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  • Healthcare and Distributed Data Don't Mix

    - by [email protected]
    How many times have you heard the story?  Hard disk goes missing, USB thumb drive goes missing, laptop goes missing...Not a week goes by that we don't hear about our data going missing...  Healthcare data is a big one, but we hear about credit card data, pricing info, corporate intellectual property...  When I have spoken at Security and IT conferences part of my message is "Why do you give your users data to lose in the first place?"  I don't suggest they can't have access to it...in fact I work for the company that provides the premiere data security and desktop solutions that DO provide access.  Access isn't the issue.  'Keeping the data' is the issue.We are all human - we all make mistakes... I fault no one for having their car stolen or that they dropped a USB thumb drive. (well, except the thieves - I can certainly find some fault there)  Where I find fault is in policy (or lack thereof sometimes) that allows users to carry around private, and important, data with them.  Mr. Director of IT - It is your fault, not theirs.  Ms. CSO - Look in the mirror.It isn't like one can't find a network to access the data from.  You are on a network right now.  How many Wireless ones (wifi, mifi, cellular...) are there around you, right now?  Allowing employees to remove data from the confines of (wait for it... ) THE DATA CENTER is just plain indefensible when it isn't required.  The argument that the laptop had a password and the hard disk was encrypted is ridiculous.  An encrypted drive tells thieves that before they sell the stolen unit for $75, they should crack the encryption and ascertain what the REAL value of the laptop is... credit card info, Identity info, pricing lists, banking transactions... a veritable treasure trove of info people give away on an 'encrypted disk'.What started this latest rant on lack of data control was an article in Government Health IT that was forwarded to me by Denny Olson, an Oracle Principal Sales Consultant in Minnesota.  The full article is here, but the point was that a couple laptops went missing in a couple different cases, and.. well... no one knows where the data is, and yes - they were loaded with patient info.  What were you thinking?Obviously you can't steal data form a Sun Ray appliance... since it has no data, nor any storage to keep the data on, and Secure Global Desktop allows access from Macs, Linux and Windows client devices...  but in all cases, there is no keeping the data unless you explicitly allow for it in your policy.   Since you can get at the data securely from any network, why would you want to take personal responsibility for it?  Both Sun Rays and Secure Global Desktop are widely used in Healthcare... but clearly not widely enough.We need to do a better job of getting the message out -  Healthcare (or insert your business type here) and distributed data don't mix. Then add Hot Desking and 'follow me printing' and you have something that Clinicians (and CSOs) love.Thanks for putting up my blood pressure, Denny.

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  • Another question about handling game states

    - 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?

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • dotRAS Disconnected State not triggered

    - by JD
    Can someone give me a heads up... I'm trying to use the dotRAS .NET control, and this code to change the value of internetConnected (boolean) using an event handler... But it seems that the state RasConnectionState.Disconnected is not triggered by dotRAS hangup().. Any ideas? Am I doing it totally wrong... or have I managed to find a bug? public class USBModem { // private vars private RasDialer dialer = new RasDialer(); private bool internetConnected = false; /// <summary> /// Default constructor for USBModem /// </summary> public USBModem() { // Add Events for dialer dialer.StateChanged += new EventHandler<StateChangedEventArgs>(dialer_StateChanged); } void dialer_StateChanged(object sender, StateChangedEventArgs e) { // Handle state changes here switch (e.State) { case RasConnectionState.Connected: internetConnected = true; Console.WriteLine(e.State.ToString()); break; case RasConnectionState.Disconnected: internetConnected = false; Console.WriteLine(e.State.ToString()); break; default: Console.WriteLine("INFO -> Unhandled state: " + e.State.ToString()); break; } } public void ConnectInternet(string connectionName) { // Dial dialer.PhoneBookPath = RasPhoneBook.GetPhoneBookPath(RasPhoneBookType.AllUsers); dialer.EntryName = connectionName; dialer.DialAsync(); } public void DisconnectInternet() { foreach (RasConnection connection in dialer.GetActiveConnections()) { connection.HangUp(); } } }

