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  • Code and Slides: Techniques, Strategies, and Patterns for Structuring JavaScript Code

    - by dwahlin
    This presentation was given at the spring 2012 DevConnections conference in Las Vegas and is based on my Structuring JavaScript Code course from Pluralsight. The goal of the presentation is to show how closures combined with code patterns can be used to provide structure to JavaScript code and make it more re-useable, maintainable, and less susceptible to naming conflicts.  Topics covered include: Closures Using Object literals Namespaces The Prototype Pattern The Revealing Module Pattern The Revealing Prototype Pattern View more of my presentations here. Sample code from the presentation can be found here. Check out the full-length course on the topic at Pluralsight.com.

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  • Can someone recommend an appriopriate drawing tablet that fits my needs?

    - by Syg
    I'm looking for something that can help me to easily create small hand drawn graphics and mock-ups digitalize technical drawings I would normally draw on a whiteboard. I'm a developer, not a designer, so it doesn't have to be high-end I guess. Just something to help make it easier, more fun and more productive to quickly draw mockups etc. After a quick search I landed on the wacom site, but it's hard for me to tell the difference between the offerings never having used something like this. Is small too small? is it annoying? Other suggestion are also welcome ofcourse. Thanx for any help you can give me

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  • Permissions and MVC

    - by not-rightfold
    I’m in the progress of developing a web application. This web application is mostly a CRUD interface, although some users are only allowed to perform some actions and see only some parts of views. What would be a reasonable way to handle user permissions, given that some parts of views are not available to users? I was thinking of having a function hasPermission(permission) that returns true iff the current user has the given permission, although it would require conditionals around all parts of views that are only visible to some users. For example: {% if has_permission('view_location') %} {{ product.location }} {% endif %} I’m fearing this will become an ugly and unreadable mess, especially since these permissions can get kind of complicated. How is this problem commonly solved in web applications? I’m considering using Haskell with Happstack or Python with Django.

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  • Will a polled event system cause lag for a server?

    - by Milo
    I'm using a library called ENet. It is a reliable UDP library. The way it works is a polled event system like this: ENetEvent event; /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } It waits up to 1000 milliseconds for an event. If I'm hosting say 75 event driven card games and a lobby on the same thread as this code, will it cause any problems. If my understanding is correct, the process will simply sleep until there is an event, when there is one, it will process the event then come back here where potentially 5 or so events have queued up since so enet_host_services would return right away and not cause lag. I have been advised not to use multiple threads, will that be alright like this? Thanks

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  • Is my Document Type Definition Still Up to Date?

    - by Sam
    Hi folks, currently all my php generated rich html webpages start with this line, which I have been adding to my tempaltes YEARS ago... <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> Am I still up to date and 2011-proof? or Should I be changing this into something fasterloaden/more agile/more flexible? I have heard of XHTML 1.1. When I remove this line all still works fine. Is it very much needed still? What are my alternatives? Thanks very much for your suggestions.

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  • Recommended method towards making custom maps for a 2d game?

    - by Qasim
    I am planning on making a 2D game, however different from my last personal projects I want this one to have enhanced graphics, with custom-designed levels. My previous 2d platformers were tile-based, in which I made a map editor for to create levels. However, I am wondering the best way to implement custom designed maps? For say, some grass is a litter higher than others, flowers here and there, cool drawings and structures along the way, etc. instead of just the same old tiles over and over again. I am thinking but I just can't grasp the idea of how to implement it. I have seen it done in other games and am interested to see how they accomplish it, but can't get my hands on some source code. :(

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  • How to handle a player's level and its consequent privileges?

    - by Songo
    I'm building a game similar to Mafia Wars where a player can do tasks for his gang and gain experience and thus advancing his level. The game is built using PHP and a Mysql database. In the game I want to limit the resources allowed to player based on his level. For example: ________| (Max gold) | (Max army size) | (Max moves) | ... Level 1 | 1000 | 100 | 10 | ... Level 2 | 1500 | 200 | 20 | ... Level 3 | 3000 | 300 | 25 | ... . . . In addition certain features of the game won't be allowed until a certain level is reached such as players under Level 10 can't trade in the game market, players under Level 20 can't create alliances,...etc. The way I have modeled it is by implementing a very loooong ACL (Access Control List) with about 100 entries (an entry for each level). However, I think there may be a simpler approach to this seeing that this feature have been implemented in many games before.

