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  • Actually utilizing relational databases for entity systems

    - by Marc Müller
    Recently I was researching several entity systems and obviously I came across T=Machine's fantastic articles on the subject. In Part 5 of the series the author uses a relational schema to explain how an entity system is built and works. Since reading this, I have been wondering whether or not actually using a compact SQL library would be fast enough for real-time usage in video games. Performance seems to be the main issue with a full blown SQL database for management of all entities and components. However, as mentioned in T=Machine's post, basically all access to data inside the SQLDB is done sequentlially by each system over each component. Additionally, using a library like SQLite, one could easily improve performance by storing the entity data exclusively in RAM to increase access speeds. Disregarding possible performance issues, using a SQL database, in my opinion, would allow for a very intuitive implementation of entity systems and bring a long certain other benefits like easy de/serialization of game states and consistency checks like the uniqueness of entity IDs. Edit for clarification: The main question was whether using a SQL database for the actual entity management (not just storing the game state on the disk) in a real-time game would still yield a framerate appropriate for a game or even if someone is aware of projects that demonstrate SQL in a video game.

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  • Breadcrumbs in a modern web application, make sense? [on hold]

    - by Xtreme Biker
    I'm currently beginning with the development of a new web application. The whole web application is going to be bookmarkable and all the pages accesible via GET requests and url parameters. Having said that, let's suppose I've got three entities in my application, Customer, Team and City. Each Customer and Team belong to a city and I've got a city-detail page which displays the detail for a concrete city. So next navigation cases are possible: Customers - Customer detail (id=2) - City detail (id=3) Football teams - Team detail (id=5) - City detail (id=3) Cities - City detail (id=3) There are three possible ways of ending up in a city detail view. My question is, does it make sense to implement a breadcrumb to show such a history, having it available in the browser itself? Would it be more appropiate to show a breadcrumb with the last case, no matter where we're coming from (hierarchical breadcrumb)? That's what Jakob Nielsen points out here: Offering users a Hansel-and-Gretel-style history trail is basically useless, because it simply duplicates functionality offered by the Back button, which is the Web’s second-most-used feature. A history trail can also be confusing: users often wander in circles or go to the wrong site sections. Having each point in a confused progression at the top of the current page doesn’t offer much help. Finally, a history trail is useless for users who arrive directly at a page deep within the site. Also, even if the history trail seems the most natural way to implement it, it requires an extra effort to keep the whole track being HTTP a stateless mean.

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  • Using unordered_multimap as entity and component storage

    - by natebot13
    The Setup I've made a few games (more like animations) using the Object Oriented method with base classes for objects that extend them, and objects that extend those, and found I couldn't wrap my head around expanding that system to larger game ideas. So I did some research and discovered the Entity-Component system of designing games. I really like the idea, and thoroughly understood the usefulness of it after reading Byte54's perfect answer here: Role of systems in entity systems architecture. With that said, I have decided to create my current game idea using the described Entity-Component system. Having basic knowledge of C++, and SFML, I would like to implement the backbone of this entity component system using an unordered_multimap without classes for the entities themselves. Here's the idea: An unordered_mulitmap stores entity IDs as the lookup term, while the value is an inherited Component object. Examlpe: ____________________________ |ID |Component | ---------------------------- |0 |Movable | |0 |Accelable | |0 |Renderable | |1 |Movable | |1 |Renderable | |2 |Renderable | ---------------------------- So, according to this map of objects, the entity with ID 0 has three components: Movable, Accelable, and Renderable. These component objects store the entity specific data, such as the location, the acceleration, and render flags. The entity is simply and ID, with the components attached to that ID describing its attributes. Problem I want to store the component objects within the map, allowing the map have full ownership of the components. The problem I'm having, is I don't quite understand enough about pointers, shared pointers, and references in order to get that set up. How can I go about initializing these components, with their various member variables, within the unordered_multimap? Can the base component class take on the member variables of its child classes, when defining the map as unordered_multimap<int, component>? Requirements I need a system to be able to grab an entity, with all of its' attached components, and access members from the components in order to do the necessary calculations and reassignments for position, velocity, etc. Need a clarification? Post a comment with your concerns and I will gladly edit or comment back! Thanks in advance! natebot13

