Search Results

Search found 5460 results on 219 pages for 'composite component'.

Page 2/219 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

    Read the article

  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

    Read the article

  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

    Read the article

  • Any good C++ Component/Entity frameworks?

    - by Pat
    (Skip to the bold if you want to get straight to my question :) ) I've been dabbling in the different technologies available out there to use. I tried Unity and component based design, managing to get a little guy up and running around a map with basic pathfinding. I really loved how easy it was to program using components, but I wanted a bit more control and something more 2D friendly, so I went with LibGDX. I looked around and found 2 good frameworks for Java, which are Artemis and Apollo. I didn't like Artemis much, so I went with Apollo, which I loved. I managed to integrate it with Box2D and get a little guy running around bouncing balls. Great! But since I want to try out most of the options, there is still C++/SFML that I haven't tried yet. Coming from a Java/C# background, I've always wanted to get my hands dirty with C++. But then, after some looking around, I noticed there aren't any Component-Based frameworks for me to use. There's a somewhat done porting of Artemis, but, aside from not being completely finished, I didn't quite like Artemis even in Java. I found Apollo's approach much more.. logical. So, my question is, are there any good Component/Entity frameworks for C++ that I can use that are similar to Artemis, or preferably, Apollo?

    Read the article

  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

    Read the article

  • Entity Component System, weapon

    - by Heorhiy
    I'm new to game programming and currently trying to understand Entity Component System design by implementing simple 2d game. By ECS I mean design, described here for example In my game I have different kind of weapons: automatic, gun, grenade, etc... Each type of weapon has it's own affect area (gun shots along the straight line and grenade explodes and covers some spherical area) , damage impact, visual effect and bullet amount, delay between shots. So I don't completely understand how to implement weapons. Should weapon be an Entity or it should be a component? And how the player should pick up a weapon, switch between different types of weapons and etc.

    Read the article

  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

    Read the article

  • Component-based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

    Read the article

  • Question about component based design: handling objects interaction

    - by Milo
    I'm not sure how exactly objects do things to other objects in a component based design. Say I have an Obj class. I do: Obj obj; obj.add(new Position()); obj.add(new Physics()); How could I then have another object not only move the ball but have those physics applied. I'm not looking for implementation details but rather abstractly how objects communicate. In an entity based design, you might just have: obj1.emitForceOn(obj2,5.0,0.0,0.0); Any article or explanation to get a better grasp on a component driven design and how to do basic things would be really helpful.

    Read the article

  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

    Read the article

  • Getting Started with Component Architecture: DI?

    - by ashes999
    I just moved away from MVC towards something more component-architecture-like. I have no concept of messages yet (it's rough prototype code), objects just get internal properties and values of other classes for now. That issue aside, it seems like this is turning into an aspect-oriented-programming challenge. I've noticed that all entities with, for example, a position component will have similar properties (get/set X/Y/Z, rotation, velocity). Is it a common practice, and/or good idea, to push these behind an interface and use dependency injection to inject a generic class (eg. PositionComponent) which already has all the boiler-plate code? (I'm sure the answer will affect the model I use for message/passing)

