Search Results

Search found 69140 results on 2766 pages for 'design time'.

Page 172/2766 | < Previous Page | 168 169 170 171 172 173 174 175 176 177 178 179  | Next Page >

  • How do I start correctly in building database classes in c#?

    - by e4rthdog
    I am new in C# programming and in OOP. I need to dive into web applications for my company, and I need to do it fast and correct. So even that I know ASP.NET MVC is the way to go, I want to start with some simple applications with ASP.NET Webforms and then advance to MVC logic. Also regarding my db classes: I plan to create common database classes in order to be able to use them either from WinForms or ASP.NET applications. I also know that the way to go is to learn about ORM and EF. BUT I also want to start from where I am feeling comfortable and that is the traditional ADO.NET way. So about my Data Access Layer classes: Should I return my results in datasets or arraylists/lists? Should my methods do their own connect/disconnect from the db, or have separate methods and let the application maintain the connection?

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • Server-side Architecture for Online Game

    - by Draiken
    Hi, basically I have a game client that has communicate with a server for almost every action it takes, the game is in Java (using LWJGL) and right now I will start making the server. The base of the game is normally one client communicating with the server alone, but I will require later on for several clients to work together for some functionalities. I've already read how authentication server should be sepparated and I intend on doing it. The problem is I am completely inexperienced in this kind of server-side programming, all I've ever programmed were JSF web applications. I imagine I'll do socket connections for pretty much every game communication since HTML is very slow, but I still don't really know where to start on my server. I would appreciate reading material or guidelines on where to start, what architecture should the game server have and maybe some suggestions on frameworks that could help me getting the client-server communication. I've looked into JNAG but I have no experience with this kind of thing, so I can't really tell if it is a solid and good messaging layer. Any help is appreciated... Thanks !

    Read the article

  • Push or Pull Input Data In the Game Logic?

    - by Qua
    In the process of preparing my game for networking I'm adding a layer of seperation between the physical input (mouse/keyboard) and the actual game "engine"/logic. All input that has any relation to the game logic is wrapped inside action objects such as BuildBuildingAction. I was thinking of having an action processing layer that would determine what to do with the input. This layer could then be set up to either just pass the actions locally to the game engine or send it via sockets to the network server depending on whether the game was single- or multiplayer. In network games it would make sense that the player's actions should be sent to the server, but should the game logic be pulling (polling?) the data through some sort of interface or should the action processing layer be adding the actions to an input queue in the game logic code?

    Read the article

  • DDD and Value Objects. Are mutable Value Objects a good candidate for Non Aggr. Root Entity?

    - by Tony
    Here is a little problem Have an entity, with a value object. Not a problem. I replace a value object for a new one, then nhibernate inserts the new value and orphan the old one, then deletes it. Ok, that's a problem. Insured is my entity in my domain. He has a collection of Addresses (value objects). One of the addresses is the MailingAddress. When we want to update the mailing address, let's say zipcode was wrong, following Mr. Evans doctrine, we must replace the old object for a new one since it's immutable (a value object right?). But we don't want to delete the row thou, because that address's PK is a FK in a MailingHistory table. So, following Mr. Evans doctrine, we are pretty much screwed here. Unless i make my addressses Entities, so i don't have to "replace" it, and simply update its zipcode member, like the old good days. What would you suggest me in this case? The way i see it, ValueObjects are only useful when you want to encapsulate a group of database table's columns (component in nhibernate). Everything that has a persistence id in the database, is better off to make it an Entity (not necessarily an aggregate root) so you can update its members without recreating the whole object graph, specially if that's a deep-nested object. Do you concur? Is it allowed by Mr. Evans to have a mutable value object? Or is a mutable value object a candidate for an Entity? Thanks

    Read the article

  • Why are Javascript for/in loops so verbose?

    - by Matthew Scharley
    I'm trying to understand the reasoning behind why the language designers would make the for (.. in ..) loops so verbose. For example: for (var x in Drupal.settings.module.stuff) { alert("Index: " + x + "\nValue: " + Drupal.settings.module.stuff[x]); } It makes trying to loop over anything semi-complex like the above a real pain as you either have to alias the value locally inside the loop yourself, or deal with long access calls. This is especially painful if you have two to three nested loops. I'm assuming there is a reason why they would do things this way, but I'm struggling with the reasoning.