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  • Threading extra state through a parser in Scala

    - by Travis Brown
    I'll give you the tl;dr up front I'm trying to use the state monad transformer in Scalaz 7 to thread extra state through a parser, and I'm having trouble doing anything useful without writing a lot of t m a -> t m b versions of m a -> m b methods. An example parsing problem Suppose I have a string containing nested parentheses with digits inside them: val input = "((617)((0)(32)))" I also have a stream of fresh variable names (characters, in this case): val names = Stream('a' to 'z': _*) I want to pull a name off the top of the stream and assign it to each parenthetical expression as I parse it, and then map that name to a string representing the contents of the parentheses, with the nested parenthetical expressions (if any) replaced by their names. To make this more concrete, here's what I'd want the output to look like for the example input above: val target = Map( 'a' -> "617", 'b' -> "0", 'c' -> "32", 'd' -> "bc", 'e' -> "ad" ) There may be either a string of digits or arbitrarily many sub-expressions at a given level, but these two kinds of content won't be mixed in a single parenthetical expression. To keep things simple, we'll assume that the stream of names will never contain either duplicates or digits, and that it will always contain enough names for our input. Using parser combinators with a bit of mutable state The example above is a slightly simplified version of the parsing problem in this Stack Overflow question. I answered that question with a solution that looked roughly like this: import scala.util.parsing.combinator._ class ParenParser(names: Iterator[Char]) extends RegexParsers { def paren: Parser[List[(Char, String)]] = "(" ~> contents <~ ")" ^^ { case (s, m) => (names.next -> s) :: m } def contents: Parser[(String, List[(Char, String)])] = "\\d+".r ^^ (_ -> Nil) | rep1(paren) ^^ ( ps => ps.map(_.head._1).mkString -> ps.flatten ) def parse(s: String) = parseAll(paren, s).map(_.toMap) } It's not too bad, but I'd prefer to avoid the mutable state. What I want Haskell's Parsec library makes adding user state to a parser trivially easy: import Control.Applicative ((*>), (<$>), (<*)) import Data.Map (fromList) import Text.Parsec paren = do (s, m) <- char '(' *> contents <* char ')' h : t <- getState putState t return $ (h, s) : m where contents = flip (,) [] <$> many1 digit <|> (\ps -> (map (fst . head) ps, concat ps)) <$> many1 paren main = print $ runParser (fromList <$> paren) ['a'..'z'] "example" "((617)((0)(32)))" This is a fairly straightforward translation of my Scala parser above, but without mutable state. What I've tried I'm trying to get as close to the Parsec solution as I can using Scalaz's state monad transformer, so instead of Parser[A] I'm working with StateT[Parser, Stream[Char], A]. I have a "solution" that allows me to write the following: import scala.util.parsing.combinator._ import scalaz._, Scalaz._ object ParenParser extends ExtraStateParsers[Stream[Char]] with RegexParsers { protected implicit def monadInstance = parserMonad(this) def paren: ESP[List[(Char, String)]] = (lift("(" ) ~> contents <~ lift(")")).flatMap { case (s, m) => get.flatMap( names => put(names.tail).map(_ => (names.head -> s) :: m) ) } def contents: ESP[(String, List[(Char, String)])] = lift("\\d+".r ^^ (_ -> Nil)) | rep1(paren).map( ps => ps.map(_.head._1).mkString -> ps.flatten ) def parse(s: String, names: Stream[Char]) = parseAll(paren.eval(names), s).map(_.toMap) } This works, and it's not that much less concise than either the mutable state version or the Parsec version. But my ExtraStateParsers is ugly as sin—I don't want to try your patience more than I already have, so I won't include it here (although here's a link, if you really want it). I've had to write new versions of every Parser and Parsers method I use above for my ExtraStateParsers and ESP types (rep1, ~>, <~, and |, in case you're counting). If I had needed to use other combinators, I'd have had to write new state transformer-level versions of them as well. Is there a cleaner way to do this? I'd love to see an example of a Scalaz 7's state monad transformer being used to thread state through a parser, but Scala 6 or Haskell examples would also be useful.

