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  • Designing a social network with CQRS, graph databases and relational databases in mind

    - by Siraj Mansour
    I have done quite an amount of research on the topic so far, but i couldn't come up with a conclusion to make up my mind. I am designing a social network and during my research i stumbled upon graph databases, i found neo4j pretty interesting for user relations and traversing through nodes. I also thought of using a relational database such as MS-SQL or MySQL to store entity data only and depending on neo4j for connections between entities. Of course this means more work in my application to store and pull data in and out of 2 different sources. My first question : Is using this approach (graph + relational) a good approach for designing my social network keeping in mind that users on social networks don't have to in synch with real data by split second ? What are the positives and negatives of this approach ? My Second question : I've been doing some reading on CQRS and as i understood it is mostly useful for collaborative environments, and environments where users see a lot of "stale" data. social networks has shared comments, events, etc .. and many users query or update the same data. Could CQRS be a helpful approach ? Would it give any performance/scalability benefits or non-useful complexity ? Is it fairly applicable with my possible choice of (graph + relational) databases approach mentioned in the question above ? My purpose is to know if the approaches i have mentioned above seem good enough for the business context.

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  • References about Game Engine Architecture in AAA Games

    - by sharethis
    Last weeks I focused on game engine architecture and learned a lot about different approaches like component based, data driven, and so on. I used them in test applications and understand their intention but none of them looks like the holy grail. So I wonder how major games in the industry ("AAA Games") solve different architecture problems. But I noticed that there are barely references about game engine architecture out there. Do you know any resources of game engine architecture of major game titles like Battlefield, Call of Duty, Crysis, Skyrim, and so on? Doesn't matter if it is an article of a game developer or a wiki page or an entire book. I read this related popular question: Good resources for learning about game architecture? But it is focused on learning books rather than approaches in the industry. Hopefully the breadth of our community can carry together certain useful informations! Thanks a lot! Edit: This question is focused but not restricted to first person games.

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  • Duplication in parallel inheritance hierarchies

    - by flamingpenguin
    Using an OO language with static typing (like Java), what are good ways to represent the following model invariant without large amounts of duplication. I have two (actually multiple) flavours of the same structure. Each flavour requires its own (unique to that flavour data) on each of the objects within that structure as well as some shared data. But within each instance of the aggregation only objects of one (the same) flavour are allowed. FooContainer can contain FooSources and FooDestinations and associations between the "Foo" objects BarContainer can contain BarSources and BarDestinations and associations between the "Bar" objects interface Container() { List<? extends Source> sources(); List<? extends Destination> destinations(); List<? extends Associations> associations(); } interface FooContainer() extends Container { List<? extends FooSource> sources(); List<? extends FooDestination> destinations(); List<? extends FooAssociations> associations(); } interface BarContainer() extends Container { List<? extends BarSource> sources(); List<? extends BarDestination> destinations(); List<? extends BarAssociations> associations(); } interface Source { String getSourceDetail1(); } interface FooSource extends Source { String getSourceDetail2(); } interface BarSource extends Source { String getSourceDetail3(); } interface Destination { String getDestinationDetail1(); } interface FooDestination extends Destination { String getDestinationDetail2(); } interface BarDestination extends Destination { String getDestinationDetail3(); } interface Association { Source getSource(); Destination getDestination(); } interface FooAssociation extends Association { FooSource getSource(); FooDestination getDestination(); String getFooAssociationDetail(); } interface BarAssociation extends Association { BarSource getSource(); BarDestination getDestination(); String getBarAssociationDetail(); }

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  • How do I set up MVP for a Winforms solution?