    Read the article

  • What can make peaceful game successful?

    - by Miro
    Today, the most successful games are action games like FPS, RPG, MMORPG... I'd like to make peaceful game, but i don't know how to attract people. I can make good graphics, but that's not the main thing that makes people like game more that couple of minutes. The content is important. In game styles mentioned in beginning are main content fight, kill others, make from yourself predator/the most powerful creature/player in the game. But what content can attract people in peaceful game?

    Read the article

  • how do you read from system.out in Java [closed]

    - by Dan
    I'm trying to create a word scramble game and so far I have taken a vector of randomly assorted strings that contains both words and hints and split them into two vectors. I have randomly scrambled the word and set this all up in text boxes. Right now I'm stuck because I have a text box that takes input but I'm not sure how to read that in? I want the user to type the unscrambled word into the text box and have it calculate as correct and move on to the next word immediately. I also don't know how to get the keys working. I want the "?" character to be the hint button that shows the hint. At the moment the hint box works if I type the question mark in using the System.in but it doesn't work if I type it directly in to the text box. The characters are showing up in the text box but nothing is working after that.

    Read the article

  • 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?

    Read the article

  • Better solution then simple factory method when concrete implementations have different attributes

    - by danip
    abstract class Animal { function eat() {..} function sleep() {..} function isSmart() } class Dog extends Animal { public $blnCanBark; function isSmart() { return $this->blnCanBark; } } class Cat extends Animal { public $blnCanJumpHigh; function isSmart() { return $this->blnCanJumpHigh; } } .. and so on up to 10-20 animals. Now I created a factory using simple factory method and try to create instances like this: class AnimalFactory { public static function create($strName) { switch($strName) { case 'Dog': return new Dog(); case 'Cat': return new Cat(); default: break; } } } The problem is I can't set the specific attributes like blnCanBark, blnCanJumpHigh in an efficient way. I can send all of them as extra params to create but this will not scale to more then a few classes. Also I can't break the inheritance because a lot of the basic functionality is the same. Is there a better pattern to solve this?