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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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  • Spring to Java EE, Part Three - new tech article on otn/java

    - by Janice J. Heiss
    In a new article up on otn/java, Java EE expert David Heffelfinger continues his series exploring the relative strengths and weaknesses of Java EE and Spring. Here, he demonstrates how easy it is to develop the data layer of an application using Java EE, JPA, and the NetBeans IDE instead of the Spring Framework.In the first two parts of the series, he generated a complete Java EE application by using JavaServer Faces (JSF) 2.0, Enterprise JavaBeans (EJB) 3.1, and Java Persistence API (JPA) 2.0 from Spring’s Pet Clinic MySQL schema, thus showing how easy it is to develop an application whose functionality equaled that of the Spring sample application.In his new article, Heffelfinger tweaks the application to make it more user friendly.From the article:“The generated application displays primary keys on some of the pages, and these keys are surrogate primary keys—meaning that they have no business value and are used strictly as a unique identifier—so there is no reason why they should be visible to the user. In addition, we will modify some of the generated labels to make them more user-friendly.”He concludes the article with a summary:“The Java EE version of the application is not a straight port of the Spring version. For example, the Java EE version enables us to create, update, and delete veterinarians as well as veterinary specialties, whereas the Spring version of the application enables us only to view veterinarians and specialties. Additionally, the Spring version has a single page for managing/viewing owners, pets, and visits, whereas the Java EE version of the application has separate pages for each of these entities.The other thing we should keep in mind is that we didn’t actually write a lot of the code and markup for the Java EE version of the application, because the bulk of it was generated by the NetBeans wizard.” Have a look at the complete article here.

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  • Using Groovy Aggregate Functions in ADF BC

    - by Sireesha Pinninti
    This article explains how groovy aggregate functions(sum, count, min, max and avg) can be used in ADF Business components and demonstrates how these can be used at entity and view level Let's consider EMP and DEPT tables and an usecase to track number of employees in each department   Entity-Level To use aggregate functions at entity level, we need to have association between entities representing master and child relationship and the destination accessor name is what we are going to use in our groovy Syntax: <Accessor>.count(Groovyexpression) - Note down the destination accessor name(EMP) in the association or AccessorAttribute name in source entity - Add a transient attribute in source entity with persistent property set to false and provide the groovy expression in the syntax provided above - Finally, Add newly added attribute to view object View-Level To use aggregate functions at view level, we need to have a view link between viewobjects representing master and child relationship and the destination accessor name is what we are going to use in our groovy Syntax: <ViewLinkAccessor>.count(Groovyexpression) - Note down the destination accessor name(EmpView) in the view link or viewLinkAccessor name in source view - Add a transient attribute in view object and provide a groovy aggregate function count as a value to it in the syntax provided above Now, If you run application module tester and execute DeptView / ViewLink, you should see employee count in EmpCount field  In similar way, one can use other groovy aggregate functions sum, avg, min and max.

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  • Avoiding Object Oriented Pitfalls, Migrating from C, What Worked for You?

    - by Stephen
    I've been programming in procedural languages for quite some time now, and my first reaction to a problem is to start breaking it down into tasks to perform rather than to consider the different entities (objects) that exist and their relationships. I have had a university course in OOP, and understand the fundamentals of encapsulation, data abstraction, polymorphism, modularity and inheritance. I read Learning to think in the Object Oriented Way and Learning object oriented thinking, and will be looking at some of the books pointed to in those answers. I think that several of my medium to large sized projects will benefit from effective use of OOP but as a novice I would like to avoid time consuming, common errors. Based on your experiences, what are these pitfalls and what are reasonable ways around them? If you could explain why they are pitfalls, and how your suggestion is effective in addressing the issue it'd be appreciated. I'm thinking along the lines of something like "Is it common to have a fair number of observer and modifier methods and use private variables or are there techniques for consolidating/reducing them?" I'm not worried about using C++ as a pure OO language, if there are good reasons to mix methods. (Reminiscent of the reasons to use GOTOs, albeit sparingly.) Thank you!