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  • Microkernel architectural pattern and applicability for business applications

    - by Pangea
    We are in the business of building customizable web applications. We have the core team that provides what we call as the core platform (provides services like security, billing etc.) on top of which core products are built. These core products are industry specific solutions like telecom, utility etc. These core products are later used by other teams to build customer specific solutions in a particular industry. Until now we have a loose separation between platform and core product. The customer specific solutions are build by customizing 20-40% of the core offering and re-packaging. The core-platform and core products are released together as monolithic apps (ear). I am looking to improvise the current situation so that there is a cleaner separation on these 3. This allows us to have evolve each of these 3 separately etc. I've read through the Mircokernel architecture and kind of felt that I can take apply the principles in my context. But most of my reading about this pattern is always in the context of operating systems or application servers etc. I am wondering if there are any examples on how that pattern was used for architecting business applications. Or you could provide some insight on how to apply that pattern to my problem.

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  • Creating user UI using Flixel

    - by Jamie Read
    I am new to game development but familiar with programming languages. I have started using Flixel and have a working Breakout game with score and lives. What I am trying to do is add a Start Screen before actually loading the game. I have a create function that adds all the game elements to the stage: override public function create():void // all game elements { How can I add this pre-load Start Screen? I'm not sure if I have to add in the code to this create function or somewhere else and what code to actually add. Eventually I would also like to add saving, loading, options and upgrades too. So any advice with that would be great. Here is my main game.as: package { import org.flixel.*; public class Game extends FlxGame { private const resolution:FlxPoint = new FlxPoint(640, 480); private const zoom:uint = 2; private const fps:uint = 60; public function Game() { super(resolution.x / zoom, resolution.y / zoom, PlayState, zoom); FlxG.flashFramerate = fps; } } } Thanks.

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  • Reusable skill class structure

    - by Martino Wullems
    Hello, Pretty new to the whole game development scene, but I have experience in other branches of programming. Anyway, I was wondering what methods are used to implement a skill structure. I imagine a skill in itself would a class. I'm using actionscript 3 for this project btw. public class Skill { public var power:int; public var delay:int; public var cooldown:int; public function Attack(user:Mob, target:Mob) { } } } Each skill would extend the Skill class and add it's own functionality. public class Tackle extends Skill { public function Tackle(user:Mob, target:Mob) { super(user, target); executeAttack(); } private function executeAttack():void { //multiply user.strength with power etc //play attack animation } } } This where I get stuck. How do I termine which mobs has which skills? And which skill will they later be able to retrieve (by reaching a certain level etc). How does the player actually execute the skill and how is it determine if it hits. It's all very new to me so I have no idea where to begin. Any links would also be appreciated. Thanks in advance.

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  • Simplifying C++11 optimal parameter passing when a copy is needed

    - by Mr.C64
    It seems to me that in C++11 lots of attention was made to simplify returning values from functions and methods, i.e.: with move semantics it's possible to simply return heavy-to-copy but cheap-to-move values (while in C++98/03 the general guideline was to use output parameters via non-const references or pointers), e.g.: // C++11 style vector<string> MakeAVeryBigStringList(); // C++98/03 style void MakeAVeryBigStringList(vector<string>& result); On the other side, it seems to me that more work should be done on input parameter passing, in particular when a copy of an input parameter is needed, e.g. in constructors and setters. My understanding is that the best technique in this case is to use templates and std::forward<>, e.g. (following the pattern of this answer on C++11 optimal parameter passing): class Person { std::string m_name; public: template <class T, class = typename std::enable_if < std::is_constructible<std::string, T>::value >::type> explicit Person(T&& name) : m_name(std::forward<T>(name)) { } ... }; A similar code could be written for setters. Frankly, this code seems boilerplate and complex, and doesn't scale up well when there are more parameters (e.g. if a surname attribute is added to the above class). Would it be possible to add a new feature to C++11 to simplify code like this (just like lambdas simplify C++98/03 code with functors in several cases)? I was thinking of a syntax with some special character, like @ (since introducing a &&& in addition to && would be too much typing :) e.g.: class Person { std::string m_name; public: /* Simplified syntax to produce boilerplate code like this: template <class T, class = typename std::enable_if < std::is_constructible<std::string, T>::value >::type> */ explicit Person(std::string@ name) : m_name(name) // implicit std::forward as well { } ... }; This would be very convenient also for more complex cases involving more parameters, e.g. Person(std::string@ name, std::string@ surname) : m_name(name), m_surname(surname) { } Would it be possible to add a simplified convenient syntax like this in C++? What would be the downsides of such a syntax?