    Read the article

  • Trying to detect collision between two polygons using Separating Axis Theorem

    - by Holly
    The only collision experience i've had was with simple rectangles, i wanted to find something that would allow me to define polygonal areas for collision and have been trying to make sense of SAT using these two links Though i'm a bit iffy with the math for the most part i feel like i understand the theory! Except my implementation somewhere down the line must be off as: (excuse the hideous font) As mentioned above i have defined a CollisionPolygon class where most of my theory is implemented and then have a helper class called Vect which was meant to be for Vectors but has also been used to contain a vertex given that both just have two float values. I've tried stepping through the function and inspecting the values to solve things but given so many axes and vectors and new math to work out as i go i'm struggling to find the erroneous calculation(s) and would really appreciate any help. Apologies if this is not suitable as a question! CollisionPolygon.java: package biz.hireholly.gameplay; import android.graphics.Canvas; import android.graphics.Color; import android.graphics.Paint; import biz.hireholly.gameplay.Types.Vect; public class CollisionPolygon { Paint paint; private Vect[] vertices; private Vect[] separationAxes; CollisionPolygon(Vect[] vertices){ this.vertices = vertices; //compute edges and separations axes separationAxes = new Vect[vertices.length]; for (int i = 0; i < vertices.length; i++) { // get the current vertex Vect p1 = vertices[i]; // get the next vertex Vect p2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; // subtract the two to get the edge vector Vect edge = p1.subtract(p2); // get either perpendicular vector Vect normal = edge.perp(); // the perp method is just (x, y) => (-y, x) or (y, -x) separationAxes[i] = normal; } paint = new Paint(); paint.setColor(Color.RED); } public void draw(Canvas c, int xPos, int yPos){ for (int i = 0; i < vertices.length; i++) { Vect v1 = vertices[i]; Vect v2 = vertices[i + 1 == vertices.length ? 0 : i + 1]; c.drawLine( xPos + v1.x, yPos + v1.y, xPos + v2.x, yPos + v2.y, paint); } } /* consider changing to a static function */ public boolean intersects(CollisionPolygon p){ // loop over this polygons separation exes for (Vect axis : separationAxes) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // loop over the other polygons separation axes Vect[] sepAxesOther = p.getSeparationAxes(); for (Vect axis : sepAxesOther) { // project both shapes onto the axis Vect p1 = this.minMaxProjection(axis); Vect p2 = p.minMaxProjection(axis); // do the projections overlap? if (!p1.overlap(p2)) { // then we can guarantee that the shapes do not overlap return false; } } // if we get here then we know that every axis had overlap on it // so we can guarantee an intersection return true; } /* Note projections wont actually be acurate if the axes aren't normalised * but that's not necessary since we just need a boolean return from our * intersects not a Minimum Translation Vector. */ private Vect minMaxProjection(Vect axis) { float min = axis.dot(vertices[0]); float max = min; for (int i = 1; i < vertices.length; i++) { float p = axis.dot(vertices[i]); if (p < min) { min = p; } else if (p > max) { max = p; } } Vect minMaxProj = new Vect(min, max); return minMaxProj; } public Vect[] getSeparationAxes() { return separationAxes; } public Vect[] getVertices() { return vertices; } } Vect.java: package biz.hireholly.gameplay.Types; /* NOTE: Can also be used to hold vertices! Projections, coordinates ect */ public class Vect{ public float x; public float y; public Vect(float x, float y){ this.x = x; this.y = y; } public Vect perp() { return new Vect(-y, x); } public Vect subtract(Vect other) { return new Vect(x - other.x, y - other.y); } public boolean overlap(Vect other) { if( other.x <= y || other.y >= x){ return true; } return false; } /* used specifically for my SAT implementation which i'm figuring out as i go, * references for later.. * http://www.gamedev.net/page/resources/_/technical/game-programming/2d-rotated-rectangle-collision-r2604 * http://www.codezealot.org/archives/55 */ public float scalarDotProjection(Vect other) { //multiplier = dot product / length^2 float multiplier = dot(other) / (x*x + y*y); //to get the x/y of the projection vector multiply by x/y of axis float projX = multiplier * x; float projY = multiplier * y; //we want to return the dot product of the projection, it's meaningless but useful in our SAT case return dot(new Vect(projX,projY)); } public float dot(Vect other){ return (other.x*x + other.y*y); } }

    Read the article

  • Real life example of an agile game development process

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. What I am looking for are 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. In this era of open source software, there must be an documented example of the process applied to a game that is publicly available. 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]

    Read the article

  • Help in (re)designing my Swing application

    - by Harihar Das
    I have developed a Swing application that controls execution of several script like jobs. I need to display the interim output of the jobs concurrently. I have followed MVC while writing the application. The application is working as expected. But off late I have the following requirements in hand: A few of the script jobs need special user privileges to execute so as to access specialized resources. There seems to be now way in Java to impersonate as a different user while running an application.[examined in this question]. Also trying to run the Swing application as a scheduled task in windows is not helping. Once started the jobs should be running even if the user logs off after starting the jobs. I am thinking of separating the execution logic from the UI and run that as a service; and introduce JMS in between the two layers so as to store/retrieve the interim the output. Note: I need to run this application on windows Any ideas on meeting my requirements will be highly appreciated.

    Read the article

  • 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?

    Read the article

  • responsibility for storage

    - by Stefano Borini
    A colleague and I were brainstorming about where to put the responsibility of an object to store itself on the disk in our own file format. There are basically two choices: object.store(file) fileformatWriter.store(object) The first one gives the responsibility of serialization on the disk to the object itself. This is similar to the approach used by python pickle. The second groups the representation responsibility on a file format writer object. The data object is just a plain data container (eventually with additional methods not relevant for storage). We agreed on the second methodology, because it centralizes the writing logic from generic data. We also have cases of objects implementing complex logic that need to store info while the logic is in progress. For these cases, the fileformatwriter object can be passed and used as a delegate, calling storage operations on it. With the first pattern, the complex logic object would instead accept the raw file, and implement the writing logic itself. The first method, however, has the advantage that the object knows how to write and read itself from any file containing it, which may also be convenient. I would like to hear your opinion before starting a rather complex refactoring.

    Read the article

  • 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.

    Read the article

  • whats the name of this pattern?