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  • Best approach to accessing multiple data source in a web application

    - by ced
    I've a base web application developed with .net technologies (asp.net) used into our LAN by 30 users simultanousley. From this web application I've developed two verticalization used from online users. In future i expect hundreds users simultanousley. Our company has different locations. Each site use its own database. The web application needs to retrieve information from all existing databases. Currently there are 3 database, but it's not excluded in the future expansion of new offices. My question then is: What is the best strategy for a web application to retrieve information from different databases (which have the same schema) whereas the main objective performance data access and high fault tolerance? There are case studies in the literature that I can take as an example? Do you know some good documents to study? Do you have any tips to implement this task so efficient? Intuitively I would say that two possible strategy are: perform queries from different sources in real time and aggregate data on the fly; create a repository that contains the union of the entities of interest and perform queries directly on repository;

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  • Connecting Clinical and Administrative Processes: Oracle SOA Suite for Healthcare Integration

    - by Mala Ramakrishnan
    One of the biggest IT challenges facing today’s health care industry is the difficulty finding reliable, secure, and cost-effective ways to exchange information. Payers and providers need versatile platforms for enterprise-wide information sharing. Clinicians require accurate information to provide quality care to patients while administrators need integrated information for all facets of the business operation. Both sides of the organization must be able to access information from research and development systems, practice management systems, claims systems, financial systems, and many others. Externally, these organizations must share claims data, patient records, pharmaceutical data, lab reports, and diagnostic information among third party entities—all while complying with emerging standards for formatting, processing, and storing electronic health records (EHR). Service-oriented architecture (SOA) enables developers to integrate many types of software applications, databases and computing platforms within a particular health network as well as with community, state, and national health information exchanges. The Oracle SOA Suite for healthcare integration is designed to provide healthcare organizations with comprehensive integration capabilities within a unified middleware platform, as well as with healthcare libraries and templates for streamlining healthcare IT projects. It reduces the need for specialized skills and enforces an enterprise-wide view of critical healthcare data.  Here is a new white paper that details more about this offering: Oracle SOA Suite for Healthcare Integration

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  • PHP - Making CMS (architecture, etc.)

    - by UnknownProgramer
    I'm in the stage of planning new CMS. Before I used WordPress and other open source CMS for my clients, but I always had to write new modules and even mess with the code in order to do certain things. Which as you understand is not the best thing to do. So I finally decided to make my own CMS to work with, the way I need. But before I start it, I would like to think it trough carefully to ensure that I won't need to rewrite it ground up, just because I forgot to include some feature into architecture or did it wrong. I would like to hear your thoughs and the most important I would like you to suggest me some articles or books on that subject, especially on architecture of such systems. I googled a few good books, but that is not enough. The way I'm planning to do it: PHP5, completely OOP, modules architecture. You make a page and add any modules you need there, but modules are not global, but local to a page so you can make two pages with the same module, but content will be different if you set different "content ID" for these two entities. But it can be set the same, so two pages has the same content of the modules put there. Also I plan to support online storage web service (like amazon S3) for images and files, so I would like to hear your thoughs on it too. Also I have not yet decided how to store language data. I don't want to use DB for that, but I haven't decided yet. Also I think I will support other DB with global DB class and separate DB wrappers for MySQL and other databases. And, well, I would appreciate any other information you can provide for that subject.