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  • How to approach big developer companies if I have a killer game idea? (for mobile devices)

    - by Balázs Dávid
    I have an idea for a game that has a potential, but I'm not a programmer. How to tell this to development companies without being my idea stolen? All I want from the company is first to watch a 3-minute long video presentation about my idea and if they see fantasy in it then we can talk about the details. I have already sent an e-mail to several big companies that have the expertise needed to code the game, they haven't answer me. Actually the idea is nothing fancy, no 3D, but fun and unique.

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  • Help with this optimization

    - by Milo
    Here is what I do: I have bitmaps which I draw into another bitmap. The coordinates are from the center of the bitmap, thus on a 256 by 256 bitmap, an object at 0.0,0.0 would be drawn at 128,128 on the bitmap. I also found the furthest extent and made the bitmap size 2 times the extent. So if the furthest extent is 200,200 pixels, then the bitmap's size is 400,400. Unfortunately this is a bit inefficient. If a bitmap needs to be drawn at 500,500 and the other one at 300,300, then the target bitmap only needs to be 200,200 in size. I cannot seem to find a correct way to draw in the components correctly with a reduced size. I figure out the target bitmap size like this: float AvatarComposite::getFloatWidth(float& remainder) const { float widest = 0.0f; float widestNeg = 0.0f; for(size_t i = 0; i < m_components.size(); ++i) { if(m_components[i].getSprite() == NULL) { continue; } float w = m_components[i].getX() + ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); float wn = m_components[i].getX() - ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); if(w > widest) { widest = w; } if(wn > widest) { widest = wn; } if(w < widestNeg) { widestNeg = w; } if(wn < widestNeg) { widestNeg = wn; } } remainder = (2 * widest) - (widest - widestNeg); return widest - widestNeg; } And here is how I position and draw the bitmaps: int dw = m_components[i].getSprite()->getWidth() * m_components[i].getScale(); int dh = m_components[i].getSprite()->getHeight() * m_components[i].getScale(); int cx = (getWidth() + (m_remainderX * getWidthToFloat())) / 2; int cy = (getHeight() + (m_remainderY * getHeightToFloat())) / 2; cx -= m_remainderX * getWidthToFloat(); cy -= m_remainderY * getHeightToFloat(); int dx = cx + (m_components[i].getX() * getWidthToFloat()) - (dw / 2); int dy = cy + (m_components[i].getY() * getHeightToFloat()) - (dh / 2); g->drawScaledSprite(m_components[i].getSprite(),0.0f,0.0f, m_components[i].getSprite()->getWidth(),m_components[i].getSprite()->getHeight(),dx,dy, dw,dh,0); I basically store the difference between the original 2 * longest extent bitmap and the new optimized one, then I translate by that much which I would think would cause me to draw correctly but then some of the components look cut off. Any insight would help. Thanks

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  • More Tables or More Databases?

    - by BuckWoody
    I got an e-mail from someone that has an interesting situation. He has 15,000 customers, and he asks if he should have a database for their data per customer. Without a LOT more data it’s impossible to say, of course, but there are some general concepts to keep in mind. Whenever you’re segmenting data, it’s all about boundary choices. You have not only boundaries around how big the data will get, but things like how many objects (tables, stored procedures and so on) that will be involved, if there are any cross-sections of data (do they share location or product information) and – very important – what are the security requirements? From the answer to these types of questions, you now have the choice of making multiple tables in a single database, or using multiple databases. A database carries some overhead – it needs a certain amount of memory for locking and so on. But it has a very clean boundary – everything from objects to security can be kept apart. Having multiple users in the same database is possible as well, using things like a Schema. But keeping 15,000 schemas can be challenging as well. My recommendation in complex situations like this is similar to a post on decisions that I did earlier – I lay out the choices on a spreadsheet in rows, and then my requirements at the top in the columns. I  give each choice a number based on how well it meets each requirement. At the end, the highest number wins. And many times it’s a mix – perhaps this person could segment customers into larger regions or districts or products, in a database. Within that database might be multiple schemas for the customers. Of course, he needs to query across all customers, that becomes another requirement. Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • HTML5 CSS3 layout not working