    - by Wes
    I see this a lot in frameworks. You have a master class which other classes register with. The master class then decides which of the registered classes to delegate the request to. An example based passed in class may be something this. public interface Processor { public boolean canHandle(Object objectToHandle); public void handle(Object objectToHandle); } public class EvenNumberProcessor extends Processor { public boolean canHandle(Object objectToHandle) { if (!isNumeric(objectToHandle)){ return false } return isEven(objectToHandle); } public void handle(objectToHandle) { //Optionally call canHandleAgain to ensure the calling class is fufilling its contract doSomething(); } } public class OddNumberProcessor extends Processor { public boolean canHandle(Object objectToHandle) { if (!isNumeric(objectToHandle)){ return false } return isOdd(objectToHandle); } public void handle(objectToHandle) { //Optionally call canHandleAgain to ensure the calling class is fufilling its contract doSomething(); } } //Can optionally implement processor interface public class processorDelegator { private List processors; public void addProcessor(Processor processor) { processors.add(processor); } public void process(Object objectToProcess) { //Lookup relevant processor either by keeping a list of what they can process //Or query each one to see if it can process the object. chosenProcessor=chooseProcessor(objectToProcess); chosenProcessor.handle(objectToProcess); } } Note there are a few variations I see on this. In one variation the sub classes provide a list of things they can process which the ProcessorDelegator understands. The other variation which is listed above in fake code is where each is queried in turn. This is similar to chain of command but I don't think its the same as chain of command means that the processor needs to pass to other processors. The other variation is where the ProcessorDelegator itself implements the interface which means you can get trees of ProcessorDelegators which specialise further. In the above example you could have a numeric processor delegator which delegates to an even/odd processor and a string processordelegator which delegates to different strings. My question is does this pattern have a name.

    Read the article

  • In-Game Encyclopedias

    - by SHiNKiROU
    There are some games where there is an in-game encyclopedia where you can know many things about characters and settings of the game. For example, the Codex in Mass Effect. I want to know if it is exclusive to Bioware, and get inspired about other encyclopedia systems. What are some other examples of in-game encyclopedias? How effective is it? I also want some examples where the in-game encyclopedia is not effective at all or an ignored feature

    Read the article

  • MVP Pattern Philsophical Question - Security Checking in UI

    - by Brian
    Hello, I have a philosophical question about the MVP pattern: I have a component that checks whether a user has access to a certain privilege. This privilege turns on or off certain UI features. For instance, suppose you have a UI grid, and for each row that gets bound, I do a security check to see if certain features in the grid should be enabled or disabled. There are two ways to do this: have the UI/view call the component's method, determine if it has access, and enable/disable or show/hide. The other is have the view fire an event to the presenter, have the presenter do the check and return the access back down to the view through the model or through the event arg. As per the MVP pattern, which component should security checks fit into, the presenter or the view? Since the view is using it to determine its accessibility, it seems more fitting in the view, but it is doing database checks and all inside this business component, and there is business logic there, so I can see the reverse argument too. Thoughts? Thanks.

    Read the article

  • 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

    Read the article

  • Implementing the transport layer for a SIP UAC

    - by Jonathan Henson
    I have a somewhat simple, but specific, question about implementing the transport layer for a SIP UAC. Do I expect the response to a request on the same socket that I sent the request on, or do I let the UDP or TCP listener pick up the response and then route it to the correct transaction from there? The RFC does not seem to say anything on the matter. It seems that especially using UDP, which is connection-less, that I should just let the listeners pick up the response, but that seems sort of counter intuitive. Particularly, I have seen plenty of UAC implementations which do not depend on having a Listener in the transport layer. Also, most implementations I have looked at do not have the UAS receiving loop responding on the socket at all. This would tend to indicate that the client should not be expecting a reply on the socket that it sent the request on. For clarification: Suppose my transport layer consists of the following elements: TCPClient (Sends Requests for a UAC via TCP) UDPClient (Sends Requests for a UAC vid UDP) TCPSever (Loop receiving Requests and dispatching to transaction layer via TCP) UDPServer (Loop receiving Requests and dispatching to transaction layer via UDP) Obviously, the *Client sends my Requests. The question is, what receives the Response? The *Client waiting on a recv or recvfrom call on the socket it used to send the request, or the *Server? Conversely, the *Server receives my requests, What sends the Response? The *Client? doesn't this break the roles of each member a bit?