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  • Input Handling and Game loop

    - by Bob Coder
    So, I intercept the WM_KEYDOWN and other messages. Thing is, my game can't/shouldn't react to these messages just yet, since my game might be currently drawing to the screen or in the middle of updating my game entities. So the idea is to keep a keyboardstate and mousestate, which is updated by the part of my code that intercepts the windows messages. These states just keep track of which keys/buttons are currently pressed. Then, at the start of my game's update function, I access these keyboard and mouse states and my game reacts to the user input. Now, which is the best way to access these states? I assume that windows messages can be sent whenever, so the keyboard/mouse states are constantly being edited. Accessing say a list of currently pressed keys in the keyboard state the same time another part of the code is editing the list would cause problems. Should I make a deep copy of a state and act on that? How would I deal with the garbage generated though, this would take place every frame.

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Relative encapsulation design

    - by taher1992
    Let's say I am doing a 2D application with the following design: There is the Level object that manages the world, and there are world objects which are entities inside the Level object. A world object has a location and velocity, as well as size and a texture. However, a world object only exposes get properties. The set properties are private (or protected) and are only available to inherited classes. But of course, Level is responsible for these world objects, and must somehow be able to manipulate at least some of its private setters. But as of now, Level has no access, meaning world objects must change its private setters to public (violating encapsulation). How to tackle this problem? Should I just make everything public? Currently what I'm doing is having a inner class inside game object that does the set work. So when Level needs to update an objects location it goes something like this: void ChangeObject(GameObject targetObject, int newX, int newY){ // targetObject.SetX and targetObject.SetY cannot be set directly var setter = new GameObject.Setter(targetObject); setter.SetX(newX); setter.SetY(newY); } This code feels like overkill, but it doesn't feel right to have everything public so that anything can change an objects location for example.

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  • Is using multiple canvas objects a good practice?

    - by user1818924
    We're developing a jump and run game with HTML5 and JavaScript and have to build an own game framework for this. Here we have some difficulties and would like to ask you for some advice: We have a "Stage" object, which represents the root of our game and is a global div-wrapper. The stage can contain multiple "Scenes", which are also div-elements. We would implement a Scene for the playing task, for pause, etc. and switch between them. Each scene can therefore contain multiple "Layers", representing a canvas. These Layer contain "ObjectEntities", which represent images or other shapes like rectangles, etc. Each Objectentity has its own temporaryCanvas, to be able to draw images for one entity, whereas another contains a rectangle. We set an activeScene in our Stage, so when the game is played, just the active scene is drawn. Calling activeScene.draw(), calls all sublayers to draw, which draw their entities (calling drawImage(entity.canvas)). But is this some kind of good practice? Having multiple canvas to draw? Each game loop every layer-context is cleared and drawn again. E.g. we just have a still Background-Layer, … wouldn't it be more useful to draw this once and not to clear it every time and redraw it? Or should we use a global canvas for example in the Stage and just use this canvas to draw? But we thought this would be to expensive...

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  • The NEW Oracle Enterprise Manager Extensibility Exchange

    - by Joe Diemer
    Oracle Enterprise Manager continues to expand its Eco-system with the NEW Extensibility Exchange! The Exchange offers a searchable listing of Enterprise Manager entities. Today it’s stocked with plug-ins and connectors for Enterprise Manager 12c and 11g. Anyone - partners, customers, ACE community members, anyone - can post an entity subject to approval of course. So in addition to plug-ins and connectors, the Exchange will have best practices, deployment procedures, templates, and essentially any Enterprise Manager entity that’s relevant. The Exchange provides Development Resources to guide contributors in the creation of plug-ins and connectors. A Community Resources page features plug-ins validated through the Oracle Validate Integration program as well as some other contributions important to customers.  You can also discover ways to get more involved with Enterprise Manager through the user and partner communities. The Exchange was announced in the October 2nd Enterprise Manager Partner Press Release  and is being presented at Oracle OpenWorld 2012 during the following sessions:    •    “Using Oracle Enterprise Manager to Manage Your Own Private Cloud” General Session – Tuesday Oct 2nd    •    “Managing Heterogeneous Environments with Oracle Enterprise Manager” Conference Session – Tuesday Oct 2nd    •    “Using Management Already Built into Oracle Products: Oracle Enterprise Manager” Oracle Partner Network Exchange Session – Wednesday Oct 3rd Check it out at http://www.oracle.com/goto/emextensibility, and let us know what you think by posting a comment below or clicking the "Forum" button at the Exchange itself.