    - by JonWillis
    Question moved from Stackoverflow - http://stackoverflow.com/questions/4971048/how-do-i-set-up-mvp-for-a-winforms-solution I have used MVP and MVC in the past, and I prefer MVP as it controls the flow of execution so much better in my opinion. I have created my infrastructure (datastore/repository classes) and use them without issue when hard coding sample data, so now I am moving onto the GUI and preparing my MVP. Section A I have seen MVP using the view as the entry point, that is in the views constructor method it creates the presenter, which in turn creates the model, wiring up events as needed. I have also seen the presenter as the entry point, where a view, model and presenter are created, this presenter is then given a view and model object in its constructor to wire up the events. As in 2, but the model is not passed to the presenter. Instead the model is a static class where methods are called and responses returned directly. Section B In terms of keeping the view and model in sync I have seen. Whenever a value in the view in changed, i.e. TextChanged event in .Net/C#. This fires a DataChangedEvent which is passed through into the model, to keep it in sync at all times. And where the model changes, i.e. a background event it listens to, then the view is updated via the same idea of raising a DataChangedEvent. When a user wants to commit changes a SaveEvent it fires, passing through into the model to make the save. In this case the model mimics the view's data and processes actions. Similar to #b1, however the view does not sync with the model all the time. Instead when the user wants to commit changes, SaveEvent is fired and the presenter grabs the latest details and passes them into the model. in this case the model does not know about the views data until it is required to act upon it, in which case it is passed all the needed details. Section C Displaying of business objects in the view, i.e. a object (MyClass) not primitive data (int, double) The view has property fields for all its data that it will display as domain/business objects. Such as view.Animals exposes a IEnumerable<IAnimal> property, even though the view processes these into Nodes in a TreeView. Then for the selected animal it would expose SelectedAnimal as IAnimal property. The view has no knowledge of domain objects, it exposes property for primitive/framework (.Net/Java) included objects types only. In this instance the presenter will pass an adapter object the domain object, the adapter will then translate a given business object into the controls visible on the view. In this instance the adapter must have access to the actual controls on the view, not just any view so becomes more tightly coupled. Section D Multiple views used to create a single control. i.e. You have a complex view with a simple model like saving objects of different types. You could have a menu system at the side with each click on an item the appropriate controls are shown. You create one huge view, that contains all of the individual controls which are exposed via the views interface. You have several views. You have one view for the menu and a blank panel. This view creates the other views required but does not display them (visible = false), this view also implements the interface for each view it contains (i.e. child views) so it can expose to one presenter. The blank panel is filled with other views (Controls.Add(myview)) and ((myview.visible = true). The events raised in these "child"-views are handled by the parent view which in turn pass the event to the presenter, and visa versa for supplying events back down to child elements. Each view, be it the main parent or smaller child views are each wired into there own presenter and model. You can literately just drop a view control into an existing form and it will have the functionality ready, just needs wiring into a presenter behind the scenes. Section E Should everything have an interface, now based on how the MVP is done in the above examples will affect this answer as they might not be cross-compatible. Everything has an interface, the View, Presenter and Model. Each of these then obviously has a concrete implementation. Even if you only have one concrete view, model and presenter. The View and Model have an interface. This allows the views and models to differ. The presenter creates/is given view and model objects and it just serves to pass messages between them. Only the View has an interface. The Model has static methods and is not created, thus no need for an interface. If you want a different model, the presenter calls a different set of static class methods. Being static the Model has no link to the presenter. Personal thoughts From all the different variations I have presented (most I have probably used in some form) of which I am sure there are more. I prefer A3 as keeping business logic reusable outside just MVP, B2 for less data duplication and less events being fired. C1 for not adding in another class, sure it puts a small amount of non unit testable logic into a view (how a domain object is visualised) but this could be code reviewed, or simply viewed in the application. If the logic was complex I would agree to an adapter class but not in all cases. For section D, i feel D1 creates a view that is too big atleast for a menu example. I have used D2 and D3 before. Problem with D2 is you end up having to write lots of code to route events to and from the presenter to the correct child view, and its not drag/drop compatible, each new control needs more wiring in to support the single presenter. D3 is my prefered choice but adds in yet more classes as presenters and models to deal with the view, even if the view happens to be very simple or has no need to be reused. i think a mixture of D2 and D3 is best based on circumstances. As to section E, I think everything having an interface could be overkill I already do it for domain/business objects and often see no advantage in the "design" by doing so, but it does help in mocking objects in tests. Personally I would see E2 as a classic solution, although have seen E3 used in 2 projects I have worked on previously. Question Am I implementing MVP correctly? Is there a right way of going about it? I've read Martin Fowler's work that has variations, and I remember when I first started doing MVC, I understood the concept, but could not originally work out where is the entry point, everything has its own function but what controls and creates the original set of MVC objects.