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  • Trying to reconcile global ip address and Vhosts

    - by puk
    I have been using my local machine as a web server for a while, and I have several websites set up locally on my machine, all with similar Vhost files like the one seen here /etc/apache2/sites-available/john.smith.com: <VirtualHost *:80> RewriteEngine on RewriteOptions Inherit ServerAdmin [email protected] ServerName john.smith.com ServerAlias www.john.smith.com DocumentRoot /home/john/smith # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn LogFormat "%v %l %u %t \"%r\" %>s %b" comonvhost CustomLog /var/log/apache2/access.log comonvhost </VirtualHost> then I set up the /etc/hosts file like so for every Vhost: 192.168.1.100 www.john.smith.com john.smith.com 192.168.1.100 www.jane.smith.com jane.smith.com 192.168.1.100 www.joe.smith.com joe.smith.com 192.168.1.100 www.jimbob.smith.com jimbob.smith.com Now I am hosting my friend's website until he gets a permanent domain. I have port forwarding set up to redirect port 80 to my machine, but I don't understand how the global ip fits into all of this. Do I for example use the following web site addresses (assume global ip is 12.34.56.789): 12.34.56.789.john.smith 12.34.56.789.jane.smith 12.34.56.789.joe.smith 12.34.56.789.jimbob.smith

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  • Country/City/state validation

    - by M.M.H.Masud
    I want to do the following things using PHP and jQuery https://www.careerbuilder.com/share/register.aspx?sc_cmp1=JS_LoginASPX_RegNow Steps Select a country from a dropdown list. The city dropdown list will fillup automatically with the list of cities of the selected country. If state is available for that country then state list will be visible with all state list of that country. Then I need to validate the selected city, state and country. Do you have any ideas? Thanks in advance

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  • ipv6 : why ndp resolves to global scope address?

    - by Julien
    I'm facing a strange ipv6 behavior and I don't know how to solve it because I'm not familiar with ipv6. Maybe this behavior is normal. I hope that you will help me. ( I'm running under debian 6.0.9 with a custom kernel 3.2.58 ) machine A is "2a00:7d30:edf6:100::1" wants to ping machine B, which is "2a00:7d30:edf6:100::10". Both are on the same segment. machine A asks for the address of machine B and I don't understand why machine B gives its global scope address instead of the local scope one ? 10:59:02.082785 IP6 2a00:7d30:edf6:100::1 ff02::1:ff00:10: ICMP6, neighbor solicitation, who has 2a00:7d30:edf6:100::10, length 32 10:59:02.082821 IP6 2a00:7d30:edf6:100::10 2a00:7d30:edf6:100::1: ICMP6, neighbor advertisement, tgt is 2a00:7d30:edf6:100::10, length 32 after that machine A pings the global scope address of machine B and it works fine : 10:59:02.082927 IP6 2a00:7d30:edf6:100::1 2a00:7d30:edf6:100::10: ICMP6, echo request, seq 1, length 64 10:59:02.082960 IP6 2a00:7d30:edf6:100::10 2a00:7d30:edf6:100::1: ICMP6, echo reply, seq 1, length 64 Thank you for you help best regards Julien

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  • Office 365 - Outlook shows Global Address List clicking "Rooms" during a meeting request