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  • Dealing with 2D pixel shaders and SpriteBatches in XNA 4.0 component-object game engine?

    - by DaveStance
    I've got a bit of experience with shaders in general, having implemented a couple, very simple, 3D fragment and vertex shaders in OpenGL/WebGL in the past. Currently, I'm working on a 2D game engine in XNA 4.0 and I'm struggling with the process of integrating per-object and full-scene shaders in my current architecture. I'm using a component-entity design, wherein my "Entities" are merely collections of components that are acted upon by discreet system managers (SpatialProvider, SceneProvider, etc). In the context of this question, my draw call looks something like this: SceneProvider::Draw(GameTime) calls... ComponentManager::Draw(GameTime, SpriteBatch) which calls (on each drawable component) DrawnComponent::Draw(GameTime, SpriteBatch) The SpriteBatch is set up, with the default SpriteBatch shader, in the SceneProvider class just before it tells the ComponentManager to start rendering the scene. From my understanding, if a component needs to use a special shader to draw itself, it must do the following when it's Draw(GameTime, SpriteBatch) method is invoked: public void Draw(GameTime gameTime, SpriteBatch spriteBatch) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, EffectShader, ViewMatrix); // Draw things here that are shaded by the "EffectShader." spriteBatch.End(); spriteBatch.Begin(/* same settings that were set by SceneProvider to ensure the rest of the scene is rendered normally */); } My question is, having been told that numerous calls to SpriteBatch.Begin() and SpriteBatch.End() within a single frame was terrible for performance, is there a better way to do this? Is there a way to instruct the currently running SpriteBatch to simply change the Effect shader it is using for this particular draw call and then switch it back before the function ends?

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • Processing component pools problem - Entity Subsystem

    - by mani3xis
    Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD structures (array of bytes to be precise) allocated in homogeneous pools. Each pool has a ComponentDescriptor - it just contains component name, field types and field names. Entity is just a pointer to array of components (where address acts like an entity ID). EntityPrototype contains entity name and array of component names. Finally Subsystem (System or Processor) which works on component pools. Actual problem The problem is that some components dependents on others (Model, Sprite, PhysicalBody, Animation depends on Transform component) which makes a lot of problems when it comes to processing them. For example, lets define some entities using [S]prite, [P]hysicalBody and [H]ealth: Tank: Transform, Sprite, PhysicalBody BgTree: Transform, Sprite House: Transform, Sprite, Health and create 4 Tanks, 5 BgTrees and 2 Houses and my pools will look like: TTTTTTTTTTT // Transform pool SSSSSSSSSSS // Sprite pool PPPP // PhysicalBody pool HH // Health component There is no way to process them using indices. I spend 3 days working on it and I still don't have any ideas. In previous designs TransformComponent was bound to the entity - but it wasn't a good idea. Can you give me some advices how to process them? Or maybe I should change the overall design? Maybe I should create pools of entites (pools of component pools) - but I guess it will be a nightmare for CPU caches. Thanks

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  • Scene graphs and spatial partitioning structures: What do you really need?