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  • How to handle "circular dependency" in dependency injection

    - by Roel
    The title says "Circular Dependency", but it is not the correct wording, because to me the design seems solid. However, consider the following scenario, where the blue parts are given from external partner, and orange is my own implementation. Also assume there is more then one ConcreteMain, but I want to use a specific one. (In reality, each class has some more dependencies, but I tried to simplify it here) I would like to instanciate all of this with Depency Injection (Unity), but I obviously get a StackOverflowException on the following code, because Runner tries to instantiate ConcreteMain, and ConcreteMain needs a Runner. IUnityContainer ioc = new UnityContainer(); ioc.RegisterType<IMain, ConcreteMain>() .RegisterType<IMainCallback, Runner>(); var runner = ioc.Resolve<Runner>(); How can I avouid this? Is there any way to structure this so that I can use it with DI? The scenario I'm doing now is setting everything up manually, but that puts a hard dependency on ConcreteMain in the class which instantiates it. This is what i'm trying to avoid (with Unity registrations in configuration). All source code below (very simplified example!); public class Program { public static void Main(string[] args) { IUnityContainer ioc = new UnityContainer(); ioc.RegisterType<IMain, ConcreteMain>() .RegisterType<IMainCallback, Runner>(); var runner = ioc.Resolve<Runner>(); Console.WriteLine("invoking runner..."); runner.DoSomethingAwesome(); Console.ReadLine(); } } public class Runner : IMainCallback { private readonly IMain mainServer; public Runner(IMain mainServer) { this.mainServer = mainServer; } public void DoSomethingAwesome() { Console.WriteLine("trying to do something awesome"); mainServer.DoSomething(); } public void SomethingIsDone(object something) { Console.WriteLine("hey look, something is finally done."); } } public interface IMain { void DoSomething(); } public interface IMainCallback { void SomethingIsDone(object something); } public abstract class AbstractMain : IMain { protected readonly IMainCallback callback; protected AbstractMain(IMainCallback callback) { this.callback = callback; } public abstract void DoSomething(); } public class ConcreteMain : AbstractMain { public ConcreteMain(IMainCallback callback) : base(callback){} public override void DoSomething() { Console.WriteLine("starting to do something..."); var task = Task.Factory.StartNew(() =>{ Thread.Sleep(5000);/*very long running task*/ }); task.ContinueWith(t => callback.SomethingIsDone(true)); } }

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  • Switch interface implementation using configuration

    - by Marcos
    We want to allow the same core service to be either fully implemented or, as other option, to be a proxy toward a client legacy system (via a WSDL for example). In that way, we have both implementation (proxy & full) and we switch which one to use in the configuration of the app. So in a nutshell, Some desired features: Two different implementation (proxy, full) instead of one implementation with a switch inside Switch implementation using configuration: dependency injection? reflection? Nice-to-have: the packaged delivered to the client doesn’t have to change depending on the choice between proxy or full Nice-to-have: Client can develop their custom implementation of the Core Interface and configure the applciation to use that one With this background, the question is: What alternatives we have to choose one implementation or other of an interface just changing configuration? Thanks

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  • P2P synchronization: can a player update fields of other players?