    - by TheCleaner
    This appears to be a "known" issue, but apparently no fix for it. However, I've been impressed before at the tenacity of the experts here to figure out an answer/fix. ISSUE When booking a New Meeting in Outlook (2013 or 2010) and choosing the Rooms button: The default list that opens is the Offline Global Address List: Which means a user has to change from the Offline Global Address List to the All Rooms list as shown here in order to easily pick from the list of actual rooms/resources: This isn't the default however for On-Premise Exchange servers. They default "correctly" to the All Rooms list when you click the Rooms button in the meeting request. While the option of using the Room Finder is there and does work, users have to know to click the Room Finder choice and it doesn't fix the actual root issue here. MY RESEARCH A few links I've found: http://community.office365.com/en-us/forums/158/t/41013.aspx http://community.office365.com/en-us/forums/148/p/24139/113954.aspx http://community.office365.com/en-us/forums/172/t/58824.aspx It was suggested that it might be that the "msExchResourceAddressLists attribute has incorrect value set". I checked my config by running: Get-OrganizationConfig | Select-Object ResourceAddressLists and the output was what it should be: ResourceAddressLists -------------------- {\All Rooms} QUESTION Does anyone have a fix that will make the All Rooms list be the default list when clicking the Rooms button in Outlook when using Office 365 / Exchange Online?

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  • State server in webfarm scenario?

    - by Curtis White
    This is a fairly basic question about state server but assume there are 2 servers behind a load balancer. How do I configure the session state server? So, I have machine1 and machine2. I would assume that I would need to install the state server on 1 machine only and then use the internal IP to refer to that machine. Is this correct? As oppose too, I would not install state server on both machines.

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  • <a> with an inner <span> not triggering :active state in IE

    - by Adam Singer
    I want to style the :active state of a button that is represented by an . The tag has an inner (beacuse I want to add an icon to this button). I notice the :active state is triggered properly in everything but Internet Explorer. In IE, it appears that the area around the (the 's padding) triggers that :active state, but when clicking directly on the text within the , the :active state is not triggered. Is there a way to fix this without resorting to Javascript?

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  • Android reset activity component state on navigation back

    - by Aure77
    I have 2 activities in my application. In activity1, I set some configuration and I modify the state of some component (ex: set button state disabled). And I navigate to activity2. In activity2 I do some stuff and at end, I finish this activity and come back to activity1. But In activity1, my components state are the same when I leave this activity. How to reset the components state with valuesdeclared in XML file (layout) ?

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  • clojure.algo.monad strange m-plus behaviour with parser-m - why is second m-plus evaluated?

    - by Mark Fisher
    I'm getting unexpected behaviour in some monads I'm writing. I've created a parser-m monad with (def parser-m (state-t maybe-m)) which is pretty much the example given everywhere (here, here and here) I'm using m-plus to act a kind of fall-through query mechanism, in my case, it first reads values from a cache (database), if that returns nil, the next method is to read from "live" (a REST call). However, the second value in the m-plus list is always called, even though its value is disgarded (if the cache hit was good) and the final return is that of the first monadic function. Here's a cutdown version of the issue i'm seeing, and some solutions I found, but I don't know why. My questions are: Is this expected behaviour or a bug in m-plus? i.e. will the 2nd method in a m-plus list always be evaluated if the first item returns a value? Minor in comparison to the above, but if i remove the call _ (fetch-state) from checker, when i evaluate that method, it prints out the messages for the functions the m-plus is calling (when i don't think it should). Is this also a bug? Here's a cut-down version of the code in question highlighting the problem. It simply checks key/value pairs passed in are same as the initial state values, and updates the state to mark what it actually ran. (ns monods.monad-test (:require [clojure.algo.monads :refer :all])) (def parser-m (state-t maybe-m)) (defn check-k-v [k v] (println "calling with k,v:" k v) (domonad parser-m [kv (fetch-val k) _ (do (println "k v kv (= kv v)" k v kv (= kv v)) (m-result 0)) :when (= kv v) _ (do (println "passed") (m-result 0)) _ (update-val :ran #(conj % (str "[" k " = " v "]"))) ] [k v])) (defn filler [] (println "filler called") (domonad parser-m [_ (fetch-state) _ (do (println "filling") (m-result 0)) :when nil] nil)) (def checker (domonad parser-m [_ (fetch-state) result (m-plus ;; (filler) ;; intitially commented out deliberately (check-k-v :a 1) (check-k-v :b 2) (check-k-v :c 3))] result)) (checker {:a 1 :b 2 :c 3 :ran []}) When I run this as is, the output is: > (checker {:a 1 :b 2 :c 3 :ran []}) calling with k,v: :a 1 calling with k,v: :b 2 calling with k,v: :c 3 k v kv (= kv v) :a 1 1 true passed k v kv (= kv v) :b 2 2 true passed [[:a 1] {:a 1, :b 2, :c 3, :ran ["[:a = 1]"]}] I don't expect the line k v kv (= kv v) :b 2 2 true to show at all. The first function to m-plus (as seen in the final output) is what is returned from it. Now, I've found if I pass a filler into m-plus that does nothing (i.e. uncomment the (filler) line) then the output is correct, the :b value isn't evaluated. If I don't have the filler method, and make the first method test fail (i.e. change it to (check-k-v :a 2) then again everything is good, I don't get a call to check :c, only a and b are tested. From my understanding of what the state-t maybe-m transformation is giving me, then the m-plus function should look like: (defn m-plus [left right] (fn [state] (if-let [result (left state)] result (right state)))) which would mean that right isn't called unless left returns nil/false. I'd be interested to know if my understanding is correct or not, and why I have to put the filler method in to stop the extra evaluation (whose effects I don't want to happen). Apologies for the long winded post!