    - by John.Weland
    I have been asked by a local MMA (Mixed Martial Arts) School to help them develop a website. For the life of me I CANNOT get the layout to work correctly. When I get one section set where it should be another moves out of place! here is a pic of the layout: here The header should be a set height as should the footer the entire site at its widest point should be 1250px with the header/content area/footer and the like being 1240px the black in the picture is a scaling background to expand wider as larger resolution systems are viewing them. The full site should be a minimum-height of 100% but scale virtually as content in the target area deems necessary. My biggest issue currently is that my "sticky" footer doesn't stick once the content has stretched the content target area virtually. the Code is not pretty but here it is: HTML5 <!doctype html> <html> <head> <link rel="stylesheet" href="menu.css" type="text/css" media="screen"> <link rel="stylesheet" href="master.css" type="text/css" media="screen"> <meta charset="utf-8"> <title>Untitled Document</title> </head> <body bottommargin="0" leftmargin="0" rightmargin="0" topmargin="0"> <div id="wrap" class="wrap"><div id="logo" class="logo"><img src="images/comalogo.png" width="100" height="150"></div> <div id="header" class="header">College of Martial Arts</div> <div id="nav" class="nav"> <ul id="menu"><b> <li><a href="#">News</a></li> <li>·</li> <li><a href="#">About Us</a> <ul> <li><a href="#">The Instructors</a></li> <li><a href="#">Our Arts</a></li> </li> </ul> <li>·</li> <li><a href="#">Location</a></li> <li>·</li> <li><a href="#">Gallery</a></li> <li>·</li> <li><a href="#">MMA.tv</a></li> <li>·</li> <li><a href="#">Schedule</a></li> <li>·</li> <li><a href="#">Fight Gear</a></li></b> </div> <div id="social" class="social"> <a href="http://www.facebook.com/pages/Canyon-Lake-College-of-Martial-Arts/189432551104674"><img src="images/soc/facebook.png"></a> <a href="https://twitter.com/#!/CanyonLakeMMA"><img src="images/soc/twitter.png"></a> <a href="https://plus.google.com/108252414577423199314/"><img src="images/soc/google+.png"></a> <a href="http://youtube.com/user/clmmatv"><img src="images/soc/youtube.png"></a></div> <div id="mid" class="mid">test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br></div> <div id="footer" class="footer"> <div id="contact" style="left:0px;">tel: (830) 214-4591<br /> e: [email protected]<br /> add: 1273 FM 2673, Sattler, TX 78133<br /> </div> <div id="affiliates" style="right:0px;">Hwa Rang World Tang soo Do</div> <div id="copyright">Copyright © College of Martial Arts</div> </div> </body> </html> CSS3 -Dropdown Menu- @charset "utf-8"; /* CSS Document */ /* Main */ #menu { width: 100%; margin: 0; padding: 10px 0 0 0; list-style: none; background: #444; background: -moz-linear-gradient(#000, #333); background: -webkit-gradient(linear,left bottom,left top,color-stop(0, #444),color-stop(1, #000)); background: -webkit-linear-gradient(#000, #333); background: -o-linear-gradient(#000, #333); background: -ms-linear-gradient(#000, #333); background: linear-gradient(#000, #333); -moz-border-radius: 5px; border-radius: 5px; -moz-box-shadow: 0 2px 1px #9c9c9c; -webkit-box-shadow: 0 2px 1px #9c9c9c; box-shadow: 0 8px 8px #9c9c9c; /* outline:#000 solid thin; */ } #menu li { left:150px; float: left; padding: 0 0 10px 0; position:relative; color: #FC0; font-size:15px; font-family:'freshman' cursive; line-height:15px; } #menu a { float: left; height: 15px; line-height:15px; padding: 0 10px; color: #FC0; font-size:15px; text-decoration: none; text-shadow: 1 1px 0 #000; text-align:center; } #menu li:hover > a { color: #fafafa; } *html #menu li a:hover /* IE6 */ { color: #fafafa; } #menu li:hover > ul { display: block; } /* Sub-menu */ #menu ul { list-style: none; margin: 0; padding: 0; display: none; position: absolute; top: 25px; left: 0; z-index: 99999; background: #444; background: -moz-linear-gradient(#000, #333); background: -webkit-gradient(linear,left bottom,left top,color-stop(0, #111),color-stop(1, #444)); background: -webkit-linear-gradient(#000, #333); background: -o-linear-gradient(#000, #333); background: -ms-linear-gradient(#000, #333); background: linear-gradient(#000, #333); -moz-border-radius: 5px; border-radius: 5px; /* outline:#000 solid thin; */ } #menu ul li { left:0; -moz-box-shadow: none; -webkit-box-shadow: none; box-shadow: none; } #menu ul a { padding: 10px; height: auto; line-height: 1; display: block; white-space: nowrap; float: none; text-transform: none; } *html #menu ul a /* IE6 */ { height: 10px; width: 200px; } *:first-child+html #menu ul a /* IE7 */ { height: 10px; width: 200px; } /*#menu ul a:hover { background: #000; background: -moz-linear-gradient(#000, #333); background: -webkit-gradient(linear, left top, left bottom, from(#04acec), to(#0186ba)); background: -webkit-linear-gradient(#000, #333); background: -o-linear-gradient(#000, #333); background: -ms-linear-gradient(#000, #333); background: linear-gradient(#000, #333); }*/ /* Clear floated elements */ #menu:after { visibility: hidden; display: block; font-size: 0; content: " "; clear: both; height: 0; } * html #menu { zoom: 1; } /* IE6 */ *:first-child+html #menu { zoom: 1; } /* IE7 */ CSS3 -Master Style Sheet- @charset "utf-8"; /* CSS Document */ a:link {color:#FC0; text-decoration:none;} /* unvisited link */ a:visited {color:#FC0; text-decoration:none;} /* visited link */ a:hover {color:#FFF; text-decoration:none;} /* mouse over link */ a:active {color:#FC0; text-decoration:none;} /* selected link */ ul.a {list-style-type:none;} ul.b {list-style-type:inherit} html { } body { /*background-image:url(images/cagebg.jpg);*/ background-repeat:repeat; background-position:top; } div.wrap { margin: 0 auto; min-height: 100%; position: relative; width: 1250px; } div.logo{ top:25px; left:20px; position:absolute; float:top; height:150px; } /*Freshman FONT is on my computer needs to be uploaded to the webhost and rendered host side like a webfont*/ div.header{ background-color:#999; color:#FC0; margin-left:5px; height:80px; width:1240px; line-height:70px; font-family:'freshman' cursive; font-size:50px; text-shadow:8px 8px #9c9c9c; text-outline:1px 1px #000; text-align:center; background-color:#999; clear: both; } div.social{ height:50px; margin-left:5px; width:1240px; font-family:'freshman' cursive; font-size:50px; text-align:right; color:#000; background-color:#999; line-height:30px; box-sizing: border-box; ms-box-sizing: border-box; webkit-box-sizing: border-box; moz-box-sizing: border-box; padding-right:5px; } div.mid{ position:absolute; min-height:100%; margin-left:5px; width:1240px; font-family:'freshman' cursive; font-size:50px; text-align:center; color:#000; background-color:#999; } /*SIDE left and right should be 40px wide and a minimum height (100% the area from nav-footer) to fill between the NAV and the footer yet stretch as displayed content streatches the page longer (scrollable)*/ div #side.sright{ top:96px; right:0; position:absolute; float:right; height:100%; min-height:100%; width:40px; background-image:url(images/border.png); } /*Container should vary in height in acordance to content displayed*/ div #content.container{ } /*Footer should stick at ABSOLUTE BOTTOM of the page*/ div #footer{ font-family:'freshman' cursive; position:fixed; bottom:0; background-color:#000000; margin-left:5px; width:1240px; color:#FC0; clear: both; /*this clear property forces the .container to understand where the columns end and contain them*/ } /*HTML 5 support - Sets new HTML 5 tags to display:block so browsers know how to render the tags properly.*/ header, section, footer, aside, nav, article, figure { display: block; } Eventually once the layout is correct I have to use PHP to make calls for where data should be displayed from what database. If anyone can help me to fix this layout and clean up the crap code, I'd be much appreciated.. I've spent weeks trying to figure this out.