    - by CherryQu
    I know that synchronization is a huge topic, so I have minimized the problem to this example case. Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how should I do the network component to make Bob's HP decrease? I can think of two approaches: Alice perform a Bob.HP--, then send Bob's reduced HP to Bob. Alice send a "I just hit Bob" signal to Bob. Bob checks it, and reduce its own HP, then send his new HP to everyone including Alice. I think the second approach is better because I don't think a player in a P2P game should be able to modify other players' private fields. Otherwise cheating would be too easy, right? My philosophy is that in a P2P game especially, a player's attributes and all attributes of its belonging objects should only be updated by the player himself. However, I can't prove that this is right. Could someone give me some evidence? Thanks :)

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  • Design pattern for window management in a Java Swing app

    - by Lord Torgamus
    I've just started creating my very first little Java Swing app. When the program opens, it brings up a single, simple window with a label and a couple buttons. Clicking one of those buttons is supposed to wipe out the welcome screen and replace it with a totally different panel. I'm not sure what the best way to create that functionality is. One method would be to pass my JFrame as an argument into... just about every other component, but that feels hacky to me. Or, there's making each panel double as an action listener, but that doesn't seem right, either. Is there a design pattern I should be applying here? "Replace the contents of the main — and only — window" must be a reasonably common operation. A name for the pattern would be enough; I can use Google on my own from there. (I wouldn't say no to a longer explanation, though.)

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  • Integrating BizTalk Server and StreamInsight paper

    - by gsusx
    With all the holidays madness I didn't realized that my "Integrating BizTalk Server and StreamInsight" paper is now available on MSDN . This paper was originally an idea of the BizTalk product team and intends to present some fundamental scenarios that can be enabled by the combination of BizTalk Server and StreamInsight. Thanks to everybody who, directly or indirectly, provided feedback about this paper: Syed Rasheed, Mark Simms , Richard Seroter , Roman Schindlauer and Torsten Grabs from the StreamInsight...(read more)

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  • Announcing SO-Aware Test Workbench

    - by gsusx
    Yesterday was a big day for Tellago Studios . After a few months hands down working, we announced the release of the SO-Aware Test Workbench tool which brings sophisticated performance testing and test visualization capabilities to theWCF world. This work has been the result of the feedback received by many of our SO-Aware and Tellago customers in terms of how to improve the WCF testing. More importantly, with the SO-Aware Test Workbench we are trying to address what has been one of the biggest challenges...(read more)

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  • Inheritance versus Composition in a business application

    - by ProfK
    I have a training management and tracking system, with a high level structure as follows: We have a Role1, e.g. Manager, Shift-boss, miner, etc. and a Candidate, training for that Role. The role has a list of courses and their subjects the candidate needs to complete to qualify for the role. Candidate has a TrainingHistory attribute, containing the courses and subjects they have completed, their results, and the date completed. Now I see it as a TrainingHistoryCourse is-a Course, extended to add DateCompleted etc. but something is nagging at me to rather use something like a TrainingHistoryRecord that has-a Course. How can I further analyse this to determine which pattern to use? Then, a Role has a list of RoleTask definitions that the Candidate must be observed practising, and a Candidate has a history of RoleTaskObservation objects recording their performance at these tasks. This is very similar to the course/subject requirement and history pattern for the candidate, except for one less hierarchical level, but, a RoleTaskObservation clearly does not have an is-a relationship with RoleTask, unless I block my nose and rather use ObservedRoleTask. I would prefer to use the same pattern for both subject/course and task/observation structures, but I think that would force me to adopt a composition pattern for TrainingHistoryCourse. What is the wisdom here? Always inherit where possible and validated by a solid is-a association, or always favour composition wherever possible? 1 Client specified this to be called JobTitle, but he isn't writing the app, and a JobTitle is only one attribute of a Role. Authorization roles are handled by the DevExpress framework and its customization hooks, so there would be very little little confusion between a business Role in my domain objects and an authorization role in lower level, framework code.