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  • Improving the state of the art in API documentation sites

    - by Daniel Cazzulino
    Go straight to the site if you want: http://nudoq.org. You can then come back and continue reading :) Compare some of the most popular NuGet packages API documentation sites: Json.NET EntityFramework NLog Autofac You see the pattern? Huge navigation tree views, static content with no comments/community content, very hard (if not impossible) to search/filter, etc. These are the product of automated tools that have been developed years ago, in a time where CHM help files were common and even expected from libraries. Nowadays, most of the top packages in NuGet.org don’t even provide an online documentation site at all: it’s such a hassle for such a crappy user experience in the end! Good news is that it doesn’t have to be that way. Introducing NuDoq A lot has changed since those early days of .NET. We now have NuGet packages and the awesome channel that is ...Read full article

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  • Can frequent state changes decrease rendering performance?

    - by Miro
    Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" binding example: for material for object in material render part of object using that material I'm planning to use an octree later and with this "low count" method of rendering it can drastically increase memory consumption. So is it good idea?

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  • unit testing variable state explicit tests in dynamically typed languages

    - by kris welsh
    I have heard that a desirable quality of unit tests is that they test for each scenario independently. I realised whilst writing tests today that when you compare a variable with another value in a statement like: assertEquals("foo", otherObject.stringFoo); You are really testing three things: The variable you are testing exists and is within scope. The variable you are testing is the expected type. The variable you are testing's value is what you expect it to be. Which to me raises the question of whether you should test for each of these implicitly so that a test fail would occur on the specific line that tests for that problem: assertTrue(stringFoo); assertTrue(stringFoo.typeOf() == "String"); assertEquals("foo", otherObject.stringFoo); For example if the variable was an integer instead of a string the test case failure would be on line 2 which would give you more feedback on what went wrong. Should you test for this kind of thing explicitly or am i overthinking this?

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  • Technical Presentation: State of the LDom @ 3.1

    - by uwes
    Announcing a new technical presentation covering Oracle VM for SPARC on eSTEP portal. For those of you, who want to have a brief technical overview to OVM for SPARC (aka LDOMs) have a look into Stefan Hinker´s just finished presentation. Based on the current 3.1 release, Stefan covers the following topics: LDoms – Basics of the SPARC Hypervisor Partitioned Hardware – Virtualized PCIe Virtual IO Domain Configurations & Recommendations Management The presentation can be downloaded from eSTEP portal. URL: http://launch.oracle.com/ PIN: eSTEP_2011 The material can be found under tab eSTEP Download.