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  • Naming a predicate: "precondition" or "precondition_is_met"?

    - by RexE
    In my web app framework, each page can have a precondition that needs to be satisfied before it can be displayed to the user. For example, if user 1 and user 2 are playing a back-and-forth role-playing game, user 2 needs to wait for user 1 to finish his turn before he can take his turn. Otherwise, the user is displayed a waiting page. This is implemented with a predicate: def precondition(self): return user_1.completed_turn The simplest name for this API is precondition, but this leads to code like if precondition(): ..., which is not really obvious. Seems to me like it is more accurate to call it precondition_is_met(), but not sure about that either. Is there a best practice for naming methods like this?

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  • Best practices for using namespaces in C++.

    - by Dima
    I have read Uncle Bob's Clean Code a few months ago, and it has had a profound impact on the way I write code. Even if it seemed like he was repeating things that every programmer should know, putting them all together and putting them into practice does result in much cleaner code. In particular, I found breaking up large functions into many tiny functions, and breaking up large classes into many tiny classes to be incredibly useful. Now for the question. The book's examples are all in Java, while I have been working in C++ for the past several years. How would the ideas in Clean Code extend to the use of namespaces, which do not exist in Java? (Yes, I know about the Java packages, but it is not really the same.) Does it make sense to apply the idea of creating many tiny entities, each with a clearly define responsibility, to namespaces? Should a small group of related classes always be wrapped in a namespace? Is this the way to manage the complexity of having lots of tiny classes, or would the cost of managing lots of namespaces be prohibitive?

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  • What's the best Wireframing tool?

    - by Strae
    I'm looking for something similar to iPlotz or Mockup. I've found the Pencil Project, but it requires xulrunner-1.9 (which seems to be incompatible with xulrunner-1.9.2) in order to run as a standalone application. It can be used as a firefox plugin... but it is a bit slower. The error on my desktop (Ubuntu 10.04) is: Could not find compatible GRE between version 1.9.1 and 1.9.2.* Does anyone know other software? Edit: Open-source software is preferred, and it doesn't matter whether or not it's free.

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  • Is reliance on parametrized queries the only way to protect against SQL injection?

    - by Chris Walton
    All I have seen on SQL injection attacks seems to suggest that parametrized queries, particularly ones in stored procedures, are the only way to protect against such attacks. While I was working (back in the Dark Ages) stored procedures were viewed as poor practice, mainly because they were seen as less maintainable; less testable; highly coupled; and locked a system into one vendor; (this question covers some other reasons). Although when I was working, projects were virtually unaware of the possibility of such attacks; various rules were adopted to secure the database against corruption of various sorts. These rules can be summarised as: No client/application had direct access to the database tables. All accesses to all tables were through views (and all the updates to the base tables were done through triggers). All data items had a domain specified. No data item was permitted to be nullable - this had implications that had the DBAs grinding their teeth on occasion; but was enforced. Roles and permissions were set up appropriately - for instance, a restricted role to give only views the right to change the data. So is a set of (enforced) rules such as this (though not necessarily this particular set) an appropriate alternative to parametrized queries in preventing SQL injection attacks? If not, why not? Can a database be secured against such attacks by database (only) specific measures? EDIT Emphasis of the question changed slightly, in the light of the initial responses received. Base question unchanged. EDIT2 The approach of relying on paramaterized queries seems to be only a peripheral step in defense against attacks on systems. It seems to me that more fundamental defenses are both desirable, and may render reliance on such queries not necessary, or less critical, even to defend specifically against injection attacks. The approach implicit in my question was based on "armouring" the database and I had no idea whether it was a viable option. Further research has suggested that there are such approaches. I have found the following sources that provide some pointers to this type of approach: http://database-programmer.blogspot.com http://thehelsinkideclaration.blogspot.com The principle features I have taken from these sources is: An extensive data dictionary, combined with an extensive security data dictionary Generation of triggers, queries and constraints from the data dictionary Minimize Code and maximize data While the answers I have had so far are very useful and point out difficulties arising from disregarding paramaterized queries, ultimately they do not answer my original question(s) (now emphasised in bold).

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  • Relationships in a Chen ERD

    - by Nibroc A Rehpotsirhc
    I am working on a Chen ERD to model our organizations merchandise. Our central entity is a Style. We have supplemental entities of Color and Season. I am defining our assortment as the relationship between these three entities, and this relationship itself will have attributes and is defined by the three entities which participate in the mandatory relationship. The rules are; Many Styles can be offered in a Season, and a Style can be offered in many Seasons. Within a Season, a Style can be offered in Many Colors. I then have 2 other entities, one of which I believe is a weak entity, Climate, and the other may be weak, but I am not sure, this being Transaction Channel. I am thinking of these as relationships off of a relationship? Meaning, for a given Style/Color combination offered in a Season, it can be available through 1 or more Transaction Channels. Additionally, within a season, a given Style/Color combination can be intended for 1 or more Climates. Is it valid to have relationships off of relationships? Or does this requirement dictate that I should think of this Style/Color/Season relationship as an entity itself, and define the relationships to Climate and Transaction Channel off of this entity?