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  • Tellago Devlabs: A RESTful API for BizTalk Server Business Rules

    - by gsusx
    Tellago DevLabs keeps growing as the primary example of our commitment to open source! Today, we are very happy to announce the availability of the BizTalk Business Rules Data Service API which extends our existing BizTalk Data Services solution with an OData API for the BizTalk Server Business Rules engine. Tellago’s Vishal Mody led the implementation of this version of the API with some input from other members of our technical staff. The motivation The fundamental motivation behind the BRE Data...(read more)

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  • Central Exception Handler

    - by J-unior
    Recently I've been thinking about a general ExceptionHandler, that I could initialize once in my app context and inject it everywhere. The idea that it will have quite simple interface with just public void handle(Exception ex), and then according to exception type it should decide what to do, maybe just log it, or show an alert message to the user, or maybe kill the whole app. The question is, what is the prettiest way to write such handler without lots of instanceofs? Unfortunately googling gives me only the default exception handler for RuntimeException that was introduced in Java 5. My first idea is to create an enum, that will have Class field for exception type and it will return the appropriate execution point, for example a concrete exception handler that also implements the interface public void handle(Exception ex), but with the required casting already.

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  • Question on refactoring and code design

    - by Software Engeneering Learner
    Suppose, I have a class with a constant static final field. Then I want in certain situations that field to be different. It still can be final, because it should be initialized in constructor. My question is, what strategy I should use: add this field value into the constructor create 2 subclasses, replace original field usage with some protected method and override it in subclasses Or create some composite class that will held instance of my class inside and somehow change that value? Which approach should I use and why?

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  • C# Item system design approach, should I use abstract classes, interfaces or virutals?

    - by vexe
    I'm working on a Resident Evil 1/2/3/0/Remake type of game. Currently I've done a big part of the inventory system (here's a link if you wanna see my inventory, pretty outdated, added a lot of features and made a lot of enhancements) Now I'm thinking about how to approach the items system, If you've played any Resident Evil game or any of its likes you should be familiar with what I'm trying to achieve. Here's a very simple category I made for the items: So you have different items, with different operations you could perform on them, there are usable items that you could use, like for example herbs and first aid kits that 'using' them would affect your health, keys to unlock doors, and equipable items that you could 'equip' like weapons. Also, you can 'combine' two items together to get new one, like for example mixing a green and red herb would give you a new type of herb, or combining a lighter with a paper, would give you a burnt paper, or ammo with a gun, would reload the gun or something. etc. You know the usual RE drill. Not all items are 'transformable', in that, for example: lighter + paper = burnt paper (it's the paper that 'transforms' to burnt paper and not the lighter, the lighter is not transformable it will remain as it is) green herb + red herb = newHerb1 (both herbs will vanish and transform to this new type of herb) ammo + gun = reload gun (ammo state will remain as it is, it won't change but it will just decrease, nothing will happen to the gun it just gets reloaded) Also a key note to remember is that you can't just combine items randomly, each item has a 'mating' item(s). So to sum up, different items, and different operations on them. The question is, how to approach this, design-wise? I've been learning about interfaces, but it just doesn't quite get into my head, I mean, why not just use classes with the good old inheritance? I know the technical details of interfaces and that the cool thing about them is that they don't require an inheritance chain, but I just can't see how to use them properly, that is, if they were the right thing to use here. So should I go with just classes and inheritance? just like in the tree I showed you? or should I think more about how to use interfaces? (IUsable, IEquipable, ITransformable) - why not just use classes UsableItem, Equipable item, TransformableItem? I want something that won't give me headaches in the long run, something resilient/flexible to future changes. I'm OK using classes, but I smell something better here. The way I'm thinking is to possibly use both inheritance and interfaces, so that you have a branch like this: item - equipable - weapon. but then again, the weapon has methods like 'reload' 'examine' 'equip' some of them 'combine' so I'm thinking to make weapon implement ICombinable?... not all items get used the same way, using herbs will increase your health, using a key will open a door, so IUsable maybe? Should I use a big database (XML for example) for all the items, items names, mates, nRowsReq, nColsReq, etc? Thanks so much for your answers in advanced, note that demo 3 is coming after I'm done with items :D

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  • Which design pattern to use when using ORM?

    - by RPK
    I am writing a small ASP.NET Web Forms application. In my solution explorer, I added various class library projects to define layers, viz: Model Repository Presentation WebUI Someone suggested me that this layered approach is not of much sense if I am using ORM tool like PetaPoco, which itself takes care of separation of data access layer. I want to use PetaPoco micro-ORM and want to know which design pattern is suitable with ORM tools. Do I still need several class library projects to separate the concerns?

