in this new version: As you can see, there are more nodes. Here are some notes about them: Dashboard: Controls trackers statuses and send a single task to each of them (under user request). The trackers will use this task until replaced with a new one (if done, not each 15 minutes like before). Search engine: I need to store all the tweets. They are firstly stored in a local database for each tracker but after that I'm thinking on using something like Elasticsearch to be able to do fast searches. Tweet processor: Just and isolated component with its own database (maybe something like the search engine to have fast access to info generated by the module). In the future more could be added. Application UI: A web application with a shared database with the Dashboard (mainly to store users information and preferences). Indeed, both could be merged into a single web. The main difference with the previous version of the project is that now they will be isolated and they will only show information and send requests. I will not do any heavy task in them (like process tweets as I did before). So, having this components, my main headache is how to structure all to not have to rewrite a lot of code every time I need to access any new data. Another headache is how can I interconnect nodes. I could use sockets but that is a pain in the ass. Maybe a REST layer? And finally, if all the nodes are isolated, how could I generate notifications for each user which info is only in the database used by the Application UI? I'm programming this using Java and Spring (at least I used them in the last version) but I have no problems with changing the language if I can take advantage of a tool/library/engine to make my life easier and have a better platform. Any comment will be appreciated.

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  • Is game development Subcontracted?

    - by Darv
    I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. I couldn't find much clear information on this when I looked, does anyone know?

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  • Is having functionality in DB a road block to scalability?

    - by Estefany Velez
    I may not be able to give the right title to the question. But here it is, We are developing financial portal for wealth management. We are expecting over 10000 clients to use the application. The portal calculates various performance analytics based on the the technical analysis of the stock market. We developed lot of the functionality through Stored procedures, user defined functions, triggers etc. through Database. We thought we can gain huge performance boost doing stuff directly in database than through C# code. And we actually did get a huge performance boost. When I tried to brag about the achievement to our CTO, he counter questioned my decision of having functionality implemented in database rather than code. According to him such applications suffer scalability problems. In his words "These days things are kept in memory/cache. Clustered data is hard to manage over time. Facebook, Google have nothing in database. It is the era of thin servers and thick clients. DB is used only to store plain data and functionality should be completely decoupled from the database." Can you guys please give me some suggestions as to whether what he says is right. How to go about architect such an application?

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  • Mounting of UDF Bluray in Linux Mint 17

    - by user134885
    I am running Linux mint 17 Cinnamon 64 Bit 2.2.13 - 3.13.0-27 Kernal My machine is a Clevo - fitted with a bluray burner I have tried the following line sudo mount -t udf /dev/scd0 /media/bluray /dev/sr0 But to no avail. Can anyone help me with how to initiate / mount a Bluray on my machine? Thank you to anyone who can give me feedback may sanity and get it going - all works well in windows, but nothing in Linux?

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  • Presenting Loading Data Warehouse Partitions with SSIS 2012 at SQL Saturday DC!

    - by andyleonard
    Join Darryll Petrancuri and me as we present Loading Data Warehouse Partitions with SSIS 2012 Saturday 8 Dec 2012 at SQL Saturday 173 in DC ! SQL Server 2012 table partitions offer powerful Big Data solutions to the Data Warehouse ETL Developer. In this presentation, Darryll Petrancuri and Andy Leonard demonstrate one approach to loading partitioned tables and managing the partitions using SSIS 2012, and reporting partition metrics using SSRS 2012. Objectives A practical solution for loading Big...(read more)

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  • What is the relationship between the business logic layer and the data access layer?

    - by Matt Fenwick
    I'm working on an MVC-ish app (I'm not very experienced with MVC, hence the "-ish"). My model and data access layer are hard to test because they're very tightly coupled, so I'm trying to uncouple them. What is the nature of the relationship between them? Should just the model know about the DAL? Should just the DAL know about the model? Or should both the model and the DAL be listeners of the other? In my specific case, it's: a web application the model is client-side (javascript) the data is accessed from the back-end using Ajax persistence/back-end is currently PHP/MySQL, but may have to switch to Python/GoogleDataStore on the GAE

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  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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