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  • Best practices for periodically saving game state to disk

    - by Ben Morris
    I'm working on an MMO. All of the player and environment data lives on a server and is kept in memory. There's a "world" object which keeps track of all of the maps, characters, etc. and their relations to each other. To avoid data loss in case of a crash, I've been periodically serializing the world to disk. The trouble is, this object can be quite large, so when the server starts writing, there's noticeable in-game slowdown for a few seconds, which I'd like to avoid. Any pointers on how to go about this in a more efficient way?

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  • Tracking state of a one time event on a big website

    - by Mattis
    Assume a website with 250 million active users. I add a new feature to the website. Once a user visits I want to use a short tutorial to teach them how to use said feature. I only want them to complete the tutorial once (or actively click it away). What is the smart way to code the verification check for this? How do I track the progress in the database? Having a separate table with like NewTutorial_completed = 1 for user_id = 21312315 would just snowball. It also feels intuitively bad to check for every one-time event for every user on every page view. While writing the question I got one idea, to have a separate event log that is checked periodically for any new action the user need to see or perform. I push events to this log and once they are completed they are removed from the log. No need to store NewTutorial_completed = 1-type variables this way. I am sure this is a common problem. I would appreciate any input on what best practice is.

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  • State / Screen management in Entity Component Systems

    - by David Lively
    My entity/component system is happily humming along and, despite some performance concerns I initially had, everything is working fine. However, I've realized that I missed a crucial point when starting this thing: how do you handle different screens? At the moment, I have a GameManager class which owns a component manager and entity manager. When I create an entity, the entity manager assigns it an ID and makes sure it's tracked. When I modify the components that are assigned to an entity. an UpdateEntity method is called, which alerts each of the systems that they may need to add or remove the entity from their respective entity lists. A problem with this is that the collection of entities operated on by each system is determined solely by the individual Systems, typically based on a "required component" filter. (An entity has to have a Renderable component to be rendered, for instance.) In this situation, I can't just keep collections of entities per screen and only Update/Draw those collections. They'd have to either be added and removed depending on their applicability to the current screen, which would cause their associated components to be removed, or enable/disable entities in a group per screen to hide what's not supposed to be visible. These approaches seem like really, really crappy kludges. What's a good way to handle this? A pretty straightforward way that comes to mind is to create a separate GameManager (which in my implementation owns all of the systems, entities, etc.) per screen, which means that everything outside of the device context would be duplicated. That's bothersome because some things are always visible, or I might want to continue to display the game under a translucent menu window. Another option would be to add a "layer" key to the GameManager class, which could be checked against a displayable layer stack held by the game manager. *System.Draw() would be called for each active layer, in the required order as determined by the stack. When the systems request an iterator for their respective entity collections, it would be pre-filtered to a (cached) set of those entities that participate in the active layer. Those collections could be updated from the same UpdateEntity event that's already used to maintain each system's entity collections. Still, kinda feels like a hack. If I've coded myself into a corner, feel free to throw tomatoes as long as they're labeled with a helpful suggestion. Hooray for learning curves.

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  • GameState management hierarchical FSM vs stack based FSM

    - by user8363
    I'm reading a bit on Finite State Machines to handle game states (or screens). I would like to build a rather decent FSM that can handle multiple screens. e.g. while the game is running I want to be able to pop-up an ingame menu and when that happens the main screen must stop updating (the game is paused) but must still be visible in the background. However when I open an inventory pop-up the main screen must be visible and continue updating etc. I'm a bit confused about the difference in implementation and functionality between hierarchical FSM's and FSM's that handle a stack of states instead. Are they basically the same? Or are there important differences?

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  • Dealing with state problems in functional programming

    - by Andrew Martin
    I've learned how to program primarily from an OOP standpoint (like most of us, I'm sure), but I've spent a lot of time trying to learn how to solve problems the functional way. I have a good grasp on how to solve calculational problems with FP, but when it comes to more complicated problems I always find myself reverting to needing mutable objects. For example, if I'm writing a particle simulator, I will want particle "objects" with a mutable position to update. How are inherently "stateful" problems typically solved using functional programming techniques?

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