    Read the article

  • Avoiding the Anaemic Domain - How to decide what single responsibility a class has

    - by thecapsaicinkid
    Even after reading a bunch I'm still falling into the same trap. I have a class, usually an enity. I need to implement more than one, similar operations on this type. It feels wrong to (seemingly arbitrarily) choose one of these operations to belong inside the entity and push the others out to a separate class; I end up pushing all operations to service classes and am left with an anaemic domain. As a crude example, imagine the typical Employee class with numeric properties to hold how many paid days the employee is entitled to for both sickness and holiday and a collection of days taken for each. public class Employee { public int PaidHolidayAllowance { get; set; } public int PaidSicknessAllowance { get; set; } public IEnumerable<Holiday> Holidays { get; set; } public IEnumerable<SickDays> SickDays { get; set; } } I want two operations, one to calculate remaining holiday, another for remaining paid sick days. It seems strange to include say, CalculateRemaingHoliday() in the Employee class and bump CalculateRemainingPaidSick() to some PaidSicknessCalculator class. I would end up with a PaidSicknessCalculator and a RemainingHolidayCalculator and the anaemic Employee entity as seen above. The other alternative would be to put both operations in the Employee class and kick Single Responsibility to the curb. That doesn't make for particularly maintainable code. I suppose the Employee class should have some initialisation/validation logic (not accepting negative alowances etc.) So maybe I just stick to basic initialisation and validation in the entities themselves and be happy with my separate calculator classes. Or maybe I should be asking myself if Anaemic Domain is actually causing me some tangible problems with my code.

    Read the article

  • Access functions from user control without events?

    - by BornToCode
    I have an application made with usercontrols and a function on main form that removes the previous user controls and shows the desired usercontrol centered and tweaked: public void DisplayControl(UserControl uControl) I find it much easier to make this function static or access this function by reference from the user control, like this: MainForm mainform_functions = (MainForm)Parent; mainform_functions.DisplayControl(uc_a); You probably think it's a sin to access a function in mainform, from the usercontrol, however, raising an event seems much more complex in such case - I'll give a simple example - let's say I raise an event from usercontrol_A to show usercontrol_B on mainform, so I write this: uc_a.show_uc_b+= (s,e) => { usercontrol_B uc_b = new usercontrol_B(); DisplayControl(uc_b); }; Now what if I want usercontrol_B to also have an event to show usercontrol_C? now it would look like this: uc_a.show_uc_b+= (s,e) => { usercontrol_B uc_b = new usercontrol_B(); DisplayControl(uc_b); uc_b.show_uc_c += (s2,e2) => {usercontrol_C uc_c = new usercontrol_C(); DisplayControl(uc_c);} }; THIS LOOKS AWFUL! The code is much simpler and readable when you actually access the function from the usercontrol itself, therefore I came to the conclusion that in such case it's not so terrible if I break the rules and not use events for such general function, I also think that a readable usercontrol that you need to make small adjustments for another app is preferable than a 100% 'generic' one which makes my code look like a pile of mud. What is your opinion? Am I mistaken?

    Read the article

  • Breakout ball collision detection, bouncing against the walls

    - by Sri Harsha Chilakapati
    I'm currently trying to program a breakout game to distribute it as an example game for my own game engine. http://game-engine-for-java.googlecode.com/ But the problem here is that I can't get the bouncing condition working properly. Here's what I'm using. public void collision(GObject other){ if (other instanceof Bat || other instanceof Block){ bounce(); } else if (other instanceof Stone){ other.destroy(); bounce(); } //Breakout.HIT.play(); } And here's by bounce() method public void bounce(){ boolean left = false; boolean right = false; boolean up = false; boolean down = false; if (dx < 0) { left = true; } else if (dx > 0) { right = true; } if (dy < 0) { up = true; } else if (dy > 0) { down = true; } if (left && up) { dx = -dx; } if (left && down) { dy = -dy; } if (right && up) { dx = -dx; } if (right && down) { dy = -dy; } } The ball bounces the bat and blocks but when the block is on top of the ball, it won't bounce and moves upwards out of the game. What I'm missing? Is there anything to implement? Please help me.. Thanks

    Read the article

< Previous Page | 168 169 170 171 172 173 174 175 176 177 178 179  | Next Page >