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  • What determines when an application requires mvvm?

    - by loyalpenguin
    I'm developing mobile applications for Windows Phone 7. This application calls some web services and occasionally sends responses out via web services. I recently started looking into MVVM and noticed that, although it is suggested when developing applications in WP7, alot of developers say only to use it if its necessary. Along with that they said that if the application is "small" enough or "simple" enough then it probably isn't worth the time. Hence my question. When should we use MVVM? Is it possible to build larger scale applications without it?

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  • Design suggestions needed to create a MathBuilder framework

    - by Darf Zon
    Let explain what I'm trying to create. I'm creating a framework, the idea is to provide base classes to generate a math problem. Why do I need this framework? Because at first time, I realized when I create a new math problem I always do the same steps. Configuration settings such range numbers. For example if I'm developing multiplications, in beginner level only generate the first number between 2-5 or in advanced level, the first number will be between 6- 9, for example. Generate problem method. All the time I need to invoke a method like this to generate the problem. This one receives the configuration settings and generate the number according to them. And generate the object with the respective data. Validate the problem. Sometimes the problem generated is not valid. For example, supposed I'm creating fractions in most simplified, if I receive 2/4, the program should detect that this is not valid and must generate another like this one, 1/4. Load the view. All of them, have a custom view (please watch below the images). All of the problems must know how to CHECK if the user result is correct. All of this problems has answers. Some of them just require one answer, anothers may require more than one, so I guess a way to maintain flexibility to the developer has all the answers he wanna used. At the beginning I started using PRISM. Generate modules for each math problem was the idea and load it in the main system. I guess are the most important things of this idea. Let me showing some problems which I create in a WPF standalone program. Here I have a math problem about areas. When I generate the problem a set to the view the object and it draw it. In beginner level, I set in the configuration settings that just load square types. But in advance level, can load triangles and squares randomly. In this another, generate a binary problem like addition, subtraction, multiplication or division. Above just generate a single problem. The idea of this is to show a test o quiz, I mean get a worksheet (this I call as a collection of problems) where the user can answer it. I hope gets the idea with my ugly drawing. How to load this math problems? As I said above, I started using PRISM, and each module contains a math problem kind. This is a snapshot of my first demo. Below show the modules loaded, and center the respective configurations or levels. Until momment, I have no idea to start creating this software. I just know that I need a question | problem class, response class, user class. But I get lost about what properties should have to contain in it. Please give a little hand of this framework. I put much effort on this question, so if any isn't clear, let me know to clarify it.

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  • Why is it a good practice to wrap all primitives and Strings?

    - by Amogh Talpallikar
    According to Jeff Bay's Essay on Object Callisthenics, One of the practices is set to be "Wrap all primitives and Strings" Can anyone elaborate on this ? In languages where we already have wrappers for primitives like C# and Java. and In languages where Collections can have generics where you are sure of what type goes into the collection, do we need to wrap string's inside their own classes ? Does it have any other advantage ?

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  • Designing application flow

    - by Umesh Awasthi
    I am creating a web application in java where I need to mock the following flow. When user trigger a certain process (add product to cart), I need to pass through following steps Need to see in HTTP Session if user is logged in. Check HTTP Session if shopping cart is there If user exist in HTTP Session and his/her cart do not exist in HTTP Session Get user cart from the database. add item to cart and save it to HTTP session and update cart in DB. If cart does not exist in DB, create new cart and and save in it HTTP Session. Though I missed a lot of use cases here (do not want question length to increase a lot), but most of the flow will be same as I described in above steps. My flow will start from the Controller and will go towards Service Layer and than ends up in the DAO layer. Since there will be a lot of use cases where I need to check HTTP session and based on that need to call Service layer, I was planning to add a Facade layer which should be responsible to do this for me like checking Session and interacting with Service layer. Please suggest if this is a valid approach or any other best approach can be implemented here? One more point where I am confused is how to handle HTTP session in facade layer? do I need to pass HTTP session object each time I call my Facade or any other approach can be used here?