    Read the article

  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

    Read the article

  • SQL SERVER – Using expressor Composite Types to Enforce Business Rules

    - by pinaldave
    One of the features that distinguish the expressor Data Integration Platform from other products in the data integration space is its concept of composite types, which provide an effective and easily reusable way to clearly define the structure and characteristics of data within your application.  An important feature of the composite type approach is that it allows you to easily adjust the content of a record to its ultimate purpose.  For example, a record used to update a row in a database table is easily defined to include only the minimum set of columns, that is, a value for the key column and values for only those columns that need to be updated. Much like a class in higher level programming languages, you can also use the composite type as a way to enforce business rules onto your data by encapsulating a datum’s name, data type, and constraints (for example, maximum, minimum, or acceptable values) as a single entity, which ensures that your data can not assume an invalid value.  To what extent you use this functionality is a decision you make when designing your application; the expressor design paradigm does not force this approach on you. Let’s take a look at how these features are used.  Suppose you want to create a group of applications that maintain the employee table in your human resources database. Your table might have a structure similar to the HumanResources.Employee table in the AdventureWorks database.  This table includes two columns, EmployeID and rowguid, that are maintained by the relational database management system; you cannot provide values for these columns when inserting new rows into the table. Additionally, there are columns such as VacationHours and SickLeaveHours that you might choose to update for all employees on a monthly basis, which justifies creation of a dedicated application. By creating distinct composite types for the read, insert and update operations against this table, you can more easily manage this table’s content. When developing this application within expressor Studio, your first task is to create a schema artifact for the database table.  This process is completely driven by a wizard, only requiring that you select the desired database schema and table.  The resulting schema artifact defines the mapping of result set records to a record within the expressor data integration application.  The structure of the record within the expressor application is a composite type that is given the default name CompositeType1.  As you can see in the following figure, all columns from the table are included in the result set and mapped to an identically named attribute in the default composite type. If you are developing an application that needs to read this table, perhaps to prepare a year-end report of employees by department, you would probably not be interested in the data in the rowguid and ModifiedDate columns.  A typical approach would be to drop this unwanted data in a downstream operator.  But using an alternative composite type provides a better approach in which the unwanted data never enters your application. While working in expressor  Studio’s schema editor, simply create a second composite type within the same schema artifact, which you could name ReadTable, and remove the attributes corresponding to the unwanted columns. The value of an alternative composite type is even more apparent when you want to insert into or update the table.  In the composite type used to insert rows, remove the attributes corresponding to the EmployeeID primary key and rowguid uniqueidentifier columns since these values are provided by the relational database management system. And to update just the VacationHours and SickLeaveHours columns, use a composite type that includes only the attributes corresponding to the EmployeeID, VacationHours, SickLeaveHours and ModifiedDate columns. By specifying this schema artifact and composite type in a Write Table operator, your upstream application need only deal with the four required attributes and there is no risk of unintentionally overwriting a value in a column that does not need to be updated. Now, what about the option to use the composite type to enforce business rules?  If you review the composition of the default composite type CompositeType1, you will note that the constraints defined for many of the attributes mirror the table column specifications.  For example, the maximum number of characters in the NationaIDNumber, LoginID and Title attributes is equivalent to the maximum width of the target column, and the size of the MaritalStatus and Gender attributes is limited to a single character as required by the table column definition.  If your application code leads to a violation of these constraints, an error will be raised.  The expressor design paradigm then allows you to handle the error in a way suitable for your application.  For example, a string value could be truncated or a numeric value could be rounded. Moreover, you have the option of specifying additional constraints that support business rules unrelated to the table definition. Let’s assume that the only acceptable values for marital status are S, M, and D.  Within the schema editor, double-click on the MaritalStatus attribute to open the Edit Attribute window.  Then click the Allowed Values checkbox and enter the acceptable values into the Constraint Value text box. The schema editor is updated accordingly. There is one more option that the expressor semantic type paradigm supports.  Since the MaritalStatus attribute now clearly specifies how this type of information should be represented (a single character limited to S, M or D), you can convert this attribute definition into a shared type, which will allow you to quickly incorporate this definition into another composite type or into the description of an output record from a transform operator. Again, double-click on the MaritalStatus attribute and in the Edit Attribute window, click Convert, which opens the Share Local Semantic Type window that you use to name this shared type.  There’s no requirement that you give the shared type the same name as the attribute from which it was derived.  You should supply a name that makes it obvious what the shared type represents. In this posting, I’ve overviewed the expressor semantic type paradigm and shown how it can be used to make your application development process more productive.  The beauty of this feature is that you choose when and to what extent you utilize the functionality, but I’m certain that if you opt to follow this approach your efforts will become more efficient and your work will progress more quickly.  As always, I encourage you to download and evaluate expressor Studio for your current and future data integration needs. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: CodeProject, Pinal Dave, PostADay, SQL, SQL Authority, SQL Documentation, SQL Query, SQL Server, SQL Tips and Tricks, SQLServer, T SQL, Technology

    Read the article

  • SSIS Lookup with Lookup Component Vs Script Component.