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  • How can I selectively update XNA GameComponents?

    - by Bill
    I have a small 2D game I'm working on in XNA. So far, I have a player-controlled ship that operates on vector thrust and is terribly fun to spin around in circles. I've implemented this as a DrawableGameComponent and registered it with the game using game.Components.Add(this) in the Ship object constructor. How can I implement features like pausing and a menu system with my current implementation? Is it possible to set certain GameComponents to not update? Is this something for which I should even be using a DrawableGameComponent? If not, what are more appropriate uses for this?

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  • what making a good soundtrack for social game

    - by Maged
    there are many successful social games in Facebook and other social sites like brain buddies, who has the biggest brain and word challenge.both of them have a great soundtrack while playing and in the beginning of the game . my question is how to find a good soundtrack or what's i should look for to find a good soundtrack like this that's help to attract the user specially for games that need concentration ?

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  • What is the ideal length of a method?

    - by iPhoneDeveloper
    In object-oriented programming, there is no exact rule on the maximum length of a method , but I still found these two qutes somewhat contradicting each other, so I would like to hear what you think. In Clean Code: A Handbook of Agile Software Craftsmanship, Robert Martin says: The first rule of functions is that they should be small. The second rule of functions is that they should be smaller than that. Functions should not be 100 lines long. Functions should hardly ever be 20 lines long. and he gives an example from Java code he sees from Kent Beck: Every function in his program was just two, or three, or four lines long. Each was transparently obvious. Each told a story. And each led you to the next in a compelling order. That’s how short your functions should be! This sounds great, but on the other hand, in Code Complete, Steve McConnell says something very different: The routine should be allowed to grow organically up to 100-200 lines, decades of evidence say that routines of such length no more error prone then shorter routines. And he gives a reference to a study that says routines 65 lines or long are cheaper to develop. So while there are diverging opinions about the matter, is there a functional best-practice towards determining the ideal length of a method for you?

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  • null values vs "empty" singleton for optional fields

    - by Uko
    First of all I'm developing a parser for an XML-based format for 3D graphics called XGL. But this question can be applied to any situation when you have fields in your class that are optional i.e. the value of this field can be missing. As I was taking a Scala course on coursera there was an interesting pattern when you create an abstract class with all the methods you need and then create a normal fully functional subclass and an "empty" singleton subclass that always returns false for isEmpty method and throws exceptions for the other ones. So my question is: is it better to just assign null if the optional field's value is missing or make a hierarchy described above and assign it an empty singleton implementation?

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  • MiniMax not working properly(for checkers game)

    - by engineer
    I am creating a checkers game but My miniMax is not functioning properly,it is always switching between two positions for its move(index 20 and 17).Here is my code: public double MiniMax(int[] board, int depth, int turn, int red_best, int black_best) { int source; int dest; double MAX_SCORE=-INFINITY,newScore; int MAX_DEPTH=3; int[] newBoard=new int[32]; generateMoves(board,turn); System.arraycopy(board, 0, newBoard, 0, 32); if(depth==MAX_DEPTH) { return Evaluation(turn,board);} for(int z=0;z<possibleMoves.size();z+=2){ source=Integer.parseInt(possibleMoves.elementAt(z).toString()); System.out.println("SOURCE= "+source); dest=Integer.parseInt(possibleMoves.elementAt(z+1).toString());//(int[])possibleMoves.elementAt(z+1); System.out.println("DEST = "+dest); applyMove(newBoard,source,dest); newScore=MiniMax(newBoard,depth+1,opponent(turn),red_best, black_best); if(newScore>MAX_SCORE) {MAX_SCORE=newScore;maxSource=source; maxDest=dest;}//maxSource and maxDest will be used to perform the move. if (MAX_SCORE > black_best) { if (MAX_SCORE >= red_best) break; /* alpha_beta cutoff */ else black_best = (int) MAX_SCORE; //the_score } if (MAX_SCORE < red_best) { if (MAX_SCORE<= black_best) break; /* alpha_beta cutoff */ else red_best = (int) MAX_SCORE; //the_score } }//for ends return MAX_SCORE; } //end minimax I am unable to find out the logical mistake. Any idea what's going wrong?

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