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  • Game Components, Game Managers and Object Properties

    - by George Duckett
    I'm trying to get my head around component based entity design. My first step was to create various components that could be added to an object. For every component type i had a manager, which would call every component's update function, passing in things like keyboard state etc. as required. The next thing i did was remove the object, and just have each component with an Id. So an object is defined by components having the same Ids. Now, i'm thinking that i don't need a manager for all my components, for example i have a SizeComponent, which just has a Size property). As a result the SizeComponent doesn't have an update method, and the manager's update method does nothing. My first thought was to have an ObjectProperty class which components could query, instead of having them as properties of components. So an object would have a number of ObjectProperty and ObjectComponent. Components would have update logic that queries the object for properties. The manager would manage calling the component's update method. This seems like over-engineering to me, but i don't think i can get rid of the components, because i need a way for the managers to know what objects need what component logic to run (otherwise i'd just remove the component completely and push its update logic into the manager). Is this (having ObjectProperty, ObjectComponent and ComponentManager classes) over-engineering? What would be a good alternative?

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  • Bringing true agility to enterprise .NET: Tellago Studios announces TeleSharp

    - by gsusx
    We are happy to announce the latest addition to Tellago Studios’ product family: TeleSharp . After the success of SO-Aware and the SO-Aware Test Workbench , we decided to tackle on a bigger challenge by taking the initial steps towards simplifying enterprise .NET application development. After months of discussion with customers we decided to focus on the following challenges: Cataloging Applications What if you could keep a central catalog of the .NET applications exist on your enterprise? What...(read more)

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  • Expando Object and dynamic property pattern

    - by Al.Net
    I have read about 'dynamic property pattern' of Martin Fowler in his site under the tag 1997 in which he used dictionary kind of stuff to achieve this pattern. And I have come across about Expando object in c# very recently. When I see its implementation, I am able to see IDictionary implemented. So Expando object uses dictionary to store dynamic properties and is it what, Martin Fowler already defined 15 years ago?

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  • Monster's AI in an Action-RPG

    - by Andrea Tucci
    I'm developing an action rpg with some University colleagues. We've gotton to the monsters' AI design and we would like to implement a sort of "utility-based AI" so we have a "thinker" that assigns a numeric value on all the monster's decisions and we choose the highest (or the most appropriate, depending on monster's iq) and assign it in the monster's collection of decisions (like a goal-driven design pattern) . One solution we found is to write a mathematical formula for each decision, with all the important parameters for evaluation (so for a spell-decision we might have mp,distance from player, player's hp etc). This formula also has coefficients representing some of monster's behaviour (in this way we can alterate formulas by changing coefficients). I've also read how "fuzzy logic" works; I was fascinated by it and by the many ways of expansion it has. I was wondering how we could use this technique to give our AI more semplicity, as in create evaluations with fuzzy rules such as IF player_far AND mp_high AND hp_high THEN very_Desiderable (for a spell having an high casting-time and consume high mp) and then 'defuzz' it. In this way it's also simple to create a monster behaviour by creating ad-hoc rules for every monster's IQ category. But is it correct using fuzzy logic in a game with many parameters like an rpg? Is there a way of merging these two techniques? Are there better AI design techniques for evaluating monster's chooses?

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  • Is sticking to one language on a particular project a good practice?

    - by Ans
    I'm developing a pipeline for processing text that will go into production. The question I keep asking myself is: should I stick to one language for the project when I'm looking for a tool to do a particular task (e.g. NLTK, PDFMiner, CLD, CRFsuite, etc.)? Or is it OK to mix and match languages on the project? So I pick the best tool regardless of what language it's written in (e.g. OpenNLP, ParsCit, poppler, CFR++, etc.) and warp (wrap) my code around it? Note, I am not asking about should a developer stick to just one language for their career.

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