    - by Nev_Rahd
    Hello, I need to load Dimensions from EDW Tables (which does maintain historical records) and is of type Key-Value-Parameter. My scenario is ok if got a record in EDW as below Key1 Key2 Code Value EffectiveDate EndDate CurrentFlag 100 555 01 AAA 2010-01-01 11.00.00 9999-12-31 Y 100 555 02 BBB 2010-01-01 11.00.00 9999-12-31 Y This need to be loaded into DM by pivoting it as key1 and key2 combinations makes Natural key for DM SK NK 01 02 EffectiveDate EndDate CurrentFlag 1 100-555 AAA BBB 2010-01-01 11.00.00 9999-12-31 Y My ssis package does this all good pivoting... looking up the incoming NK in DIM.. if new will insert .. else with further lookup with effective date and determine if the incoming for same natural key got any new (change) in attribute.. if so updates the current record byy setting its end date and insert the new one with new attribute value and pulling the recent records values for other attributes. My problem is if the same natural key comes twice with same attribute in single extract my first lookup which on natural key .. will let both records pass and try to insert.. where its fails. If i get distinct records on NK the second is not picked and need to run package again. So my question how can i configure lookup or alernative way to handle this scenario when same NK comes twice in single extract, would be able to insert first record if not exists in Dim table and for second one should be able to updated with the changes with reference to one inserted above. Not sure this makes sense what am trying to explain. Will attached the screenshot once back to work desk (on monday). Thanks

    Read the article

  • NHibernate - mappping composite-id to table with non-composite primary key

    - by Dmitry
    I have table like this: ID - PK; KEY1 - UNIQUE1; KEY2 - UNIQUE1; If I don't want to use ID in my mappings, can I tell NHibernate to use KEY1 & KEY2 as a composite id? When I declare composite id like this: <composite-id> <key-property name="KEY1"/> <key-property name="KEY2"/> </composite-id> I get FKUnmatchingColumnsException (Foreign key ... must have same number of columns as the referenced primary key ...)

    Read the article

  • BizTalk 2009 - Pipeline Component Wizard

    - by Stuart Brierley
    Recently I decided to try out the BizTalk Server Pipeline Component Wizard when creating a new pipeline component for BizTalk 2009. There are different versions of the wizard available, so be sure to download the appropriate version for the BizTalk environment that you are working with. Following the download and expansion of the zip file, you should be left with a Visual Studio solution.  Open this solution and build the project. Following this installation is straight foward - locate and run the built setup.exe file in the PipelineComponentWizard Setup project and click through the small number of installation screens. Once you have completed installation you will be ready to use the wizard in Visual Studio to create your BizTalk Pipeline Component. Start by creating a new project, selecting BizTalk Projects then BizTalk Server Pipeline Component.  You will then be presented with the splash screen. The next step is General Setup, where you will detail the classname, namespace, pipeline and component types, and the implementation language for your Pipeline Component. The options for pipeline type are Receive, Send or Any. Depending on the pipeline type chosen there are different options presented for the component type, matching those available within the BizTalk Pipelines themselves: Receive - Decoder, Disassembling Parser, Validate, Party Resolver, Any. Send -  Encoder, Assembling Serializer, Any. Any - Any. The options for implementation language are C# or VB.Net Next you must set up the UI settings - these are the settings that affect the appearance of the pipeline component within Visual Studio. You must detail the component name, version, description and icon.  Next is the definition of the variables that the pipeline component will use.  The values for these variables will be defined in Visual Studio when creating a pipeline. The options for each variable you require are: Designer Property - The name of the variable. Data Type - String, Boolean, Integer, Long, Short, Schema List, Schema With None Clicking finish now will complete the wizard stage of the creation of your pipeline component. Once the wizard has completed you will be left with a BizTalk Server Pipeline Component project containing a skeleton code file for you to complete.   Within this code file you will mainly be interested in the execute method, which is left mostly empty ready for you to implement your custom pipeline code:          #region IComponent members         /// <summary>         /// Implements IComponent.Execute method.         /// </summary>         /// <param name="pc">Pipeline context</param>         /// <param name="inmsg">Input message</param>         /// <returns>Original input message</returns>         /// <remarks>         /// IComponent.Execute method is used to initiate         /// the processing of the message in this pipeline component.         /// </remarks>         public Microsoft.BizTalk.Message.Interop.IBaseMessage Execute(Microsoft.BizTalk.Component.Interop.IPipelineContext pc, Microsoft.BizTalk.Message.Interop.IBaseMessage inmsg)         {             //             // TODO: implement component logic             //             // this way, it's a passthrough pipeline component             return inmsg;         }         #endregion Once you have implemented your custom code, build and compile your Custom Pipeline Component then add the compiled .dll to C:\Program Files\Microsoft BizTalk Server 2009\Pipeline Components . When creating a new pipeline, in Visual Studio reset the toolbox and the custom pipeline component should appear ready for you to use in your Biztalk Pipeline. Drop the pipeline component into the relevant pipeline stage and configure the component properties (the variables defined in the wizard). You can now deploy and use the pipeline as you would any other custom pipeline.