    - by tapirath
    I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development. I thought I should get my basics right first. From what I read scene graphs hold your game objects/entities and their relation to each other like 'a tire' would be the child of 'a vehicle'. It's mainly used for frustum/occlusion culling and minimizing the collision checks between the objects. Spatial partitioning structures on the other hand are used to divide a big game object (like the map) to smaller parts so that you can gain performance by only drawing the relevant polygons and again minimizing the collision checks to those polygons only. Also a spatial partitioning data structure can be used as a node in a scene graph. But... I've been reading about both subjects and I've seen a lot of "scene graphs are useless" and "BSP performance gain is irrelevant with modern hardware" kind of articles. Also some of the game engines I've checked like gameplay3d and jmonkeyengine are only using a scene graph (That also may be because they don't want to limit the developers). Whereas games like Quake and Half-Life only use spatial partitioning. I'm aware that the usage of these structures very much depend on the type of the game you're developing so for the sake of clarity let's assume the game is a FPS like Counter-Strike with some better outdoor environment capabilities (like a terrain). The obvious question is which one is needed and why (considering the modern hardware capabilities). Thank you.

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  • Texture2D.GetData fails to return pixel colour data

    - by Chris Charabaruk
    Because I'm using sprite sheets instead of an individual texture per sprite, I need to pass in a Rectangle when calling Texture2D.GetData() in my collision detection for per-pixel tests. Unfortunately, without fail I get an ArgumentException percolated down from an internal method inside the Texture (not Texture2D) class. My code for getting the texture data looks like this: public override Color[] GetPixelData() { Color[] data = new Color[(int)size.Product()]; Rectangle rect = new Rectangle(hframe * (int)size.X, vframe * (int)size.Y, (int)size.X, (int)size.Y); #if DEBUG if (sprite.Bounds.Contains(rect) && sprite.Format == SurfaceFormat.Color) #endif sprite.GetData(0, rect, data, 0, 1); return data; } Even with the check to ensure I'm grabbing a valid rectangle and that the texture format matches what I'm trying to get, I still get that exception, claiming "The size of the data passed in is too large or too small for this resource." Unfortunately, the debugger won't let me check the locals within the Texture.ValidateTotalSize() method where the exception originates. Has anyone else had this problem and knows how to fix it? I'm relying on AABB testing only for now, but that doesn't really work for some of my game's entities due to odd shapes, rotation and scaling.

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  • Generic Repositories with DI & Data Intensive Controllers

    - by James
    Usually, I consider a large number of parameters as an alarm bell that there may be a design problem somewhere. I am using a Generic Repository for an ASP.NET application and have a Controller with a growing number of parameters. public class GenericRepository<T> : IRepository<T> where T : class { protected DbContext Context { get; set; } protected DbSet<T> DbSet { get; set; } public GenericRepository(DbContext context) { Context = context; DbSet = context.Set<T>(); } ...//methods excluded to keep the question readable } I am using a DI container to pass in the DbContext to the generic repository. So far, this has met my needs and there are no other concrete implmentations of IRepository<T>. However, I had to create a dashboard which uses data from many Entities. There was also a form containing a couple of dropdown lists. Now using the generic repository this makes the parameter requirments grow quickly. The Controller will end up being something like public HomeController(IRepository<EntityOne> entityOneRepository, IRepository<EntityTwo> entityTwoRepository, IRepository<EntityThree> entityThreeRepository, IRepository<EntityFour> entityFourRepository, ILogError logError, ICurrentUser currentUser) { } It has about 6 IRepositories plus a few others to include the required data and the dropdown list options. In my mind this is too many parameters. From a performance point of view, there is only 1 DBContext per request and the DI container will serve the same DbContext to all of the Repositories. From a code standards/readability point of view it's ugly. Is there a better way to handle this situation? Its a real world project with real world time constraints so I will not dwell on it too long, but from a learning perspective it would be good to see how such situations are handled by others.

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  • Is this project Structure Valid?

    - by rafuru
    I have a dilemma: In the university we learn to create modular software (on java), but this modularity is explained using a single project with packages (a package for business, another one for DAOS and another one for the model, oh and a last package for frontend). But in my work we use the next structure: I will try to explain: First we create a java library project where the model (entities classes) are created in a package. Next we create an EJB named DAOS and using the netbeans wizard we store the DAOS interfaces in the library project in another package , these interfaces are implemented in the DAOS bean. So the next part is the business logic, we create a business EJB for each group of functions , again using the wizard we store the interface in the java library project in another package then is implemented on the business bean. The final part (for the backend) is a bean that I have suggested: a Facade bean who will gather every method of the business beans in a single bean and this has an interface too that is created in our library project and implemented in the bean. So the next part is call the facade module on the web project. But I don't know how valid or viable is this, maybe I'm doing everything wrong and I don't even know! so I want to ask your opinion about this.

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  • Would You Swim Laps in Lake Baikal?

    - by rickramsey
    source This is the lake where Yuli Vasiliev's countrymen swim laps. Yuli is one of my favorite OTN writers not just because he really knows his stuff. Not just because his writing is clear and accurate. And not just because his English is better than the English of most native speakers. Yo, those are all good reasons. But it's the Lake Baikal thing. Yuli recently wrote two wicked good how-to's about Oracle VM Templates. You should read them. You might gain a gram of Yuli's respect. Two grams, if you can head butt icebergs while you swim. How to Use Oracle VM Templates How to prepare an Oracle VM environment to use Oracle VM Templates, how to obtain a template, and how to deploy the template to your Oracle VM environment. Also how to create a virtual machine based on that template and how you can clone the template and change the clone's configuration. How to Use Oracle VM VirtualBox Templates How to use Oracle VM VirtualBox Templates in Oracle VM VirtualBox. Similar to the article above, but it describes how to download, install, and configure the templates within Oracle VM VirtualBox, instead of on bare metal. Other OTN Technical Articles by Yuli Vasiliev Retrieving, Transforming, and Consolidating Web Data with Oracle Database Setting Up, Configuring, and Using a WebLogic Server Cluster Cube Development for Beginners How to XQuery Non-JDBC Sources from JDBC Advanced Dimensional Design with Oracle Warehouse Builder Using the JDBC Connectivity Layer in Oracle Warehouse Builder High Performance Oracle JDBC Programming Python Data Persistence with Oracle Querying JPA Entities with JPQL and Native SQL - Rick Website Newsletter Facebook Twitter

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  • MVC + 3 tier; where ViewModels come into play?

    - by mikhairu
    I'm designing a 3-tiered application using ASP.NET MVC 4. I used the following resources as a reference. CodeProject: MVC + N-tier + Entity Framework Separating data access in ASP.NET MVC I have the following desingn so far. Presentation Layer (PL) (main MVC project, where M of MVC was moved to Data Access Layer): MyProjectName.Main Views/ Controllers/ ... Business Logic Layer (BLL): MyProjectName.BLL ViewModels/ ProjectServices/ ... Data Access Layer (DAL): MyProjectName.DAL Models/ Repositories.EF/ Repositories.Dapper/ ... Now, PL references BLL and BLL references DAL. This way lower layer does not depend on the one above it. In this design PL invokes a service of the BLL. PL can pass a View Model to BLL and BLL can pass a View Model back to PL. Also, BLL invokes DAL layer and DAL layer can return a Model back to BLL. BLL can in turn build a View Model and return it to PL. Up to now this pattern was working for me. However, I've ran into a problem where some of my ViewModels require joins on several entities. In the plain MVC approach, in the controller I used a LINQ query to do joins and then select new MyViewModel(){ ... }. But now, in the DAL I do not have access to where ViewModels are defined (in the BLL). This means I cannot do joins in DAL and return it to BLL. It seems I have to do separate queries in DAL (instead of joins in one query) and BLL would then use the result of these to build a ViewModel. This is very inconvenient, but I don't think I should be exposing DAL to ViewModels. Any ideas how I can solve this dilemma? Thanks.

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