    Read the article

  • Game component causes game to freeze

    - by ChocoMan
    I'm trying to add my camera component to Game1 class' constructor like so: Camera camera; // from class Camera : GameComponent .... public Game1() { graphics = new GraphicsDeviceManager(this); this.graphics.PreferredBackBufferWidth = screenWidth; this.graphics.PreferredBackBufferHeight = screenHieght; this.graphics.IsFullScreen = true; Content.RootDirectory = "Content"; camera = new Camera(this); Components.Add(camera); } From the just adding the last two lines, when I run the game, the screen freezes then gives me this message: An unhandled exception of type 'System.ComponentModel.Win32Exception' occurred in System.Drawing.dll Additional information: The operation completed successfully

    Read the article

  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

    Read the article

  • JSF2 - Problems with Composite Components and Validatiors

    - by Shadowman
    I've created some Facelets to make developing our pages easier. Particularly, I've created a series of Facelets for input components. I have 1 Facelet, <xxx:input /> that displays a label around the input field. Beyond that, I have Facelets like <xxx:inputText /> and <xxx:inputSecret /> that render the actual input field. Each of these makes use of <xxx:input /> to display the label. The Facelet looks something like this: <html ...> <composite:interface> ... </composite:interface> <composite:implementation> <label><h:outputText value="#{cc.attrs.labelText}" /></label> <composite:insertChildren /> </composite:implementation> </html> The <xxx:inputText /> Facelet would then look like this... <html ...> <composite:interface> ... </composite:interface> <composite:implementation> <xxx:input labelText=...> <h:inputText id="myinput" ... /> </xxx:input> </composite:implementation> </html> Everything renders just fine, but I am having troubles when trying to add <f:validator /> or other validation tags. From what I've read, I have to add a tag to my Facelet. So, I added <composite:editableValueHolder name="myinput" targets="myinput" /> line in the interface section. However, I still do not see my validator being fired. I have something like this in my .xhtml file... ... <xxx:inputText value="..."> <f:validateLength minimum="10" /> </xxx:inputText> ... Regardless of the input I enter, the validator never seems to fire and I never get an error message. A coworker suggested that it is due to the target ID I am using and the fact that it is wrapped by the <xxx:input /> Facelet. Do I need to incorporate the parent component ID in my target definition? Is there something else that I'm missing? It works just fine if I exclude the <xxx:input /> Facelet, so I'm assuming it's something related to that, but don't know how to solve it. Any help you can provide is GREATLY appreciated.

    Read the article

  • Composite-like pattern and SRP violation

    - by jimmy_keen
    Recently I've noticed myself implementing pattern similar to the one described below. Starting with interface: public interface IUserProvider { User GetUser(UserData data); } GetUser method's pure job is to somehow return user (that would be an operation speaking in composite terms). There might be many implementations of IUserProvider, which all do the same thing - return user basing on input data. It doesn't really matter, as they are only leaves in composite terms and that's fairly simple. Now, my leaves are used by one own them all composite class, which at the moment follows this implementation: public interface IUserProviderComposite : IUserProvider { void RegisterProvider(Predicate<UserData> predicate, IUserProvider provider); } public class UserProviderComposite : IUserProviderComposite { public User GetUser(SomeUserData data) ... public void RegisterProvider(Predicate<UserData> predicate, IUserProvider provider) ... } Idea behind UserProviderComposite is simple. You register providers, and this class acts as a reusable entry-point. When calling GetUser, it will use whatever registered provider matches predicate for requested user data (if that helps, it stores key-value map of predicates and providers internally). Now, what confuses me is whether RegisterProvider method (brings to mind composite's add operation) should be a part of that class. It kind of expands its responsibilities from providing user to also managing providers collection. As far as my understanding goes, this violates Single Responsibility Principle... or am I wrong here? I thought about extracting register part into separate entity and inject it to the composite. As long as it looks decent on paper (in terms of SRP), it feels bit awkward because: I would be essentially injecting Dictionary (or other key-value map) ...or silly wrapper around it, doing nothing more than adding entires This won't be following composite anymore (as add won't be part of composite) What exactly is the presented pattern called? Composite felt natural to compare it with, but I realize it's not exactly the one however nothing else rings any bells. Which approach would you take - stick with SRP or stick with "composite"/pattern? Or is the design here flawed and given the problem this can be done in a better way?

    Read the article

  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

    Read the article

  • Entity Component System for HUD and GUI

    - by Jason L.
    This is a very rough sketch of how I currently have things designed. It should, at least, give an idea of how my ECS is currently designed. If you notice in that diagram, I have basically split the HUD out of the ECS. They have their own set of things (HudLayer, HudComponent, etc) and are handled differently. This is where I'm struggling, though. There are many different instances in which the HUD will need to know about entities. Not just data changing (I have an event dispatcher for that), but the actual entity and all it encompasses. There are also situations where entities will need to be able to query the HUD for data. Let's take a couple examples: First, my equipment screen. On here I can change the equipment on a character (Entity). In order for this to happen, I need to know about the entity. At least I think I do? How can I handle this? The second scenario involves my Systems needing to query a HudComponent for data. A specific example would be my battle system. Each "team" is given a 3x3 grid they can move around in. See here: Skills target these cells, and not the player, so I would need a way for my systems to determine which cells are occupied and which are not. Basically I need a way for two way communication between Systems and my HUD. I know it's recommended (by some people, anyways) to take your HUD out of the ECS. Is that appropriate in my case?

    Read the article

  • Making more complicated systems(entity-component-system model question)

    - by winch
    I'm using a model where entities are collections of components and components are just data. All the logic goes into systems which operate on components. Making basic systems(for Rendering and handling collision) was easy. But how do I do more compilcated systems? For example, in a CollisionSystem I can check if entity A collides with entity B. I have this code in CollisionSystem for checking if B damages A: if(collides(a, b)) { HealthComponent* hc = a->get<HealthComponent(); hc.reduceHealth(b->get<DamageComponent>()->getDamage()); But I feel that this code shouldn't belong to Collision system. Where should code like this be and which additional systems should I create to make this code generic?

    Read the article

  • asp.net website development component / APIs

    - by Haseeb Asif
    I have been assigned a new website project to work on in my organization where my role demand to finalize all the tools/technologies/controls/api etc. That website will something like online store, where every user has his online store as subdomain e.g. user1.myprojectdomain.com I have been researching a number of things to use and need your suggestions in following levels ASP.NET web forms vs Asp.net MVC: Prefering asp.net webforms due to following reason with N Tier Architecture Rapid application Development large set of Toolbox/controls And mainly due to our team skill set Errorlogging Elmah seems to be a nice library Forums Forums Yetanotherforums On line Live Chat still looking for something (Working on SignalR) Signups with Social Media Engage by Janrain And I need help that how can Manage sub domains. Do we create a Virtual Directory/application for every user in the IIS on runtime or we can do some thing else

    Read the article

  • SOA Composite Sensors : Good Practice

    - by angelo.santagata
    I was discussing a interesting design problem with a colleague of mine Niall (his blog) on the topic of how to cancel an inflight SOA Composite process.  Obviously one way to do this is to cancel the process from enterprise Manager ( http://hostort/em ) , however we were thinking this isnt a “user friendly” way of doing this.. If you look at Nialls blog you’ll see he’s highlighted a number of different APIs which enable you the ability to manipulate the SCA instance, e.g. Code Snippet to purge (delete) an instance How to determine the instanceId from a composite_sensor_value using the “composite_sensor_value” table How to determine a BPEL Process status using the cube_instance table   Now all of these require that you know the instanceId of your SOA Composite, how does one find this out? Well the easiest way of doing this is to create a composite sensor on the SCA component. A composite sensor is simply a way of publishing a piece of business data as part of your composite. The magic here is that you can later query composites based on this value. So a good best practice is that for any composites you create consider publishing a composite sensor value using a primary key of some sort , e.g. orderId, that way if you need to manipulate/query composites you can easily look up the instanceId using the sensorid.   For information on how to create a composite Sensor id see this documentation link  

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >